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Dead Code Preservation :: Archived AS3 works from wonderfl.net

forked from: なんとかディウスっぽい蟹さん&ダッカー&自機 forked from: ♪カニテーマ

カーソルキーで操作できます
// forked from nemu90kWw's なんとかディウスっぽい蟹さん&ダッカー&自機 forked from: ♪カニテーマ
// forked from keim_at_Si's ♪カニテーマ from:蟹さん from:from:なんとかディウス
// forked from nemu90kWw's なんとかディウスっぽい蟹さん forked from: なんとかディウスっぽい背景
// forked from gyuque's なんとかディウスっぽい背景

// カーソルキーで操作できます
package
{
    import flash.display.*;
    import flash.geom.*;
    import flash.events.*;
    import flash.ui.*;

    [SWF(width="320", height="240", backgroundColor="0x000000", frameRate="30")]
    public class Nemesis extends Sprite
    {
        public static const W:int = 320;
        public static const H:int = 240;
        
        private var mBgm:BGM = new BGM();

        private var mScreenBmp:Bitmap;
        private var mScreen:BitmapData = new BitmapData(W, H, false, 0);
        
        private var mGround:BitmapData = new BitmapData(W, H, true, 0);
        private var mBack:BitmapData = new BitmapData(W, H, true, 0);
        private var mCollisionBmp:BitmapData = new BitmapData(W, H, true, 0);
        
        private var mBGen:MountainGen = new MountainGen(120);
        private var mTGen:MountainGen = new MountainGen(120, 1);
        private var mBBGen:MountainGen = new MountainGen(180, 1, true);
        private var mStarbg:StarBG = new StarBG(W, H, 200);
        
        private var mKani:Kani;
        private var mLegs:Array = new Array();
        
        private var mPlayer:Player = new Player();
        private var mEnemyList:Array = new Array();
        
        private var count:int = 0;
        
        function Nemesis()
        {
            mScreenBmp = new Bitmap(mScreen);
            addChild(mScreenBmp);
        //    addChild(mPlayer);
            
            mBGen.step();
            mTGen.step();
            for(var i:int = 0; i < W; i++)
            {
                mBGen.step();
                mTGen.step();
                mBBGen.step();
                mBGen.draw(mGround, i, 120);
                mTGen.draw(mGround, i, 0, false);
                mBBGen.draw(mBack, i, 60);
            }
            
            mLegs.push(new Leg(-72, 1));
            mLegs.push(new Leg(  0, 1));
            mLegs.push(new Leg( 72, 1));
            mLegs.push(new Leg(-72, -1));
            mLegs.push(new Leg(  0, -1));
            mLegs.push(new Leg( 72, -1));
            
            mKani = new Kani(mLegs);
            
            addEventListener(Event.ENTER_FRAME, onEnterFrame);
            stage.addEventListener(KeyboardEvent.KEY_DOWN, Key.onKeyDownHandler);
            stage.addEventListener(KeyboardEvent.KEY_UP, Key.onKeyUpHandler);

            mBgm.play();
        }
        
        private function onEnterFrame(e:Event):void
        {
            var leg:Leg;
            var enemy:Enemy;
            
            mStarbg.main();
            mKani.main();
            mPlayer.main();
            
            if(count % 600 == 30) {
                addEnemy(new Ducker(false));
                addEnemy(new Ducker(true));
            }
            for each(enemy in mEnemyList) {
                enemy.main();
            }
            
            if(count % 3 == 0) {
                scroll(1);
            }
            if(count % 7 == 0) {
                mBack.scroll(-1, 0);
                mBack.fillRect(new Rectangle(W-1, 0, 1, H), 0);
                mBBGen.step();
                mBBGen.draw(mBack, W-1, 60);
            }
            count++;
            
            //描画
            var matrix:Matrix = new Matrix();
            mCollisionBmp.fillRect(new Rectangle(0, 0, W, H), 0);
            matrix.translate(mKani.x, mKani.y);
            mCollisionBmp.draw(mKani, matrix);
            for each(leg in mLegs)
            {
                matrix.identity();
                matrix.translate(leg.x, leg.y);
                mCollisionBmp.draw(leg.sprite, matrix);
            }
            for each(enemy in mEnemyList) {
                matrix.identity();
                matrix.scale(enemy.scaleX, enemy.scaleY);
                matrix.translate(enemy.x, enemy.y);
                mCollisionBmp.draw(enemy, matrix);
            }
            mCollisionBmp.copyPixels(mGround, mGround.rect, new Point(0, 0), null, null, true);
            
            mScreen.fillRect(mScreen.rect, 0);
            mStarbg.draw(mScreen);
            mScreen.copyPixels(mBack, mBack.rect, new Point(0, 0));
            matrix.identity();
            matrix.translate(mPlayer.x, mPlayer.y);
            if(mPlayer.visible) {mScreen.draw(mPlayer, matrix);}
            mScreen.copyPixels(mCollisionBmp, mCollisionBmp.rect, new Point(0, 0));
            
