Wednesday, January 17, 2018

My first game released: Gravity game free !

Use your skill to take control of gravity and save the solar systems in the galaxy from the dark threat in this free game.

Control the comets by turning on and off the gravity on the planets, let them orbit and crasch into the black hole before it is late.

Are you ready to control the forces of space to win in all the levels in this clever game.

Playing with gravity has never been more fun!


Tuesday, April 4, 2017

Unity3d creating a cube in c# with text on each side

I am currently exploring the power of the Unity3d developer environment. It really amazes me! Really fun and easy to get started and a lot of fun coding!
I wanted to create a cube with letters/text on each side. The text should be possible to manipulate dynamically so premade textures was out of the question.
First I thought that it couldn’t be so hard. I soon found out that many before me had struggled with the same problem.
I tried the 3dtext but it had a problem with the text showing througt other objects. Not very nice!
My solution is to use the UI and its text possibilities.
Create a method that takes the size of the cube and the text that should be printed on the side:
public class scriptCube {
  static GameObject addSide (int size, string text) {

First we create a canvas-object to hold the UI:

    GameObject mainObj = new GameObject();
    Canvas canvasObj = mainObj.AddComponent<Canvas>();
    canvasObj.renderMode = RenderMode.WorldSpace;

Then we create a rawimage-object and we connect it to the parent object:

    GameObject childObj2 = new GameObject ();
    RawImage rawimageObj = childObj2.AddComponent<RawImage>();
         (RectTransform.Axis.Horizontal, size);
         (RectTransform.Axis.Vertical, size);
    rawimageObj.color = Color.yellow;

We also have to create the text-object and connect it to the parent object:
    GameObject childObj1 = new GameObject ();
    Text textObj = childObj1.AddComponent<Text>();
    textObj.font = (Font)Resources.GetBuiltinResource
        (typeof(Font), "Arial.ttf");;
    textObj.text = text;
    textObj.alignment = TextAnchor.MiddleCenter;
    textObj.enabled = true;
    textObj.fontSize = (int) (size*0.8);
    textObj.color =;
        (RectTransform.Axis.Horizontal, size);
        (RectTransform.Axis.Vertical, size);

    return mainObj;

Now that we have a method that creates panels with rawimages and text on it we need to put it all together with a method that create all sides of the cube and positions them correctly in the worldSpace.
The following code creates the six sides of the cube and positions and turns them individually.
I know this surely could be made in some more effective ways but this works for now.
public static GameObject createCube (string name, int size) {

  GameObject mainObj = new GameObject(); = name;

  GameObject side1 = addSide (size, "1");
  side1.transform.SetParent (mainObj.transform);
  side1.transform.position = new Vector3(0,0,-size/2);
  side1.transform.rotation = Quaternion.Euler(0,0,0);

  GameObject side2 = addSide (size, "6");
  side2.transform.SetParent (mainObj.transform);
  side2.transform.position = new Vector3(0,0,size/2);
  side2.transform.rotation = Quaternion.Euler(0,180,0);

  GameObject side3 = addSide (size, "3");
  side3.transform.SetParent (mainObj.transform);
  side3.transform.position = new Vector3(0,-size/2,0);
  side3.transform.rotation = Quaternion.Euler(90,0,0);

  GameObject side4 = addSide (size, "4");
  side4.transform.SetParent (mainObj.transform);
  side4.transform.position = new Vector3(0,size/2,0);
  side4.transform.rotation = Quaternion.Euler(90,0,0);

  GameObject side5 = addSide (size, "2");
  side5.transform.SetParent (mainObj.transform);
  side5.transform.position = new Vector3(-size/2,0,0);
  side5.transform.rotation = Quaternion.Euler(0,90,0);

  GameObject side6 = addSide (size, "5");
  side6.transform.SetParent (mainObj.transform);
  side6.transform.position = new Vector3(size/2,0,0);
  side6.transform.rotation = Quaternion.Euler(0,270,0);

  mainObj.transform.rotation = Quaternion.Euler(45,45,45);

  return mainObj;

Add a call to the newly created method to get it all started:

void Start () {
  scriptCube scriptcube = new scriptCube ();
  GameObject cube = scriptCube.createCube ("Cube", 40);

To turn the scene camera to view the cube and rotate around it just add this to the camera script:
private GameObject target;
void Update () {
  target = GameObject.Find ("Cube");
  if (target != null) {
    transform.LookAt (target.transform);
    transform.Translate (Vector3.right * Time.deltaTime * 60);

Happy hacking and have a nice day!

