Showing posts with label fromTwitter. Show all posts
Showing posts with label fromTwitter. Show all posts

Sunday, February 08, 2026

Ripple Dot Zero

Whoa! Seems http://Ruffle.rs has been making a ton of progress since I checked it last. I can now start Ripple and play the first level in my browser Not quite ready for prime time yet (performance is very swingy), but what a great leap! -- Tommislav
That was a tweet of the author of Ripple Dot Zero, about a port of his own game, to wich I added That game is impressive. I definitely owe it a blog post. And he added

Thanks. Send me a ping if you want some "behind the scenes" anecdotes if you do

So, to someone who wasn't playing flash games in 2013, I could describe "Ripple.0" as a fast-paced shooting platformer. If you could extract the core DNA of Jazz Jackrabbit and inject it into a penguin with sleek shoes, you wouldn't be far away from Ripple.0. Now, chances are that the modified penguin would escape its pod and start putting a mess in your facility while attempting to rescue as many of its peers as possible.

Of course, because it's a flash game, I can't point you to a playable location, but there are youtube videos to get an idea of how it looked an played. I played the game back then and was baffled by how smoothly it worked and how large the levels were. Until then, flash game had mostly been 'small online arcade' titles, not something with 4-directional scrolling into Sonic-sized maps.

And the post came dormant again since September '25, where I "met" Tommislav again on bsky, with a collection of links to dig. I'll have to accept to post it as is, because real-life is quite demanding these days, and even dropping a few more lines to an ongoing post while things compile haven't occurred in ages ^^". So here they are, in their imperfect, wabi-sabi beauty:

Sunday, January 04, 2026

I must make some isocahedron gem!

This is a screenshot from @makeshifted, back in December 2022, that showed up in the last snapshot the Internet Archive could take of my twitter timeline. A repost with the annotation "3D was *that* awesome back in the Assembly 9x #demoscene days."

It showed up again a few times ago and I told to myself "you know, those stonekeys in Commander Keen ? Well, if I can make NDS 3D look that sleek, I won't need to pixelstudy them!

And it appeared again, posted by @benji__t this week-end while I'm doing my farewell tour on twitter.  

One possible system of Cartesian coordinate for the vertices of a regular icosahedron, giving the edge length 2, is: where denotes the golden ratio. -- https://en.wikipedia.org/wiki/Regular_icosahedron --

https://upload.wikimedia.org/wikipedia/commons/thumb/f/f4/Coxeter%27s_snub_octahedron_from_octahedron.gif/100px-Coxeter%27s_snub_octahedron_from_octahedron.gif
Oh! look at that ...  

Take a tetrahedron of psi, split summit so that it turns into a 2-edge, and voilà! isocahedron !

- - - 

those words above were written around the 19th of February, last year. I haven't written a single line of DSGL to make it appear in the infinite pyramid, and while I initially thought of using it as keygems, I realise that what they really be are the "magic stones" that you collect after defeating bosses.

Wednesday, April 30, 2025

Puddlehead splash

There's one thing I still miss in my water implementation, and that is splashes. The most beautiful waterfall will fall flat if the water pool doesn't acknowledge you've changed physics by a nice splash of pixels.

I've gathered a few references in my pixelstudies, and this one comes from
puddlehead-creations.itch.io
The video was initially intended to demonstrate how surfaces in GameMaker can be used for palette-lighting  in CinderHoodGame, but what caught my attention was those simple an efficient splashes, which I wanted to pixelstudy.

Un beau splash! Voilà ce qu'il manque à mon petit coin aquatique... Et des beaux splash, vous pensez bien que j'en ai croisé 2 ou 3 depuis que j'ai dessiné la cascade. Celui que vous voyez ici apparaît avec l'autorisation de Puddlehead Creationset a été patiemment extrait à l'aide de VLC d'une vidéo présentant un nouveau shader pour leur jeu CinderHoodGame

As often, such material is posted as a video, so I had to frame skip to get the different steps studyable. May I  call this family of splashes "noisy gaussians" ?

There are two separate animations, depending on whether you splash into the water pool or out of it. 

In both case, I'd first animate the big white part and only then add those noisy spikes and make them turn into "independent droplets" as the splash collapses.

Ne pas hésiter à faire deux animations, une pour "plouf dans l'eau" et une pour "sphlash hors de l'eau" ... partir d'une courbe en cloche d'écume blanche, ajouter des déviations pour le haut ... attendre le moment où l'eau retombe pour ajouter des goutelettes qui suivent leur chemin ... voilà ... à tester.

En comparaison, l'eau de Super Mario World fait un peu pitié ... une couleur unie, une surface statique, un splash qui recycle le nuage de poussière, selon moi ... Par contre, je note l'idée intéressante de faire apparaître au moment du splash des petites bulles qui remonteront à la surface ;)

In comparison, SMW's water is very cheap, with static line, solid blue, unconvincing splash recycling dust sprite ... but it had the good idea of spawning bubbles under you. Rayman's sprite is beautiful, but low framerate and oversized for Bilou's weight. Fury of the furries reused their particles engine but imho could use some fine-tuning... And Hydrocity used something too blast-ish.

edit: One more splashy video posted by Puddlehead creations, just in time to replace the one I used for the snapshots ^_^

Tuesday, January 21, 2025

Have you tried melonDS ?