            //当たり判定
            if(mCollisionBmp.getPixel32(mPlayer.x, mPlayer.y) != 0x00000000 && mPlayer.invincible == 0) {
                mPlayer.miss();
            }
            for each(leg in mLegs) {
                leg.hitflag = mGround.getPixel32(Math.min(Math.max(0, leg.x), W-1), leg.y) != 0x00000000;
            }
            for each(enemy in mEnemyList) {
                enemy.hitflag = mGround.getPixel32(Math.min(Math.max(0, enemy.x), W-1), enemy.y) != 0x00000000;
            }
        }
        
        public function addEnemy(enemy:Enemy):void
        {
            enemy.player = mPlayer;
            mEnemyList.push(enemy);
        }
        
        public function scroll(vx:int):void
        {
            mGround.scroll(-vx, 0);
            mGround.fillRect(new Rectangle(W-vx, 0, vx, H), 0);
            
            var i:int;
            for (i = 0; i < vx; i++)
            {
                mBGen.step();
                mTGen.step();
                mBGen.draw(mGround, W-vx+i, 120);
                mTGen.draw(mGround, W-vx+i, 0, false);
            }
            
            mKani.x -= vx;
            for each(var leg:Leg in mLegs) {leg.x -= vx;}
            for each(var enemy:Enemy in mEnemyList) {enemy.x -= vx;}
        }
    }
}

import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.ui.*;
import flash.media.*;

// --------------------------------//
// 自機
// --------------------------------//
class Player extends Sprite
{
    private var count:int = 0;
    public var invincible:int;
    
    function Player()
    {
        var g:Graphics = graphics;
        g.beginFill(0xFFFFFF);
        g.drawPath(Vector.<int>([1,2,2]),
            Vector.<Number>([
                -8, -5,
                -8, 5,
                10, 0,
            ]));
        g.endFill();
        
        init()
    }
    
    public function init():void
    {
        x = Nemesis.W/2-40;
        y = Nemesis.H/2;
        invincible = 60;
    }
    
    public function main():void
    {
        if(Key.isLeft == true) {x -= 3;}
        if(Key.isRight == true) {x += 3;}
        if(Key.isUp == true) {y -= 3;}
        if(Key.isDown == true) {y += 3;}
        
        x = Math.min(Math.max(10, x), Nemesis.W-10);
        y = Math.min(Math.max(10, y), Nemesis.H-10);
        
        if(invincible > 0)
        {
            if(count % 2 == 0) {visible = false;}
            else {visible = true;}
            invincible--;
        }
        else {
            visible = true;
        }
        
        count++;
    }
    
    public function miss():void
    {
        init();
    }
}

class Key
{
    public static var isUp:Boolean = false;
    public static var isDown:Boolean = false;
    public static var isLeft:Boolean = false;
    public static var isRight:Boolean = false;
    public static var isShot:Boolean = false;
    
    public static function onKeyDownHandler(e:KeyboardEvent):void
    {
        switch(e.keyCode) {
            case Keyboard.UP: Key.isUp = true; break;
            case Keyboard.DOWN: Key.isDown = true; break;
            case Keyboard.LEFT: Key.isLeft = true; break;
            case Keyboard.RIGHT: Key.isRight = true; break;
            case Keyboard.SHIFT: Key.isShot = true; break;
        }
    }
    public static function onKeyUpHandler(e:KeyboardEvent):void
    {
        switch(e.keyCode) {
            case Keyboard.UP: Key.isUp = false; break;
            case Keyboard.DOWN: Key.isDown = false; break;
            case Keyboard.LEFT: Key.isLeft = false; break;
            case Keyboard.RIGHT: Key.isRight = false; break;
            case Keyboard.SHIFT: Key.isShot = false; break;
        }
    }
}

