SupSuper posted:That's really cool. Any chance you could explain your process or what resources you used to poke around an old 16-bit executable and figure out what's what? Like the poster mentioned above, TIE Fighter runs as 32-bit in protected-mode. Because of this I had to load the game in DOSBox's debugger, play to a point that enough of the resources were loaded in, and then do a memory dump of the first 4 MB of DOS memory, where the code and global variables were stored. Unfortunately it looks like TIE allocates memory beyond that point, but that's not a big deal for analyzing the code. Anyways, I opened the memory dump in IDA as a memory dump 'project' and it auto-analyzed and identified what parts of the dump were code. From there I would trace the execution in the DOSBox debugger and follow along and make notes/comments in the disassembly in IDA.
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# ? May 25, 2017 19:46 |
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# ? May 8, 2024 09:20 |
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I have a domain I was doing nothing with, so I made a spiral graph thingy http://www.mysterysystem.com Make cool stuff Have fun. e: oh yeah, here's a poo poo load of images I made http://imgur.com/gallery/PCfHc LP0 ON FIRE fucked around with this message at 14:43 on May 28, 2017 |
# ? May 27, 2017 23:56 |
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Thanks Barry, pretty sweet first day for full rollout: https://twitter.com/CNBCClosingBell/status/868198555336495107 https://twitter.com/barrymanilow/status/868185195727474688 MrMoo fucked around with this message at 01:37 on May 28, 2017 |
# ? May 28, 2017 01:32 |
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MrMoo posted:Thanks Barry, pretty sweet first day for full rollout: Holy poo poo, all this time I thought that was just a personal project you were doing for fun. That'll look loving great on your CV.
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# ? May 28, 2017 10:54 |
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Nice!
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# ? May 28, 2017 14:14 |
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Finally have a decent screenshot to post here Story: My wife loves turtles. She's been bugging me forever to make "an app where turtles show up and crawl all over your screen and get in the way and you have to shoo them away". Umm, okay After literally years of "OK, sure, whenever I have a chance...", I finally realized that there must be a way, since Facebook Messenger has those floating avatars, even on the home screen. Turns out that Android lets you add views to the "WindowManager" with a "TYPE_PHONE" flag, which is typically used for cases like phone apps or something that absolutely must be visible at all times, even more important than a sticky notification. So, using a background service, I spawned a few ImageViews and animated them manually, resulting in this Yes, they really crawl all over your screen, no matter what app you have running. The swipe-down status thing does go over it, however. I'm thinking of releasing it on Google Play with a huge disclaimer "this app does nothing beneficial and actually hurts productivity". I already added a selector so you can choose bugs, spiders etc in addition to turtles.
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# ? May 29, 2017 02:27 |
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Mezzanine posted:Finally have a decent screenshot to post here Release this, add dlc creatures and profit a little.
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# ? May 29, 2017 04:34 |
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Mezzanine posted:Finally have a decent screenshot to post here At work we like to prank each other with turtle related media. PLEASE put this up somewhere, I absolutely need to install it on our Android test devices.
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# ? May 29, 2017 07:30 |
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Mezzanine posted:Finally have a decent screenshot to post here That's really great and I'd love to see this on my phone. Make it so I can IAP some more creatures. Also: accept the new frog
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# ? May 29, 2017 09:21 |
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Wow, I guess I'll have to release it, then. Although managing IAP is a pain in the rear end, so I might just take the lazy route and do a free version and "pro" version. Also, there's another SA app? I thought I had the good one already
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# ? May 29, 2017 15:15 |
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Mezzanine posted:Finally have a decent screenshot to post here On Classic MacOS, I remember there was a custom screensaver, probably of After Dark heritage, that basically idled with cartoon characters interacting with elements and icons on your screen. Things like, tipping the Trash can icon or pointing at Desktop icons. Unfortunately, I can't seem to find any videos on YouTube on this at all. Wikipedia says there's a "Chameleon" After Dark screensaver module that seems to be just that. edit: Nevermind, it didn't "interact" with the desktop. https://youtu.be/ZsKYXftB68M?t=69 crazysim fucked around with this message at 16:46 on May 29, 2017 |
# ? May 29, 2017 16:43 |
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Very cute, nice work dude.
