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Topics - Ikkerens

Pages: 1 [2] 3
16
Web Programming and Design / MySQL injection prevention
« on: December 01, 2010, 01:06:50 pm »
Allright, I wrote this little snippet to prevent mysql injection.
And then I thought of the fact that alot of websites are still sensitive to mysql-injection, hence I came on the idea of sharing this script.
Code: (php) [Select]
<?php

function sql_query($query$variables)
{
//Take the query, and replace the contained variables
//Query should contain [WHERE]
if ( !preg_match(&#39;[WHERE]&#39;, $query) )
{
die();
}
else
{
$parms = Array();
foreach( $variables as $name => $variable )
{
$parms[] = "`".$name."` = &#39;".mysql_real_escape_string($variable)."&#39;";
}
//Merge parameters
$parameters implode(&#39; AND &#39;, $parms);
//Prepare the query
$query2 str_replace(&#39;[WHERE]&#39;, &#39;WHERE &#39;.$parameters, $query);
return mysql_query($query2);
}
}

?>


And the usage:
Code: (php) [Select]
<?php

include(&#39;./sql_query.php&#39;); //Or any way to implement the function.

$query sql_query(&#39;SELECT * FROM `table` [WHERE]&#39;, Array(
"field1" => $_POST[&#39;username&#39;],
"field2" => &#39;value&#39;
));

?>


In the array, the key name is the field name in SQL.
Then the value in the array is the one that should be found.
For now, I do not support the OR attribute, and I never use that one personally xD

17
Miscellaneous / Reason for absence
« on: November 25, 2010, 12:27:27 pm »
Hello Guys,

I was planning to post this for a while, but I found I simply didn't have the time to do so.
So well, here goes:

A few months/weeks earlier I created a topic concerning I was going to be absent for a 2/3 weeks due to my exams/vacation.
Usually, after every vacation, my urge to program games returns because I still have a project to finish.
This time was no difference.

So after my vacation, I resumed my zelda project, still having some bugs to fix in the engine I had so far and stuff.
Basically, I started by creating a backup of the entire project by creating a group.
However, the downside of creating a group is that all of the files have to be in RAM.
As some of you might know, OS 2.53MP is a little unstable, and that fact hit me at right the wrong moment.
I had a ramclear during the grouping, losing all graphics and a major part of the engine.
Since then, I did not have the urge to pick up the game again.

I might pick the project up again someday, but so far, my priorities have been blocking me.
Such as,
there are new exams coming up (yes, again).
I recently got into a relationship, which I have to maintain, which is also a big priority for me ;)

So basically, as things look now. I will not continue any major projects on the calculator anymore for a while.
I might release some small games, but nothing really big.

I hope you guys will understand this, and I really do regret the fact that I can not contribute to the community.

I will try to remain active here, but I won't make any promises...

Yours, Ikkerens

18
Axe / Re-structuring Pictures
« on: October 16, 2010, 04:33:08 am »
I was wondering about something, we know axe is able to absorb pictures as tilemap.
[Pic0r]->Pic0

But what about pictures read trough GetCalc(?
Can I also convert pictures to tilemaps while executing the program instead of when compiling?

19
Axe / Asm( HEX as appvar?
« on: October 14, 2010, 01:34:31 pm »
Allright, would the following be possible?
Let's say, I have this piece of code:
Code: [Select]
1->{50+L1

1. What would the code be in asm hex (so I can use it with the axe asm( command?)
2. I wanna be able to make this dynamic (what pieces of that code do I need to change to, for example do 5->{25+L1
3. Can this hex code be stored in appvars or any other data containers?

20
Axe / Axe Sprite Editor
« on: October 08, 2010, 02:16:49 pm »
Ok, I have been trying out runer's sprite editor recently, which stored all sprites into an appvar which I couldn't decode (even with runer's help).
Even though I heard runer has been working on a new sprite editor, I decided to write my own.
This sprite editor stored the sprites directly into Pic5/Pic6 (frontbuffer/backbuffer respectively).
(It is your task to copy them to other pics/datafiles if you want)
It only supports 4lv grayscale.
I am not planning to support 3lv grayscale, nor any other features as this program is mainly meant for helping me completing zelda, I just decided to share it.
Controls:
Arrows - Move the cursor
F1 - Black
F2 - Darkgray
F3 - Lightgray
F4 - White
- - Go to the last sprite
+ - Go to the next sprite
Clear - Leave the program

Do not compile this program as an app, as it uses SMC.

Credits:
Me - Programming this app
Runer112 for the idea in the first place and help on how the Pic files are structured.

Bugs:
-It responds too fast
-You need to have Pic5 and Pic6 in the ram.

*I do not take any responsibility for any crashes/data losses caused by this program*
Don't let that spoil it tho, its a simple program allowing you to create 4lv grayscale sprites.

