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It's probably a great choice! And now I might pick it next time I make a lil something.
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# ? Nov 17, 2016 02:58 |
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# ? May 14, 2024 17:30 |
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I feel like I'd enjoy scheme significantly more if my first exposure to it wasn't having to write an interpreter for it in python in my first intro-to-cs class as homework.
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# ? Nov 17, 2016 07:58 |
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Been working on a wee program in Python 3 for improving my Scrabble game. The program generates an alphagram with the same probabilities of an English tileset (including blanks) and lets you know if there are any seven-letter words you can make or any eight-letter words you could make with an extra letter. This screen shows that with the letters AEISTTU, there is one seven-letter word and four possible eight-letter words. The possibilities reveal themselves when you guess them correctly or if you can't get it and click the buttons. The letters in curly brackets are the extra letter. With blank tiles there can be multiple letters in these brackets. You can also type your own alphagram directly in with the Choose This Alphagram button. I've got it set up for the SOWPODS dictionary but it would be trivial to set it up so you could choose a different one. I'm very pleased with how fast it is as well, it can analyse most racks in less than half a second. The answers in the last screen are FOUMARTS, FORMULAS, and AUSFORMS
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# ? Nov 26, 2016 18:21 |
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bonus points if i can drag the letters around to rearrange them like i would in a real scrabble game
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# ? Nov 26, 2016 18:31 |
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I have been working on a clone of a Falling Sand game - I call it Diving Beet. It uses cellular automata to simulate pseudo-physics of particles (gravity, water+fire=smoke, plant+water=plant, lava melts metal, etc). Have a webm animation. The model runs entirely on the GPU (it is written in a parallel functional language) and so is quite fast. The frontend is in Python, and most of the time is actually spent blitting to the screen, it seems. The video is a bit choppy near the end - I think that is due to the recorder not being able to keep up, as it was perfectly smooth in person.
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# ? Nov 27, 2016 22:28 |
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Suspicious Dish posted:bonus points if i can drag the letters around to rearrange them like i would in a real scrabble game Hmm, maybe. The point of the program is to become used to and remember the alphagrams themselves so I'd want that to always be there while you're rearranging. I could maybe have some moveable tiles below the alphagram, but I'll have to think about whether it's worth it to me or not. Fixed a bug with user-chosen alphagrams not picking up seven-letter words properly unless the user actually typed it as an alphagram. Fixed now, in my last post it should have picked up that SAFORUM and AUSFORM are a match. Also added scrollbars for racks with lots of hits and a little message that tells you whether your guess is right, wrong, or already revealed.
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# ? Nov 28, 2016 01:14 |
Suspicious Dish posted:bonus points if i can drag the letters around to rearrange them like i would in a real scrabble game Do this anyways, for
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# ? Nov 28, 2016 04:39 |
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Had some time off today so I went ahead and added a little tile rack you can play about with while trying to find words. Very straightforward click, drag, and drop. Blank tiles can be clicked to make the letter on it advance once through the alphabet. When it gets to the end it goes back to the question mark and you can, if whimsy takes you, begin the cycle anew. You can right-click the tile to go back the way. Here I have discovered the word TEASING by rearranging the tiles and adjusting the blank tiles.
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# ? Dec 1, 2016 21:42 |
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Added some more functionality so you can see your progress with a score counter. Makes it more of a game than a tool which is nice. You can also tick the checkbutton if you want to ensure that the alphagram will always have a solution. The score counter changes from red to green the more words you find (clicking the buttons to reveal them doesn't improve your score) which was a fun little extra thing to do.
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# ? Dec 4, 2016 18:38 |
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Amiga time! We have a scrolling background (which doesn't wrap yet so it just jumps back to the starting position) with a blitter object now... but one of the graphics planes isn't being set correctly so the bob's colors get messed with. Also the bob shakes for some reason?