Sunday, March 5, 2017

Oracle: how to page / paging result in select


If You want to to a fast paging in your application the best way is sometimes to let the database do the job. You could of course let the appication server select all rows and then pick out the one you want but that could be a huge job if the query gives a extensive recordset.

Paging in Oracle is not as easy as one could think. If you would like your query to return lets say 100 rows with the start at row 1300 you could use the following SQL statement:

select * from (
  select rowum as rn, b.*
    from (select a.columnName1, a.columnName2
            from tableName a
           order by a.columnName1) b
        ) c
    where c.rn between 1300 and 1300 + 100;

Have a nice day and happy SQL-hacking!

Sunday, February 26, 2017

Converting C-64 Basic program to text file


In the CCS64 emulator you can save your Basic program as a .prg-file in the PCs filesystem. The .prg i quite unreadable (not human readable) and I was looking for a way to get the commandlines into text to be able to put it into for examle this blog.

How do one get the Basic program listing out of the C64 emulator? One way is through this fine little program:


Download link:


Just unzip the file into a folder and start a DOS-prompt, start the exe and you get the following helptext:

Loads Commodore 64 BASIC programs and converts them between various formats.
Automatically determines the format to load by the file extension.
Loads these file types
   prg  (prg C64 format: 2 address bytes followed by program data
   p00  (same as prg, but contains filename data as well)
   txt  (prg/p00 files detokenized and converted to text by C64List
        c64list <input filename> [control parameters]

where control parameters include:
        -ovr            overwrite an existing file
        -prg[:name]     save in .prg format
        -p00[:name]     save in .p00 format (Only p00 is supported--not 01-99)
        -hex[:name]     save in an ASCII hex dump format
        -asm[:name]     save in a memory-disassembled format
        -txt[:name]     save untokenized BASIC code in a text format
        -lbl[:name]     save, same as -txt, except convert to label format

        -verbose[:list] output additional information during conversion
        -tokenizer:name load a tokenizer map file
        -b4             load the BASIC 4.0 tokenizer map file
        -b7             load the BASIC 7.0 tokenizer map file
        -alpha:<mode>   where <mode> can be normal|upper|lower|invert
        -range:n1-n2    for .hex/.asm, only output indicated range
        -con            for .hex/.asm, dump output to screen
        -sym            dump the asm symbol table to screen
        -labels         dump the list of labels to screen

Additionally, when converting to and from text files:
        -crunch (from text) removes unquoted space
        -crunch (to text) adds spacing for readability
        -crsr   (to text) preserves binary cursor codes
        -rem    remove all REM statements

For the output format parameters, if you specify
  <nothing> the input name is used, but the proper extension is applied
  :<name> the specified name is used


Convert to text-format:

CMD> C64List.exe C:\temp\Slimy.PRG  -txt:c:\temp\Slimy.txt
                C64List (v3.03) Copyright 2012 by Jeff Hoag
Encountered: 0 Errors; 0 Warnings
C64List finished.

Now I have all the Basic-lines in plain text and I’m able to paste it into here:

1 POKE53272,24:GOSUB13000:W=53281:POKEW,0:POKEW-1,0
2 POKE53270,216:POKEW+2,7:POKEW+3,15
3 DIMA(500):M=67:R=66:GOTO5000
4 RUN                              
5 LE=3:A=1024:B=55296:P=1
6 X=500:J=65:S=32:X=A+X:REMA(1)=X
8 POKE54296,15:O=54273:POKEO+4,96:POKEO+5,96:POKEO+3,0:POKEO+3,33
70 C=INT(80+960*RND(1)):IFC+A=XTHEN70
85 PRINT"{home}SCORE:"PO;TAB(25)"HI-SCORE:"PO(0)
2010 T=PEEK(197):IFT=9ANDP<>40THENP=-40
2020 IFT=12ANDP<>-40THENP=40
2030 IFT=10ANDP<>1THENP=-1
2040 IFT=13ANDP<>-1THENP=1
2100 IFPEEK(W+1)=245THENPOKEW+1,0:POKEW+2,5:GOTO2300
2110 POKEW+1,5:POKEW+2,0
2300 NEXT:GOTO100
5000 PRINT"{clear}{gray3}"
5010 PRINTSPC(10)"{$c4:3}{right}{$c4}{right:3}{$c4}{right}{$c4}{right:3}{$c4}{right}{$c4}{right}{$c4}"
5020 PRINTSPC(10)"{$c4}{right:3}{$c4}{right:3}{$c4}{right}{$c4:2}{right}{$c4:2}{right}{$c4}{right}{$c4}"
5030 PRINTSPC(10)"{$c4:3}{right}{$c4}{right:3}{$c4}{right}{$c4}{right}{$c4}{right}{$c4}{right}{$c4:3}"
5040 PRINTSPC(10)"{right:2}{$c4}{right}{$c4}{right:3}{$c4}{right}{$c4}{right:3}{$c4}{right:2}{$c4}{right}"
5050 PRINTSPC(10)"{$c4:3}{right}{$c4:3}{right}{$c4}{right}{$c4}{right:3}{$c4}{right:2}{$c4}{right}"
5055 PRINTSPC(10)"{lt. blue}{$c1:19}"
5060 PRINTSPC(18)"{yellow}{down:2}BY{down}"
5062 PRINTSPC(15)"ALPHA ZOFT{down:2}"
5065 PRINT"       {$d5}{$c0:24}{$c9}"
5066 PRINT"       {$dd}      INSTRUCTIONS      {$dd}"
5067 PRINT"       {$dd}                        {$dd}"
5068 PRINT"       {$dd}W=UP       {lt. green}{$c2}{yellow} 10 PTS     {$dd}"
5069 PRINT"       {$dd}Z=DOWN     {lt. green}{$c4}{yellow} WATCH OUT! {$dd}"
5070 PRINT"       {$dd}A=LEFT                  {$dd}"
5071 PRINT"       {$dd}S=RIGHT                 {$dd}"
5072 PRINT"       {$dd}                        {$dd}"
5074 PRINT"       {$dd}                        {$dd}"
5075 PRINT"       {$ca}{$c0:24}{$cb}"
5076 IFPEEK(W+1)=245THENPOKEW+1,0:POKEW+2,5:GOTO5080
5078 POKEW+1,5:POKEW+2,0
5080 FORI=1TO25:IFPEEK(197)<>60THENNEXT:GOTO5076
5100 PRINT"{clear}{down:8}":PO=0
5202 PRINT"{down:3}{right:13} GAME OVER !":FORI=1TO15:POKEW+3,I
5210 FORI=1TO1000:NEXT:GOTO10000
7120 C=INT(80+960*RND(1)):IFPEEK(A+C)<>STHEN7120
10000 POKE198,0:IFPO<=PO(9)THEN10400
10050 PRINT"{clear}{down:2}"SPC(5)"LUCKY, YOU GOT A GOOD SCORE."
10060 PRINT"{down}"SPC(7)"PLEASE ENTER YOUR NAME:{down:2}":PRINTSPC(5);
10105 OPEN1,0:INPUT#1,A$:CLOSE1:C$=LEFT$(A$,18)
10110 FORI=0TO9:IFPO>PO(I)THEN10200
10120 NEXT
10200 FORT=9TOISTEP-1:NA$(T+1)=NA$(T):PO(T+1)=PO(T):NEXT
10210 NA$(I)=C$:PO(I)=PO:GOSUB12000
10400 PRINT"{clear}"SPC(15)"{down:3}TOP 10"
10405 PRINTSPC(15)"======{down:2}"
10430 WAIT197,32:GOTO5000
12000 OPEN8,8,8,"@8:HI-MASK1,S,W"
12010 FORI=0TO9:PRINT#8,NA$(I)
13000 OPEN8,8,8,"8:HI-MASK1,S,R"
13010 FORI=0TO9:INPUT#8,NA$(I)

Have a nice day and happy C64-hacking!