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# ? May 29, 2017 19:25 |
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LP0 ON FIRE posted:I have a domain I was doing nothing with I always have a few of those. Get idea, buy $5 domain, backburner it. If it comes up for renewal and I haven't started it I'll likely drop it. Stjarna.Tech - 3D star fox style multiplayer in the atmosphere of a dwarf star. The lower you fly, the faster you store energy, but taking hits, firing, or using your booster depletes that energy. If you have no energy you lose speed and then sink until you burn up or gain enough energy to get going again. Also you have a vision toggle for being able to see up or down (glare or darkness). Stay aloft and make people plummet to their toasty doom. GranTuris.moe - Top down car game with anime girls? idk And yesterdays: YouHaveOneJob.Online - Single-screen multiplayer warioware/.io-ish game, you are a dot amongst many others and you are given a single task to perform (be in the box, don't be in the box, touch somebody, touch nobody, etc) and not everybody has the same task and nobody knows the others' tasks. Everything will be designed to conflict but not exclude. A few players might get "touch the left wall and then the right wall" and a few will get "touch the right wall and then the left wall" and the rest (enough to fill the screen from top to bottom) will have "Stay on this vertical line".
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# ? May 29, 2017 21:47 |
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Ranzear posted:I always have a few of those. Get idea, buy $5 domain, backburner it. If it comes up for renewal and I haven't started it I'll likely drop it. Please make all of these
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# ? May 29, 2017 22:10 |
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I dug out my Apple IIGS and I've been playing around with 65816 assembler and the vast array of functions built into the ROM. A week later we have affine transformation of a polygon! https://twitter.com/LuigiThirty/status/869435501232762880 It's supposed to spin on its center point but it did this awesome spiral thing instead.
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# ? May 30, 2017 07:10 |
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That's pretty awesome. The functions built into the ROM are directly accessible from assembly?
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# ? May 30, 2017 13:06 |
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Yeah, there's a bunch of built-in libraries plus some provided by the OS. Everything from an implementation of QuickDraw to a music sequencer.
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# ? May 30, 2017 17:40 |
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Luigi Thirty posted:Yeah, there's a bunch of built-in libraries plus some provided by the OS. Everything from an implementation of QuickDraw to a music sequencer. You should port some of my JavaScript (it's sort of written like poo poo though) from the thing I posted above, since it's just drawing lines made from points over and over onto a canvas, so there's nothing really heavy going on that a IIGS couldn't handle.
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# ? May 30, 2017 20:33 |
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That's pretty much what I'm doing. I wrote a Bresenham algorithm line drawing function and some more functions for rotating and translating points. Here's a list of all the IIGS tools and their dependencies. (Kind of a clusterfuck but the OS handles them for you in System 6.) It's a very similar API to the Macintosh Toolbox.
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# ? May 30, 2017 22:05 |
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Luigi Thirty posted:65816 assembler Related: here is an unfinished attempt at cramming a SNES program into 256 bytes of ROM. It's kind of painful when you have to burn a lot of it just to initialize the hardware. The colors are ugly and I'm not all that satisfied with the actual movement yet, but I'm only working with a 32-byte LUT. (edit: i finished it) Meat Beat Agent fucked around with this message at 03:58 on Jun 1, 2017 |
# ? May 31, 2017 03:51 |
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I have an experimental page that you can set quadratic curves. Parameters can be added to the URL that can be recalled, but I need to do whatever to edit the existing parameters on the URL without loading..(not just adding them on) Hopefully browsers still allow you to do this. Clicky for big http://mysterysystem.com/indexBig.p...ngesClear=false
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# ? Jun 1, 2017 19:58 |
Mezzanine posted:Wow, I guess I'll have to release it, then. Although managing IAP is a pain in the rear end, so I might just take the lazy route and do a free version and "pro" version. I think these kind of screen wandering animals are popular in Asian cultures. I saw a useless sheep butler on every phone a few years ago, and its Chinese year of the rooster/chicken atm. "Machi-chara" I think?