21
Axe / I'm doing something wrong (I think)
« on: October 07, 2010, 01:55:20 pm »
Well, I've been trying to create this sprite editor.
(I failed at my attempt to export sprite data from runer's sprite editor)

Anyway, here's the code
Code: [Select]
:.SPREDIT Euh...
:GetCalc("Pic5")→P
:0→C
:ClrDraw
:ClrDrawr
:[FFFFFFFFFFFFFFFF]→Pic0
:.Main Loop
:sub(UI)
:Repeat getKey(15)
:DispGraphrr
:End
:Return
:.UI Sub
:Lbl UI
:Line(64,0,64,64)
:StorePic
:Pt-Off(72,48,C*16+P)
:Pt-Off(72,48,C*16+8+P)r

Well, then I've got this picture (pic5) which has 2 sprites, one at 0,0 and one at 8,0, the front buffer and the back buffer respectively.
But when the program is loaded, the picture looks all scrambled.
Am I doing anything wrong here?

22
Axe / Several questions
« on: October 04, 2010, 11:45:10 am »
So... I was working on porting necro's gfx to axe parser format (for my zelda-like game), and I stumbled upon 2 questions.
1. Can axe read from programs stored in the archive? (Then I mean, my program, since my gfx are in a program in the archive)
2. I have this program data file (created the same way as an appvar), but its source is open (I can read it using TIOS's edit), how can I lock this?
3. Can I "break" loops? For example, I have a for loop that goes from 1 to 10, but as soon as it discovers that number 6 is empty, that it will skip the 7-10 as well?

23
Art / Super Awesome RPG (request)
« on: October 03, 2010, 04:07:30 am »
Well, since Splut is being close to the state of finished.
I decided my next program to be an grayscale rpg.
But, because I suck at graphics (and seeing some real artists around here), I decided to ask for some graphics here.
Anyway:
I am going to make a zelda-like game.
Swords/magic etc using 4lv grayscale.
I currently need the following:
Hero (on the map, 4 directions if possible, maybe with walking animation) (8x8)
Hero (battle, facing right) (16x16)
Monsters (currently only in battle, facing left) (16x16)
Map tiles (8x8, can be combined to make a big building for ex.)

For the grayscale I need 2 parts of each image.
(Using 2 seperate pics)
Basically this way.
F-B (Front/Back)
0-0 White
0-1 Light Gray
1-0 Dark Gray
1-1 Black

I hope there are some people around to take on this project, as it would be greatly appreciated.

24
General Calculator Help / Splut transfer failing
« on: October 02, 2010, 05:04:49 pm »
Ok, I've had this email from someone trying to install splut, but it seems to give an error.

Quote

Hello, I wan't to send your game Splut on my TI-84+
with TI-Connect but it doesn't work... For TI-Connect the program name is
"Splut_(C)__(C)__(C)_" and it say it's a error name.
 
(Sorry for miss but I'm
french...)

He downloaded it from ticalc, and I was wondering if any1 can reproduce it.

25
Humour and Jokes / Funny one
« on: October 01, 2010, 02:41:49 pm »

26
Other Calculators / Splut (xLib origins)
« on: October 01, 2010, 02:41:03 am »
Splut (xLib origins)



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=578

Basically the same game as the axe parser version.
This version is no longer in development, but I am uploading it as it has been requested by several people.

More info in the read me.

27
Other Calculators / Splut
« on: September 30, 2010, 09:44:00 pm »
Splut



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=577

The game that combines tetris/blockdude and smileys. To save your people, it is your task to obtain flags. Which are used to feed your tribe. But, the evil block god tries to stop you by throwing blocks at you. Use those blocks to get to your goal and save your people.
Features:
-4lv grayscale
-Game can be played without grayscale as well.
-Several difficulty levels
-Several hours of gameplay, for those boring math classes.



Also on: http://www.ticalc.org/archives/files/fileinfo/431/43132.html

28
Miscellaneous / Should've done this much sooner...
« on: September 08, 2010, 04:57:31 pm »
Hello everyone,

I am writing this topic based on events that happened in the last few moments.

It seemed that some of my posts have offended some people on this community.
I just want to say that these posts were not intended to be offending or even cause the idea that I was trolling.

Dj Omnimaga and I had a private talk where we talked things out, trying to explain that these were not my intentions.

Even some of my reactions on this forum were written while not being sober, causing my posts to seem narrow-minded.

Also, due my peroid of inactivity I was unable to clarify my posts and reactions. Should something I have ever posted be unclear, feel free to contact me about it.

I'd like to end this post with the following:
I hereby apologise for any of my past and even future posts (which I will try to prevent) which seem offending to anyone.

Should I ever cross the line, feel free to comment me on doing so, in the end, people learn by having their mistakes corrected.

Yours,
Ikkerens

29
Axe / 4lv gs sprite editor
« on: June 23, 2010, 03:35:39 am »
Dunno if this is the right board, but still.
Any1 here know a good 4lvl GrayScale sprite editor compatible with axe?
I tried CalcGS but that one doesn't seem to be able to export in an axe compitable way.

30
Axe / Smooth Scrolling Tilemapper
« on: June 21, 2010, 05:20:32 am »
Well, so I have been trying some things with axe now (RAM clear every 2 minutes ftw  ;D)
And I came up with a scrolling tilemapper, which speed I think is fair.

I think it can be optimized in some ways, but I can't find any more ways.

P.S. I wanted to make a GIF for demonstration, but after loading the ROM with wabbitemu, nothing happens.

Edit: Uploaded the optimized version

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