Saturday, February 25, 2017

SOLVED: publishing with Open Live Writer to Blogger 501-error


When pushing the Publish-button image  after writing my new post with Open Live Writer (OLW) I got the following error:

The remote server returned an error: (501) Not Implemented.

I am new to OLW so this is my first post from Open Live Writer and I have been using Google for a while so that account is old. I have used Google Picasa web and Photos for a while.

In the “Open Live Writer.log” I get the following:

OpenLiveWriter,1.11164,Fail,00027,25-Feb-2017 15:39:42.225,"System.InvalidOperationException: The file type is not registered with this application.
   at OpenLiveWriter.PostEditor.JumpList.JumpList.AppendCustomCategories()
   at OpenLiveWriter.PostEditor.JumpList.JumpList.Refresh()

Posting to Googles Blogger fails when the post includes images. I have spent som hours now googling around and trying to find solutions. Some have tried different number of images and it actually works without images which would be pointing towards the Google Photos service.

I tried opening my Google account for “less secure applications” but nu success… More googling today and I found this blog:
In a post a bit down the page I found what I was looking for: where do Open Live Writer store the images (which album)?

“the images are uploaded to you Google album “Windows Live Writer””

Well, I thougt I would change that to “Open Live Writer” and I went into Google Photos and created a new album called just “Open Live Writer”.

Back to OLW and voila! It uploaded my post!


When creating a new album in Google Photos you have to select at least one image. You can’t just create an empty album!

Have a nice day and happy blogging!

Thursday, February 23, 2017

Installing Windows Live Writer

Flickr Tags:

Please read the whole post before trying to install Windows Live Writer!

Nothing should ever be easy…  I needed a blogger program for my windows computer to make it easier to start blogging. Especially adding screenshots to the blog needed to be easier.

I thought Windows live writer should do it! But…  why should it just work!?!

I went to the download page:


pressed Download and started the installer:


Couldn’t install programs
please try installing windows live programs again
Error: OnCatalogResult: 0x80190194
Next steps: n unknown error occured

Well, there’s a solution for this, download the offline installer for Windows Live Writer 2015:



Choose the programs to install


Deselect everythnig except Writer




Here’s where I got stuck! I found some tips about lowering the secutiry on the google account allowing more unsecure applications too connect:


well, it did not work! Someone wrote that Writer didn’t support Blogger anymore and perhaps is that correct!

Uninstall and try another application called Open Live Writer:


Easy to install and support for Googles Blogger and login through Google account!

This post is my first with Open Live Writer and I can assure You that it’s not the last one!

Have a nice day!

Tuesday, February 21, 2017

Commodore 64 making a simple bouncing ball in Basic

Today I tried to make a C64 program again! It was maybe almost 30 years since the last time.

I thought I should do a program in Basic and it should be a "ball" that bounces from side to side on the screen.

Lets start:

10  DX=1                                                                                                    
The variable DX should store the direction of the movement

20  PO=1                                                                                                      
The variable PO (position) should store the position of the ball. Lets start at position 1

30  PRINT CHR$(147)                                                                               
Do a clear screen

40  FOR I=1 TO PO : PRINT " "; : NEXT                                                 
Let's loop through 1 to position. Print a space to the output and append a semicolon to tell our C64 to skip the newline, NEXT takes us on another leap in the loop

50  PRINT "O"                                                                                           
Write the ball to the output. With newline

60 PO=PO+DX                                                                                          
Add the direction variable to the position variable.

70 IF PO=39 THEN DX=-1                                                                      
Check if position is 39 then change the direction variable to -1 to turn

80 IF PO=1 THEN DX=1                                                                          
Check if position is 1 again. Then change the direction to 1 to turn

90 GOTO 30                                                                                              
The best part! Goto line 30 and start over again!

The emulator I used for this program is the CCS64:

The complete program:

Have a nice day!