// --------------------------------//
// 敵
// --------------------------------//
class Enemy extends Sprite
{
    public var player:Player;
    public var hitflag:Boolean;
    public function main():void {}
}

class Ducker extends Enemy
{
    private var head:Sprite;
    private var leg:Sprite;
    
    private var count:int = 0;
    private var wait:int = 0;
    
    function Ducker(reverse:Boolean)
    {
        if(reverse == false) {scaleY = 1;}
        if(reverse == true) {scaleY = -1;}
        
        var g:Graphics = graphics;
        
        head = new Sprite();
        g = head.graphics;
        g.beginFill(0xE8F0F8);
        g.drawRect(-16, -5, 10, 2);
        g.endFill();
        g.beginFill(0x308040);
        g.lineStyle(1, 0x80F0C0);
        g.drawPath(Vector.<int>([1,2,2,2,2]),
            Vector.<Number>([
                -1, -6,
                8, -12,
                2, -8,
                10, -5,
                -1, -1
            ]));
        g.endFill();
        g.beginFill(0x308040);
        g.lineStyle(1, 0x80F0C0);
        g.drawCircle(0, -4, 6);
        g.endFill();
        head.x = 4;
        head.y = -8;
        addChild(head);
        
        leg = new Sprite();
        g = leg.graphics;
        g.beginFill(0x308040);
        g.lineStyle(1, 0x80F0C0);
        g.drawPath(Vector.<int>([1,2,2,2,2,2,2,2,2]),
            Vector.<Number>([
                -6, 1,
                7, 1,
                4, -1,
                7, -5,
                3, -9,
                0, -9,
                6, -5,
                0, -1,
                -6, 1
            ]));
        addChild(leg);
        
        x = Nemesis.W+30;
        y = Nemesis.H/2+100*scaleY;
    }
    
    override public function main():void
    {
        if(wait == 0)
        {
            if(count % 9 == 0) {leg.x=0;leg.y=-3;}
            if(count % 9 == 3) {leg.x=2;leg.y=0;}
            if(count % 9 == 6) {leg.x=-2;leg.y=0;}
            
            if(Math.random() < 0.1) {
                if(x < player.x-40) {scaleX = 1;}
                else if(x < player.x-30 && scaleX == -1) {wait = 30;}
                if(x > player.x+40) {scaleX = -1;}
                else if(x > player.x+30 && scaleX == 1) {wait = 30;}
            }
            
            x += 3*scaleX;
            if(hitflag == false) {
                y += 2*scaleY;
            }
            else {
                y -= 2*scaleY;
            }
        }
        else {
            if(hitflag == false) {
                y += 2*scaleY;
            }
            
            if(wait == 30) {head.rotation = 25;}
            if(wait == 25) {head.rotation = 50;}
            if(wait == 6) {head.rotation = 25;}
            if(wait == 1) {head.rotation = 0;}
            
            wait--;
        }
        count++;
    }
}

class Bullet extends Enemy
{
}

// --------------------------------//
// カニ
// --------------------------------//
class Kani extends Sprite
{
    public var body:Sprite = new Sprite();
    public var legs:Array = new Array();
    
    public var auto:Boolean;
    public var dir:String = "none";
    public var timer:int;
    public var dance:int;
    
    function Kani(legs:Array)
    {
        x = 400;
        y = 120;
        
        auto = false;
        timer = 100;
        
        this.legs = legs;
        for each(var leg:Leg in legs)
        {
            leg.parent = this;
            leg.x = x+leg.offset - 25+Math.random()*50;
            leg.y = 120 + 100*leg.invert - 25+Math.random()*50;
        }
        
        body.graphics.beginFill(0xC060C0);
        body.graphics.lineStyle(2, 0xFF80FF);
        body.graphics.drawRect(-12, -12, 24, 24);
        body.graphics.endFill();
        addChild(body);
    }
    
    public function main():void
    {
        var leg:Leg;
        /*
        if(auto == false)
        {
            if(Key.isLeft == true) {dir = "left"; timer = 90;}
            else if(Key.isRight == true) {dir = "right"; timer = 90;}
            else {dir = "none";}
            
            if(Key.isSpace == true && dance == 0) {dance = 20; timer = 90;}
            
            timer--;
            if(timer == 0) {auto = true;}
        }
        */
        if(timer == 0)
        {
            if(dir == "none")
            {
                if(x < Nemesis.W/2) {dir = "right";}
                else {dir = "left";}
            }
            else {
                if(x < 60 && dir != "right") {
                    timer = 60;
                }
                if(x > 280 && dir != "left") {
                    timer = 60;
                }
            }
        }
        else {
            dir = "none";
            if(timer == 40) {
                dance = 20;
            }
            timer--;
        }
        /*
        if(Key.isLeft == true || Key.isRight == true)
        {
            auto = false;
            timer = 90;
        }
        */
        if(dir == "left") {x -= 1;}
        if(dir == "right") {x += 1;}
        