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# ? Jun 1, 2017 20:37 |
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LP0 ON FIRE posted:I have an experimental page that you can set quadratic curves. Parameters can be added to the URL that can be recalled, but I need to do whatever to edit the existing parameters on the URL without loading..(not just adding them on) Hopefully browsers still allow you to do this. its fun! a suggestion: some different styles of presets to work from, showing off capabilities etc also it took a couple of clicks to figure out how to save images. Eventually I saw they're underneath and I can right chlick but then they end up as "Untitled" and I have to to add .jpg. whateves, just fyi
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# ? Jun 1, 2017 22:45 |
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Powaqoatse posted:its fun! Presets of examples - that's a good idea! Yeah when clicking the camera button I should make it scroll or have a little notification saying it's below maybe. I still need to figure out how to apply a file type, MIME or whatever properly. I think by default it is a png if you choose to save the image as or drag it out the window. In Safari, if you click download linked file it won't have any file type applied.
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# ? Jun 1, 2017 23:38 |
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Chunjee posted:I think these kind of screen wandering animals are popular in Asian cultures. I saw a useless sheep butler on every phone a few years ago, and its Chinese year of the rooster/chicken atm. Anyone remembers the orange from the windows 98 days? https://www.youtube.com/watch?v=ABwSzeIIXAw
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# ? Jun 2, 2017 00:03 |
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And a few days later thanks to reading up on sick IIGS video tricks, we have a rotating polygon https://twitter.com/LuigiThirty/status/870467936607248384
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# ? Jun 2, 2017 04:07 |
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Siiiiick But come on, it has to be able to go faster than that! Is drawing part of a screen that slow on that computer? On a side note, what's reflecting onto the right side of the screen?
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# ? Jun 2, 2017 04:19 |
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LP0 ON FIRE posted:Siiiiick The NBA Finals. It's probably the calculations that are taking so long since I haven't set up lookup tables for all the transcendental calculations yet or optimized it. There's a lot of fixed-point calculations that go into rotating points! I'm actually drawing literally as fast as you can, using the same technique as used in the Wolfenstein 3D port. It's pretty cool actually. I went from visible frame clearing and drawing to it being totally transparent. With the 65816, memory is divided into 64KB banks. The framebuffer is a 32KB chunk of Bank $E1. Unfortunately for compatibility purposes, Bank $E1 is accessed through the Apple II system-on-chip at 1.024MHz, the clock speed of the Apple II. The main CPU runs at 2.8MHz so you're stuck in wait states that slow down execution. One way the hardware designers worked around this was adding a register that when enabled will automatically mirror writes from Bank $01 (which is just general-purpose RAM) to Bank $E1. So you can allocate a 32KB chunk of Bank $01 through the memory manager and use it as a full-speed framebuffer. Easy. There's a faster way, though, that takes advantage of the 6502's fast zero-page instruction execution. For backward compatibility with 128K Apple IIs, you can redirect reads and writes from Bank $00 to Bank $01. Basically, you turn this on and set the stack pointer and direct page pointer to the same area of memory and push the stack onto itself 256 bytes at a time. The reads and writes are redirected from Bank $00 to Bank $01 and then mirrored to Bank $E1, saving valuable cycles.
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# ? Jun 2, 2017 04:41 |
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Not sure if you've seen David Braben's (fantastic) Elite post mortem but one observation that they had was that frame clearing was way too slow for their purposes. They sped up the drawing by "undrawing" the previous frames with black lines, and then drawing the next frame. They also used different line drawing operations depending on the line orientation, because Bresenham's was too slow. 3D graphics in 1982: slightly more hardcore.