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# ? Dec 5, 2016 04:53 |
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That's cool as gently caress and you're doing gods work making VMs safer
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# ? Dec 9, 2016 15:53 |
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Munkeymon posted:That's cool as gently caress and you're doing gods work making VMs safer Since I'm here, I might as well throw some screenshots up, right? I promise, there are screens in most of them. So, there are a few projects floating around that cram a Raspberry Pi into an old NES cartridge to make a console in a cartridge. USB ports for the controllers are exposed at the bottom of the cartridge where the original cart contacts would have been located. I've long thought that I could cram a BeagleBone Black into a much smaller space: an SNES cartridge. Since I finally have a little breathing room to work on it, I have been consolidating various code bits I've written into the main BES codebase. I figured that I can have native SNES gamepad interfacing via the PRUs, an RTC for carts with an internal battery-backed RTC, a pause button, and a screen to replace the label on the cart to show what is currently running. First, the design. Pin multiplexing planning and allocation for access to both SPI and I2C: Next, planning and doing the prototype wiring (Adafruit has really expanded their Fritzing libraries!): Then, preparing the kernel device tree for the pin muxing scheme: OK! Now we're ready to write some software! My primary concern was the TFT LCD display, since that was the only piece I didn't have code for. Adafruit provides some Arduino code for driving it via SPI, so that was good enough for me to rewrite and optimize it. For my work, it is a combination of the Linux spidev driver and GPIOs, as I have to send a SPI message, toggle a GPIO, send another message, etc. I found out I could also increase the size of the internal spidev buffer with the "spidev.bufsiz" kernel option to push larger blocks of data across the SPI connection in a single message. I ended up increasing the size enough to push 48 lines of data to the TFT in each SPI message (SPI is configured for 48 MHz, mode 0, 8 bits per word). A simple TFT test pattern with my interfacing code: I was able to do all of the usual "all-white", "all-black" full-screen fills, too, so I know that I can hit all of the pixels without a problem. I'm continuing to drag all of these various pieces of code into a single codebase. I'm also probably only a few days away from when I start the physical construction (hacking up old carts to add in holes for the ports...). My local used game stores have piles and piles of Super Scope 6 SNES carts sitting there for $2.99 each... hendersa fucked around with this message at 18:01 on Dec 9, 2016 |
# ? Dec 9, 2016 17:29 |
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Haha that's awesome. I'd like to see pictures when you mount the pcb and screen on the cartridge too! Also when you inevitably hit up the game shop to buy cartridges in bulk and the cashier asks what you are going to do with all of them, I like to request that you give him a startled 1000 yard stare and then mumble like crazy to yourself while avoiding further eye contact until you leave the store. Thanks in advance.
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# ? Dec 9, 2016 20:20 |
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Cory Parsnipson posted:Haha that's awesome. I'd like to see pictures when you mount the pcb and screen on the cartridge too! I'll probably set up my camera and record some of it as I work on it. I clean and repair a lot of SNES carts, so I've been meaning to record some of that as well. The time-lapse on my GoPro is awesome for recording this kind of building/prototyping work: https://www.youtube.com/watch?v=WmHq9iZGQJY quote:Also when you inevitably hit up the game shop to buy cartridges in bulk and the cashier asks what you are going to do with all of them, I like to request that you give him a startled 1000 yard stare and then mumble like crazy to yourself while avoiding further eye contact until you leave the store. Thanks in advance. Almost every time I visit one of these stores, there is some goofy-looking sucker leaning on the counter and asking the sales guy if he's ever played some old game or another. The sales guy just says "uh-huh" while he continues to dismantle, clean, and reassemble PS2 controllers while not making eye contact with the customer talking his ear off. The other side of the coin are the wacky recluses that wander the aisles, don't make eye contact with anyone, and mutter to themselves. Good times! At least they know how to appeal to their (very awkward) target audience. Here is an actual commercial from one of our local stores: https://www.youtube.com/watch?v=nCMzljW4mBg
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# ? Dec 9, 2016 21:15 |
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Good point... I hadn't considered thaf, nevermind then! Cool stream though. I'll have to check it out after work.
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# ? Dec 9, 2016 22:21 |
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I've been enjoying your posts for a long time, hendersa, always really fascinating stuff. Think I've got you beat, though. Does your software have a button for randomly shuffling the tile rack? Or revealing all solutions so you don't have to click through them individually? Didn't think so. Boom. Sirocco fucked around with this message at 00:38 on Dec 15, 2016 |
# ? Dec 15, 2016 00:34 |
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Sirocco posted:I've been enjoying your posts for a long time, hendersa, always really fascinating stuff. Think I've got you beat, though. I can safely say that none of my work contains a button for randomly shuffling a tile rack. I... guess I'll need to work on addressing that in the future? In the meantime, I'll leave that kind of work in the hands of the pros!