        if(dir != "none") {
            for each(leg in legs) {
                leg.move(dir);
            }
        }
        
        if(dance > 0)
        {
            if(dance > 15) {body.x = 2;}
            else if(dance > 10) {body.x = 0;}
            else if(dance > 5) {body.x = -2;}
            else {body.x = 0;}
            dance--;
        }
        
        graphics.clear();
        for each(leg in legs)
        {
            graphics.lineStyle(5, 0xFF80FF);
            graphics.moveTo(leg.offset/8, 10*leg.invert);
            graphics.lineTo((leg.x-x), (leg.y-y)-60*leg.invert);
            graphics.endFill();
        }
    }
}

class Leg
{
    public var parent:Kani;
    public var sprite:Sprite;
    
    public var x:Number;
    public var y:Number;
    public var offset:Number;
    public var invert:int;
    public var hitflag:Boolean;
    public var moveflag:Boolean;
    public var gear:int;
    
    function Leg(offset:Number, invert:int)
    {
        this.offset = offset;
        this.invert = invert;
        
        sprite = new Sprite();
        var g:Graphics = sprite.graphics;
        g.clear();
        g.beginFill(0xC060C0);
        g.lineStyle(0, 0xFF80FF);
        g.drawPath(Vector.<int>([1,2,2,2,2,2,2,2]),
            Vector.<Number>([
                0, -3*invert,
                -4, -36*invert,
                -4, -52*invert,
                -1.5, -60*invert,
                1.5, -60*invert,
                4, -52*invert,
                4, -36*invert,
                0, -3*invert
            ]));
        g.endFill();
    }
    
    public function move(dir:String):void
    {
        var threshold_l:Number = parent.x+offset + 25;
        var threshold_r:Number = parent.x+offset - 25;
        
        if(moveflag == false) {
            if(threshold_l < x || threshold_r > x)
            {
                moveflag = true;
                gear = -18;
            }
            if(threshold_r > x)
            {
                moveflag = true;
                gear = 18;
            }
        }
        
        if(moveflag == true)
        {
            if(dir == "left" && threshold_l-40 < x)
            {
                x -= 2;
                
                if(gear < 0) {
                    y -= 2.2 * invert;
                }
                else {
                    y += 2.2 * invert;
                    if(hitflag == true) {
                        moveflag = false;
                    }
                }
                gear++;
            }
            else if(dir == "right" && threshold_r+40 > x)
            {
                x += 2;
                
                if(gear > 0) {
                    y -= 2.2 * invert;
                }
                else {
                    y += 2.2 * invert;
                    if(hitflag == true) {
                        moveflag = false;
                    }
                }
                gear--;
            }
        }
    }
}

// --------------------------------//
// 背景
// --------------------------------//
class MountainGen
{
    private var mPrevBuffer:Array;
    private var mHeight:int;
    private var mCount:int = 100;

    private var tmpBuffer:Array;
    private var mGenFunc:Function;
    private var mDark:Boolean;
    
    function MountainGen(h:int, generator:int = 0, dark:Boolean = false)
    {
                mDark = dark;
        mHeight = h;
        mGenFunc = generator ? genWav2 : genWav;
        mPrevBuffer = new Array(h);
        tmpBuffer   = new Array(h);
    }

    public function draw(b:BitmapData, x:int, y:int, rev:Boolean = true):void
    {
        var i:int;
        for (i = 0;i < mHeight;i++) {
            if (tmpBuffer[i]) {
                var c:int = tmpBuffer[i];
                b.setPixel32(x, rev ? (y+mHeight-i) : (y+i), makeColor(c));
            }
        }
    }

    private function makeColor(c:int):uint
    {
        if (mDark)
            return 0xff000000 | (c/7+5) | ((c/7 + 80)<<16) | ((c/6+50) << 8);
        return 0xff000000 | (c/3+11) | ((c/5 + 170)<<16) | ((c/2+60) << 8);
    }

    public function step():void
    {
        var t:Number = Number(mCount) * 0.025;
        var h:int = mGenFunc(t) * mHeight;
        var i:int, k:int, m:int;