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# ? Jun 2, 2017 05:50 |
After not having a chance to work on it for weeks and having some seriously inducing false starts on camera controls, I've thrown my hands up and stolen the camera design from Nuclear Throne. EDIT: And got the map maker to automatically select from the appropriate tileset. All the different tile options are packed together as a single object, then model instances of the meshes are spawned and attached based on the neighboring tiles. Kinda' like terrain in TileD. Jo fucked around with this message at 07:16 on Jun 28, 2017 |
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# ? Jun 23, 2017 07:29 |
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A while ago I started on a crappy Doom-like engine. I picked it back up again this past friday, and spent the weekend hacking away at it (and some incomplete and janky WAD parsing code I stumbled across on github) and made way more progress than I expected. Using an abortive attempt at writing a level editor as a visualizer to make sure the WAD is being parsed correctly. Still have to implement the part that handles the actual BSP hierarchy, ie the most complicated part. I'm pretty happy, though, considering I spent a good part of the weekend looking at messes like this:
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# ? Jul 5, 2017 00:04 |
Blue Footed Booby posted:A while ago I started on a crappy Doom-like engine. I picked it back up again this past friday, and spent the weekend hacking away at it (and some incomplete and janky WAD parsing code I stumbled across on github) and made way more progress than I expected. I love BUILD-style editors. In what language are you writing it?
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# ? Jul 5, 2017 00:20 |
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Jo posted:I love BUILD-style editors. In what language are you writing it? C#. The grid window is an embedded XNA game. The editor probably won't get too much more work until I start trying to do things real Doom editors don't support. Mostly it's just a really effective way to check my understanding of how the files work, what everything means, and so on.
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# ? Jul 6, 2017 17:46 |
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munce posted:
Stick a banging sound track on this, and you have a hit.
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# ? Jul 8, 2017 22:24 |
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duck monster posted:Stick a banging sound track on this, and you have a hit. That's the dream.
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# ? Jul 11, 2017 02:51 |
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I put my compiler on hold for now for various reason, but I ended reusing some of the knowledge and wrote a Brainfuck JIT compiler: Interpreted: Compiled: or roughly ~4.6x speedup interpreted vs compiled in this particular case. Both the interpreter and the compiler implement some minor optimizations, for example '+++++' would be a single instruction rather than five. I also dug up a NES emulator project from my project graveyard and implemented audio emulation and fixed some bugs: https://www.youtube.com/watch?v=TROIHUkHvR8 Donkey Kong and Raid on Bungeling Bay seem to work just fine, but Super Mario has some graphical glitches and Bomberman freezes in title screen. I think both of these are caused by poor\incorrect emulation of the synchronization mechanisms of NES (sprite 0 hits and vblank interrupts). Super Mario uses sprite 0 hit (when first sprite in the sprite memory is drawn on top of non-transparent background pixel) to determine when to change the screen scroll values to prevent the score bar scrolling alongside the rest of the background graphics. The graphics glitch happens when scrolling, some of the title bar actually ends up scrolling when it shouldn't. There's likely a timing issue somewhere, maybe sprite 0 hit happens a bit too early or something. Bomberman on the other hands seems to be sensitive to vblank interrupt emulation if Google is to be believed.
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# ? Jul 12, 2017 20:05 |
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What do you do when you dont know the first thing about 2D art? Animate the background with pixel shaders! https://twitter.com/LuigiThirty/status/885685242924761088
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# ? Jul 14, 2017 07:15 |
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Luigi Thirty posted:What do you do when you dont know the first thing about 2D art? Animate the background with pixel shaders! How hard would it be to inverse the colors on the pixel shader wherever the text is?
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# ? Jul 14, 2017 15:34 |
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You could possibly do it by leaving the shader alone & have the text be a layer mask that inverts whatever's beneath it?
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# ? Jul 14, 2017 17:01 |
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# ? May 8, 2024 09:20 |
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Powaqoatse posted:You could possibly do it by leaving the shader alone & have the text be a layer mask that inverts whatever's beneath it? The complementary color of purple is a nasty shade of lime green.
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# ? Jul 14, 2017 21:08 |