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# ? Dec 15, 2016 03:32 |
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hendersa posted:Hey all! I've been super busy finishing up that pesky PhD I've been working on, so my work in the last year has been less about the BeagleBone Black and more about "novel research". However, it turns out that the research is pretty darn useful. Check this out: Late post. But you are awesome. Sorry I don't have more to add, just always insanely impressed by the super clever poo poo you're doing.
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# ? Dec 15, 2016 08:18 |
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uhhhh I can draw a 320x200 sliding window of a big tilemap? (Except tiles $10 and above are missing!)
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# ? Dec 15, 2016 20:09 |
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Luigi Thirty posted:uhhhh I've been following your posts in YOSPOS, this project is extremely dope. Are you making River Raid?
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# ? Dec 16, 2016 05:10 |
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I don't know what I'm making yet. It's just a vertical scrolling engine for the Amiga 500 so far, but making a River Raid clone wouldn't be a bad goal for my first Amiga project.
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# ? Dec 16, 2016 15:57 |
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Luigi Thirty posted:I don't know what I'm making yet. It's just a vertical scrolling engine for the Amiga 500 so far, but making a River Raid clone wouldn't be a bad goal for my first Amiga project. EDIT: VV Oh, daaaaamn. We never had cool stuff like that over in PC land. Well, not until SVGA anyways, and that was a whole nightmare in and of itself. Shalinor fucked around with this message at 18:55 on Dec 16, 2016 |
# ? Dec 16, 2016 18:30 |
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Shalinor posted:That you got smooth scrolling of tiles working would have already been a significant feat, way back when. That was always one of the first culling-the-men-from-the-boys sorts of moments. Are you doing the trick where you're technically drawing an extra row of tiles that gets "clipped" by your rasterizer, and just offsetting your tile grid by whatever amount is necessary for the smooth scroll at the moment? The background is 320x480 in memory. I'm using the Amiga's video processor to scroll a 320x208 (20x13 tile) window across it, drawing two new tiles above and below the screen each frame for cheap and scanline smooth scrolling with almost no CPU time required - just write tiles into memory and update the coprocessor with the new memory offset the window starts at and it handles everything else.
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# ? Dec 16, 2016 18:51 |
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The Wizard of Poz posted:Late post. But you are awesome. Sorry I don't have more to add, just always insanely impressed by the super clever poo poo you're doing. Getting closer to being finished with this thing! This is just a hacked-up cart that I knocked some holes in with pliers, a drill, and an exacto knife, so the cuts are kind of wobbly. The BeagleBone Black is also just a smidge too big for the cart, so the cart's plastic is a little torqued around here and there. Everything still fits inside, though, so I consider that to be a win. I'm in the process of putting together the internal wiring harness. The software is mostly complete at this point, and I hope to do another software release soon. Edit: Wiring harness testing! hendersa fucked around with this message at 00:53 on Dec 19, 2016 |
# ? Dec 18, 2016 22:39 |
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Believe it or not, the darn thing works. Go figure. https://www.youtube.com/watch?v=ES3bdXXaJH4 I'm going to get some documentation written, release this thing, and then go sleep through Christmas.
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# ? Dec 21, 2016 05:41 |
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Luigi Thirty posted:uhhhh This is really cool man, nice work! hendersa posted:Thanks! Would you like to see some more? Of course you do! Is... is that a game system inside of a SNES cartridge???
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# ? Dec 21, 2016 05:48 |
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The Wizard of Poz posted:Is... is that a game system inside of a SNES cartridge??? It's four of them. Seriously! Audio/video goes out to your TV via an HDMI connector on the side. The LCD on the cart is only there for system status info. Edit: It plays SNES, NES, Gameboy Color, and GBA games. If you plug the cart into your network, you can use a web interface to upload ROMs and configure how their entries look in the front-end GUI. hendersa fucked around with this message at 06:02 on Dec 21, 2016 |
# ? Dec 21, 2016 05:55 |
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hendersa posted:It's four of them. Seriously! Audio/video goes out to your TV via an HDMI connector on the side. The LCD on the cart is only there for system status info. That's incredibly cool!