        for (i = 0;i < mHeight;i++) {
            mPrevBuffer[i] = tmpBuffer[i];
        }
        
        for (i = 0;i < mHeight;i++) {
            tmpBuffer[i] = (i < h) ? (Math.random()*80 + 80) : 0;

            if (tmpBuffer[i]) {
                if (mPrevBuffer[i])
                    tmpBuffer[i] = (tmpBuffer[i] + mPrevBuffer[i]*7)/8;

                if (mPrevBuffer[i] == 0 || i == (h-1)) {
                    m = 50;
                    for (k = i;k >= 0 && m > 0;k--, m-=4) {
                        if (m > 33) m--;
                        tmpBuffer[k] += m;

                        m += Math.random()*7;
                    }
                }

                if (mPrevBuffer[i+1] && i == (h-1)) {
                    m = -48;
                    for (k = i;k >= 0 && m < 0;k--, m++) {
                        tmpBuffer[k] += m;
                        if (tmpBuffer[k]<1) tmpBuffer[k] = 1;
                    }
                }

           }
        }

       for (i = 0;i < mHeight;i++)
            tmpBuffer[i] = (tmpBuffer[i] < 0) ? 0 : (tmpBuffer[i] > 255) ? 255 : tmpBuffer[i];

        mCount++;
    }

    private static function genWav(t:Number, nest:int = 0):Number
    {
        var v:Number = Math.sin(t);
        v += Math.sin(t*3) * 0.1;
        v += Math.cos(0.1 + t*10) * 0.02;
        v *= Math.sin(t*0.1);

        if (nest < 5)
            v += genWav2(t*2.0, 1+nest)*0.5;

        v = v*0.2 + 0.22;

        return (v<0) ? 0 : (v>1) ? 1 : v;
    }

    private static function genWav2(t:Number, nest:int = 0):Number
    {
        var v:Number = Math.sin(t);
        v += Math.cos(t*3) * 0.1;
        v += Math.cos(0.1 + t*9) * 0.02;
        v *= Math.cos(0.2 + t*0.15);

        if (nest < 5)
            v += genWav2(t*2.0, 1+nest)*0.5;

        v = v*0.2 + 0.23;

        return (v<0) ? 0 : (v>1) ? 1 : v;
    }
}

class StarBG
{
    private var mWidth:int;
    private var mHeight:int;

    private var mStars:Array;
    private var mN:int;
    
    private var mCount:int = 0;

    function StarBG(w:int, h:int, n:int)
    {
        mWidth = w;
        mHeight = h;
        mN = n;

        mStars  = new Array(n);
        for (var i:int = 0;i < n;i++) {
            mStars[i] = {
                x : Math.random()*w, y : Math.random()*h, speed : -Math.random()*1.5-0.5,
                color : ((Math.random()*0xC0+0x40)<<8)+((Math.random()*0xC0+0x40)<<16)+(Math.random()*0xC0+0x40),
                blink : Math.floor(Math.random())*80+40
            };
        }
    }

    public function main():void
    {
        var n:int = mN;

        for each(var star:Object in mStars)
        {
            star.x += star.speed;
            
            if(star.x < 0)
            {
                star.x += mWidth;
                star.y = Math.random()*mHeight;
                star.speed = -Math.random()*1.5-0.5;
            }
        }
        mCount++;
    }

    public function draw(b:BitmapData):void
    {
        for each(var star:Object in mStars)
        {
            if((mCount % star.blink) == 1) {b.setPixel(star.x, star.y, 0xFFFFFF);}
            else {b.setPixel(star.x, star.y, star.color);}
        }
    }
}

// --------------------------------//
// 音
// --------------------------------//
class BGM
{
    private var _sound:Sound = null;
    private var _module:TinySiOPM;
    private var _sequencer:Sequencer;
    
    public function BGM(){
        _module = new TinySiOPM(2048, 1024, _onSoundFrame);
    }
    
