This one is all about the 2 in 1 scopes.

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here's the code for the ssc: 

some variables required at init.  in fact, all the variables in the actual init are required) 

n=1000;a1=1/(499-1);vrem=n/10;pi=acos(-1);tpi=acos(-1)*2; 
(I will explain their use later on) 

reset values per frame : 
cn=0;i1=0; 

pixel part: 
cp=bnot(cp); 
cn=cn+1; 
i1=i1+a1; 
colc=bnot(equal(cn,501)); 
trans=above(cn,500); 
v1=if(bnot(cn%vrem),v,v1+abs(v/10)); 
d=if(cp,1+v1*0.2,.98); 
th=t+i1*tpi; 
outx=sin(th)*d; 
outy=cos(th)*d; 
inx=bnot(cp)*sin(th)*.3; 
iny=bnot(cp)*cos(th)*.3; 
x=if(trans,outx,inx)+ox;y=if(trans,outy,iny)+oy; 
red=colc;green=colc*.5;blue=0; 

explaination: 
1) Value of cp swaps beetween 1 and 0 every point. This is basically used to make solid scopes. 
eg:- When we multiply x*cp and y*cp, then when 
a) cp=1, then x=x and y=y 
b) if cp=0 then x=0 and y=0. 
So, after every alternate point, the co-ordinates of the next point are (0,0). So, when we render the scope as lines, the entire part is filled with lines and we get a solid scope (provided the number of points (n) is quite high) 

2) cn:- this is the number of the point drawn. it is reset to 0 every frame. 

3) i1:- Custom i value. i1 is incremented by a1 every point. 
value of a1 is 1/(499-1). ie. 488. ie.0.0208333... 

4) colc:- used for hiding the point which connects the two objects. 
colc=bnot(equal(cn,501)); 
So, when cn=501, bnot(equal(cn,501)) will return 0 else it will retun 1 
cn is the number of the point. bu assigning rgb values to colc, the values for the 501th point will be 0 and for the other points will be 1. 

5) trans:- no connection between the variable's name and it's use. I don't remember why I used such a variable name. 
trans=above(cn,500); this will return 1 if cn is above 500, otherwise it will return 0. (the use of this is explained later). 

6) v1: Custom v value. 
v1=if(bnot(cn%vrem),v,v1+abs(v/10)); 
if cn is divided by vrem (vrem = n/10 = 1000/10 = 100) 
and the remainder is zero (vrem is a factor of cn) then return v otherwise return v1+abs(v/10); 
In short v1 is used for the waves created in the outer circle. whenever vrem is a factor of cn, then value of v1 will be v (every hundred points sets v1 equal to v), otherwise it will be v1+abs(v/10), so this will create the normal waves.

7) d is distance for the outer circle. this will swap beetween .98 and 1+v1*.2 as cp swaps beetween 1 and 0.
d=if(cp,1+v1*0.2,.98); 

8) th:- angle ( usually r ) th = t+i1*tpi; 
We have used cutom i value, so at the start i1=0 and at the end it is roughly 2. This is because we want to draw basically 2 circles. 

9) outx=sin(th)*d; 
outy=cos(th)*d; 
the outer circle. conversion of polar coords into rectangular coords. 

10) inx=bnot(cp)*sin(th)*.3; 
iny=bnot(cp)*cos(th)*.3; 
the inner circle (d=.3). value swaps beetween 0 and sin(th)*.3 or cos(th)*.3 for the solid fill effect. 

11) x=if(trans,outx,inx)+ox; 
y=if(trans,outy,iny)+oy; 
trans: 
trans=above(cn,500); 
so, if cn < 500 draw the outer circle, otherwise draw the inner circle. 

12) red=colc;green=colc*.5;blue=0; 
colc: 
colc=bnot(equal(cn,501)); 
if cn=501, then red=0; green=0;blue=0;
this is because there is a line connecting the center circle and the outer circle that is ugly and must be blacked out.
if cn!=501 then red=1; green=.5;blue=0. 
this is for the orange colour. 

finally, i did it. hope you understand this.