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# ? Dec 21, 2016 05:56 |
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Shalinor posted:EDIT: VV Oh, daaaaamn. We never had cool stuff like that over in PC land. Well, not until SVGA anyways, and that was a whole nightmare in and of itself. Here's a small update with some more cool stuff that would be really difficult on a VGA PC: I added a status bar! That's two separate display windows on the screen: the main 320x208 16-color game window and a 320x16 2-color status bar I can print text to with a printf wrapper. Just have to reset some pointers once per frame and all the display is handled by the coprocessor. I can even get a neat little LCD effect by changing the background color to dark blue and the foreground color to light blue. Coming up next is the fun part, loading art assets from .IFF files Unfortunately, I'm a programmer and not an artist... Luigi Thirty fucked around with this message at 06:19 on Dec 21, 2016 |
# ? Dec 21, 2016 06:11 |
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I have always wanted to have a Super NES Super for Christmas.
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# ? Dec 22, 2016 22:28 |
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Rocko Bonaparte posted:I have always wanted to have a Super NES Super for Christmas. Well... now you can! I just released version 0.8 of BES, which includes all of the cartridge console interfacing code. It's a Christmas miracle... the last release was in March of 2015! After my sixth hour of writing manual documentation, I just gave up and said to hell with it and wrote "beyond this, if you want more info, just mail me". I'm sure that I'll be regretting that when I get even more mail. I didn't even bother to proofread the manual. I'll do that later after I've gotten some rest. For now, it is now out of the door and in the wild. May God have mercy on our souls. On the bright side, I did get that Christmas present that I've been wanting for the past few years: Dr. hendersa!
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# ? Dec 26, 2016 20:02 |
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hendersa posted:On the bright side, I did get that Christmas present that I've been wanting for the past few years: Fukken sweet. Now I wanna a PhD diploma too! But I don't want to work on groundbreaking research for 4-6+ years with little pay. That's too much work for me.
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# ? Dec 26, 2016 20:11 |
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hendersa posted:On the bright side, I did get that Christmas present that I've been wanting for the past few years: Now just one more decade of occasional nightmares that you didn't actually graduate and you'll be home free! (I still get the odd nightmare that I never actually graduated high school.)
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# ? Dec 26, 2016 20:15 |
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hendersa posted:Dr. hendersa! 1: mods, pls! 2: congrats man!
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# ? Dec 27, 2016 01:24 |
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Using elliptic curve cryptography and DES on a smartcard for encryption/decryption. Doing it with JavaCard, over the last few months of working on it I'm getting the impression that no one has really used it for like a decade, there's Sun branding everywhere, and the syntax itself is a restricted subset of Java 5. No integer types, which is creating that casting nightmare. Still nicer than writing in assembly I guess though... Nova69 fucked around with this message at 01:58 on Dec 27, 2016 |
# ? Dec 27, 2016 01:56 |
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Congratulations, man! You should start posting in your project.log thread again (or make a new one) so we can keep better track of your progress. In other news, I've studied some maths regarding probability to add a little label onto the generator. I hope I've got my maths right! I've also added keyboard shortcuts (you can hit the return key to guess a word). Sirocco fucked around with this message at 18:26 on Dec 28, 2016 |
# ? Dec 28, 2016 18:18 |
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Nothing much to see here, just booting into a Rust kernel with a VGA driver and the ability to write to the screen Ghost of Reagan Past fucked around with this message at 02:58 on Dec 29, 2016 |
# ? Dec 29, 2016 02:56 |
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Still no real gameplay here while I'm working on hardware graphics routines but you can crash into walls now. That's something. I also replaced the hardcoded tilemap with one loaded from an IFF image so I don't need to recompile to play with background tiles. Luigi Thirty fucked around with this message at 03:35 on Dec 29, 2016 |
# ? Dec 29, 2016 03:32 |
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Ghost of Reagan Past posted:
Like the best feeling. Good job.
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# ? Dec 29, 2016 03:53 |
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# ? May 14, 2024 17:30 |
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Through this I learned that x86-64 is bullshit for garbagemen, because holy poo poo jumping to long mode is a pain in the rear end. I write Python and do web stuff for a living, so this is both way out of my comfort zone and pretty fun. The fun part is that Rust makes everything really straightforward and I don't have to do much with raw pointers (but I can, because Rust!). I don't know where I'm going with this but I'll figure it out. Also, Windows Subsystem for Linux is ridiculously great. That's QEMU running in X, and it's built using the Linux toolchain, all without a VM in Windows. I'd use it over Mac OS for work if I could, it's that good. Ghost of Reagan Past fucked around with this message at 05:28 on Dec 29, 2016 |
# ? Dec 29, 2016 04:41 |