    public function play() : void {
        var A:String  = "$v10@11s32w24o4l4[12ccrc2cc|cr2]r6v12@0[4ccrc2cccr6]";
        var B:String  = "$l8[12rc|rc4]c1c1[5c2][7rc]c1c1[7c2]";
        var Bm:String = "v6@0s0o6k64@o1"+B;
        var Bc:String = "v2@0s12o5w12@i4"+B;
        var Bn:String = "v12@3s24o0k6"+B;
        var C:String  = "$v6@3s48o0l2[168d] [4rdrds6d4s48rdrds6d4s48rddd]";
        var Sa:String = "[4c>cfcgc<c>cfcgc<c>c<]";
        var Sb:String = "[4g>g<c>g<d>g<g>g<c>g<d>g<g>g<]";
        var S1:String = "$p2v6@1s32l2o6k6["+Sa+"k-26]k6"+Sa+"o5s24[4l4gga+g2bl2g<c>g<c+>g<d>f]";
        var S2:String = "$p6v6@1s32l2o5k3["+Sb+"k-29]k3"+Sb+"o4s16[4l4gga+g2bl2g<c>g<c+>g<d>f]";
        var S3:String = "$p3v4@1s24l2o5k3["+Sa+"k-29]k3"+Sa+"o4s24[4l4gga+g2bl2g<c>g<c+>g<d>f]";
        var S4:String = "$p5v4@1s24l2o4k0["+Sb+"k-32]k0"+Sb+"o3s16[4l4gga+g2bl2g<c>g<c+>g<d>f]";
        var M1:String = "$p5v4@1s4o7k4[[4c4>a+24<]k-28]k4[4c4>a+24<] v7@1s20o6 [3g30f2]g20a+2g10";
        var M2:String = "$p3v12@2s4o6k4[[4c4>a+24<]k-28]k4[4c4>a+24<]v12@2s20o5[3g30f2]g20a+2g10";
        var M3:String = "$v7@2s4o6k2[[4g4f24]k-30]k2[4g4f24] v7@2s20o4 [3d30c2]d20f2d10";
        var Mn:String = "$v3@3s4o0k8[12c4c24] v12k1s20  [3c30c2]c20c2c10";
        _sequencer = new Sequencer(3, [A,Bm,Bc,Bn,C,S1,S2,S3,S4,M1,M2,M3,Mn]);
        
        if(_sound != null) {
            _sound.removeEventListener("sampleData", _onStream);
        }
        
        _sound = new Sound();
        _sound.addEventListener("sampleData", _onStream);
        _sound.play();
    }
    
    private function _onSoundFrame() : void {
        if (_sequencer.onSoundFrame()) {
        }
    }
    
    private function _onStream(e:SampleDataEvent) : void {
        var moduleOut:Vector.<Number> = _module.render();
        for (var i:int = 0; i<4096; i++) {
            e.data.writeFloat(moduleOut[i]);
        }
    }
}

// MML Sequencer
//   http://wonderfl.kayac.com/user/keim_at_Si
//--------------------------------------------------
class Sequencer {
    private var _tracks:Array, _count:int=Track.speed+1;
    function Sequencer(speed:int, mmls:Array) { Track.speed=speed; mml=mmls; }
    public function onSoundFrame() : Boolean {
        if (++_count == Track.speed) {
            for each (var tr:Track in _tracks) tr.execute();
            _count = 0;
            return true;
        }
        return false;
    }
    public function set mml(list:Array) : void {
        _tracks = [];
        for each (var seq:String in list) _tracks.push(new Track(seq));
        _count = 0;
    }
}

class Track {
    static public var codeA:int="a".charCodeAt(), nt:Array=[9,11,0,2,4,5,7], speed:int=3;
    public var oct:int, len:int, tl:int, dt:int, cnt:int, seq:String, sgn:int, stac:Array, osc:Osc;
    private var _rex:RegExp=/(@i|@o|[a-gkloprsvw<>[|\]$@])([#+])?(-?\d+)?/g;
    function Track(seq:String) {
        osc = (new Osc()).reset().activate(false);
        reset(seq);
    }
    public function reset(seq_:String) : void {
        seq=seq_; oct=5; len=4; tl=256; dt=0; cnt=0; sgn=0; _rex.lastIndex=0; stac=[];
    }
    public function execute() : void {
        if (--cnt <= 0) {
            for (var i:int=0; i<100; i++) {
                var res:* = _rex.exec(seq);
                if (!res) {
                    if (sgn) { _rex.lastIndex = sgn; continue; }
                    else     { cnt = int.MAX_VALUE; break; }
                }
                var cmd:int = res[1].charCodeAt();
                if (cmd>=codeA && cmd<=codeA+6) {
                    cnt = (res[3]) ? int(res[3]) : len;
                    osc.len = cnt * speed;
                    osc.pt = ((nt[cmd-codeA]+oct*12+((res[2])?1:0))<<4) + dt;
                    osc.tl = tl;
                    break;
                } else if (res[1] == 'r') {
                    cnt = (res[3]) ? int(res[3]) : len;
                    break;
                } else {
                    switch(res[1]){
                    case 'k': dt  = int(res[3]); break;
                    case 'l': len = int(res[3]); break;
                    case 'o': oct = int(res[3]); break;
                    case 'v': tl  = TinySiOPM.log(int(res[3])*0.0625); break;
                    case '<': oct++; break;
                    case '>': oct--; break;
                    case '@':  osc.ws = int(res[3]);    break;
                    case 's':  osc.dr = int(res[3])<<2; break;
                    case 'w':  osc.sw = -int(res[3]);   break;
                    case 'p':  osc.pan = (int(res[3])<<4)-64; break;
                    case '@i': osc.mod = int(res[3]);   break;
                    case '@o': osc.out = int(res[3]);   break;
                    case '$': sgn = _rex.lastIndex; break;
                    case '[': stac.unshift({p:_rex.lastIndex,c:((res[3])?int(res[3]):2),j:0}); break;
                    case '|': if (stac[0].c == 1) { _rex.lastIndex = stac[0].j; stac.shift(); } break;
                    case ']': 
                        stac[0].j = _rex.lastIndex;
                        if (--stac[0].c == 0) stac.shift();
                        else _rex.lastIndex = stac[0].p;
                        break;
                    }
                }
            }
        }
    }
}

class TinySiOPM {
    private var _output:Vector.<Number>, _zero:Vector.<int>, _pipe:Vector.<int>;
    private var _pitchTable:Vector.<int> = new Vector.<int>(2048, true);
    private var _logTable:Vector.<int> = new Vector.<int>(6144, true);
    private var _panTable:Vector.<Number> = new Vector.<Number>(129, true);
    private var _bufferSize:int, _callbackFrams:int, _onSoundFrame:Function;
    
    // Pass the buffer size and the function calls in each frame.
    function TinySiOPM(bufferSize:int=2048, callbackFrams:int=1024, onSoundFrame:Function=null) {
        var i:int, j:int, p:Number, v:Number, t:Vector.<int>, ft:Array=[0,1,2,3,4,5,6,7,7,6,5,4,3,2,1,0];
        for (i=0, p=0; i<192; i++, p+=0.00520833333)                            // create pitchTable[128*16]
            for(v=Math.pow(2, p)*12441.464342886, j=i; j<2048; v*=2, j+=192) _pitchTable[j] = int(v);
        for (i=0; i<32; i++) _pitchTable[i] = (i+1)<<6;                         // [0:31] for white noize
        for (i=0, p=0.0078125; i<256; i+=2, p+=0.0078125)                       // create logTable[12*256*2]
            for(v=Math.pow(2, 13-p), j=i; j<3328; v*=0.5, j+=256) _logTable[j+1] = -(_logTable[j]=int(v));
        for (i=3328; i<6144; i++) _logTable[i] = 0;                             // [3328:6144] is 0-fill area
        for (i=0, p=0; i<129; i++, p+=0.01217671571) _panTable[i]=Math.sin(p)*0.5;  // pan table;
        for (t=Osc.createTable(10), i=0, p=0; i<1024; i++, p+=0.00613592315) t[i] = log(Math.sin(p)); // sin=0
        for (t=Osc.createTable(10), i=0, p=0.75; i<1024; i++, p-=0.00146484375) t[i] = log(p);        // saw=1
        for (t=Osc.createTable(5),    i=0; i<16; i++) t[i+16] = (t[i] = log(ft[i]*0.0625)) + 1;       // famtri=2
        for (t=Osc.createTable(15), i=0; i<32768; i++) t[i] = log(Math.random()-0.5);                 // wnoize=3
        for (i=0; i<8; i++) for (t=Osc.createTable(4), j=0; j<16; j++) t[j] = (j<=i) ? 192 : 193;     // pulse=4-11
        _zero = new Vector.<int>(bufferSize, true);                             // allocate zero buffer
        _pipe = new Vector.<int>(bufferSize, true);                             // allocate fm pipe buffer
        _output = new Vector.<Number>(bufferSize*2, true);                      // allocate stereo out
        _bufferSize = bufferSize;
        _callbackFrams = callbackFrams; 
        _onSoundFrame = onSoundFrame;                                           // set parameters
        for (i=0; i<bufferSize; i++) { _pipe[i]=_zero[i]=0; }                   // clear buffers
    }
    
    // calculate index of logTable
    static public function log(n:Number) : int {
        return (n<0) ? ((n<-0.00390625) ? (((int(Math.log(-n) * -184.66496523 + 0.5) + 1) << 1) + 1) : 2047)
                     : ((n> 0.00390625) ? (( int(Math.log( n) * -184.66496523 + 0.5) + 1) << 1)      : 2046);
    }
    
    // Returns stereo output as Vector.<Number>(bufferSize*2).
    public function render() : Vector.<Number> {
        var i:int, j:int, ph:int, dph:int, mod:int, sh:int, tl:int, lout:int, v:int, imax:int, 
            osc:Osc, tm:Osc, l:Number, r:Number, wv:Vector.<int>, fm:Vector.<int>, base:Vector.<int>, 
            out:Vector.<int>=_pipe, lt:Vector.<int>=_logTable, stereoOut:Vector.<Number> = _output;
        imax = _bufferSize<<1;
        for (i=0; i<imax; i++) stereoOut[i] = 0;
        for (imax=_callbackFrams; imax<=_bufferSize; imax+=_callbackFrams) {
            if (_onSoundFrame!=null) _onSoundFrame();
            tm = Osc._tm;
            for (osc=tm.n; osc!=tm; osc=osc.update()) {
                dph=_pitchTable[osc.pt]; ph=osc.ph; mod=osc.mod+10; sh=osc.sh; tl=osc.tl; wv=osc.wv;
                fm=(osc.mod==0)?_zero:_pipe; base=(osc.out!=2)?_zero:_pipe;
                for (i = imax-_callbackFrams; i < imax; i++) {
                    v = ((ph + (fm[i] << mod))& 0x3ffffff) >> sh;
                    lout = wv[v] + tl;
                    out[i] = lt[lout] + base[i];
                    ph = (ph + dph) & 0x3ffffff;
                }
                osc.ph = ph;
                if (osc.out==0) {
                    l = _panTable[64-osc.pan] * 0.0001220703125;
                    r = _panTable[64+osc.pan] * 0.0001220703125;
                    for (i=imax-_callbackFrams, j=i*2; i<imax; i++) {
                        stereoOut[j] += out[i]*l; j++;
                        stereoOut[j] += out[i]*r; j++;
                    }
                }
            }
        }
        return stereoOut;
    }
    
    // note on
    public function noteOn(pitch:int, length:int=0, vol:Number=0.5, wave:int=0, decay:int=6, sweep:int=0, pan:int=0) : Osc {
        var osc:Osc = Osc.alloc().reset();
        osc.pt = pitch;
        osc.len = length;
        osc.tl = log(vol);
        osc.ws = wave;
        osc.dr = decay<<2;
        osc.sw = sweep; 
        osc.pan = pan;
        return osc.activate(true);
    }
}

class Osc {
    // create new wave table and you can refer the table by '@' command.
    static public function createTable(b:int) : Vector.<int> {
        _w.push(new Vector.<int>(1<<b,true)); _s.push(26-b);
        return _w[_w.length-1];
    }
    static public var _w:Array=[], _s:Array=[], _fl:Osc=new Osc(), _tm:Osc=new Osc();
    static public function alloc():Osc{ if(_fl.p==_fl)return new Osc();var r:Osc=_fl.p;_fl.p=r.p;r.p.n=_fl;return r; }
    public function into(x:Osc):Osc{ p=x.p;n=x;p.n=this;n.p=this;return this; }
    public var p:Osc, n:Osc, fl:Osc, pt:int, len:int, ph:int;
    public var tl:int, sw:int, dr:int, wv:Vector.<int>, sh:int, mod:int, out:int, pan:int;
    public function set ws(t:int) : void { wv=_w[t]; sh=_s[t]; }
    public function Osc() { p = n = this; }
    public function update() : Osc { tl+=dr; pt+=sw; pt&=2047; return (--len==0||tl>3328) ? (inactivate().n) : n; }
    public function reset() : Osc { ph=0; pt=0; len=0; tl=3328; sw=0; dr=24; pan=0; ws=0; mod=0; out=0; return this; }
    public function activate(autoFree:Boolean=false) : Osc { into(_tm); fl=(autoFree)?_fl:null; return this; }
    public function inactivate() : Osc { tl=3328; if(!fl)return this; var r:Osc=p; p.n=n; n.p=p; into(fl); return r; }
    public function isActive() : Boolean { return (tl<3328); }
}