Have you tried using melonDS for DLDI-based homebrew? It's my personal preference, it emulates the DSi too, and it's getting GDB support for debugging soon (though not yet). (@asie.pl) [...]
It's free software (doesn't even require any dumps for DS mode, though hardware dumps are required for DSi emulation) and I use Linux exclusively.

This post was a draft last updated on 20th November ... Asie's comment was from March 2023, after I tried to get my demo running on 3DS and believed it wouldn't be hard to fix DLDI support in desmume... (but I was wrong)

And today I just notice that I do have "hobby/melonDS" folder in my fresh-Debian laptop. 111MiB of cmake & dependencies later, I can rebuild the emulator (got hell lots of warnings, but it did build) and managed to make it load and play the current "Three Rooms of Dreamland" demo.

It has polished UI for setting keyboard/joystick, it has much more stable sound output than desmume had and did load my files properly, despite I couldn't do it from the command line yet (EFS files wouldn't be found unless I use the menu to load the .nds)

It has a nice "DLDI" entry indeed, where you can define some appealing "sync SD to folder" ... but I'll have to read more documentation if I want to make any use of that. If it can let me use Level Editor for DS straight on files hosted on my laptop, that could excuse the lack of a GDB stub ...

No fancy VRAM preview or any similar power-emulator as those I've seen on 8-bit and 16-bit console emulator either ... sigh.

Saturday, January 11, 2025

Cosmic Boll by Yoritoshi

There was a twitter account I held for later while leaving the network: it had a yellow ball avatar, and I remembered a few nice exchanges with somebody doing a platformer featuring a yellow ball, but I couldn't find any track of those exchanges. I ran out of keywords idea to grep my tweet.js and blog.xml ... I asked my contacts for help, but I still wouldn't find it.

cosmicboll animated screenshot showing waterfall pushing you down
But eventually, in the "more tweets" online document I've been crafting, I found back the picture I wanted, where cosmicboll (and not bowl or ball) encounters a waterfall and the water pushes it (him?) down, increasing gravity. Something I don't have yet for my own waterfall and that definitely looks and feel fun.

The game is not from that person with the yellow ball avatar but from the Spanish-speaking developer Yoritoshi, who has been working on the game since at least 2018.

The small snippet I have here may give you the feeling that there is some Sonic legacy in that title, and likely Yoritoshi's videos will convince you even further, since some of the sound effects featured are raw samples from the megadrive titles.

Petit résumé pour mes lecteurs francophones: La balle jaune dans le gif animé ci-dessus est le personnage principal du jeu "cosmic boll" de Yoritoshi, dont j'ai suivi de loin le développement au fil des tweets. On aurait presque pu appeler le jeu cosmic Brawl, vu l'importance que les combos et la variété des attaques dans ce qui aurait pu aussi non passer pour un Sonic-like. Le jeu est téléchargeable en version Windows sur le site itch.io du dévelopeur et je n'y ai pas encore joué.

Avant les premiers tweets présentant ce jeu-là, l'auteur travaillait sur des fangames Sonic, bien intégré dans la communauté, étendant le travail d'un certain "LakeFeperd" et participant à la convention SAGE régulièrement.

It is even stronger when you get a look at the level editor screenshots that Yoritoshi published: there are ramps, there are loops and all ... There are some explanation in the earliest tweet using the #cosmicboll tag:

Began to add enemy characters of my own to replace the dummy from LakeFeperd's engine with, but I hope CF2.5 doesn't pull any nonsense on me when I add hitboxes to their attacks. (Jan 20, 2018)

LakeFeperd's own video often mentions SAGE event, and if we dig deeper than the video about "Spark the Jester", we see that they are about Sonic fan games... So yeah, people gather to show each other their Sonic fan games (and likely fanart and play sonic games and plenty of blue things), there are Sonic-targetted game engines for many different game construction kits, and Yoritoshi was already doing that in 2012.

But Cosmic Boll is not just a Sonic clone. Actually, the gameplay does not feel that much like Sonic. The amount of attacks you have at your disposal to dispatch foes is just impressive. If you believed "Kirby Fighter mode" has a large range of attack, Cosmic likely features 2 or 3 times as much moves. The amount of enemies per wave and the hitpoints per enemy is clearly designed to make the fights a key moment of the game and feel overpowered. And then there are "orbs" you can collect which will e.g let you turn into a fireball when you dash or shoot firewaves when you punch.

And there apparently also are special gadgets that allows you to make surprizing things like sizing down ennemies, althought I have to admit I haven't understood everything about that.

Tuesday, December 17, 2024

Chasm pour Super NES ?

Si vous êtes attentifs, vous aurez peut-être remarqué depuis le temps le lien "Lint :: retrobrew" sur la colonne de droite de ce blog. Le site vers lequel il pointe est au point mort depuis une éternité 15 ans. Mais n'allez pas croire que son auteur se soit désintéressé du développement SNES pour autant ... il était juste actif ailleurs.

En fait, en Août dernier, il nous postait un entassement de scène de jeu vidéo, d'un bouquin sur la programmation du 65c816 (son très précieux "Programming the 65816" de Eyes & Litchy) et une version imprimée du document/tutoriel sur les techniques pour implémenter un platformer de Higher Order Fun de Rodrigo Monteiro qui m'avait également été bien utile dans un passé pas si lointain.

Le jeu en question, c'est Chasm, et si j'en ai suivi le développement depuis un moment, Lint_ n'est pas en reste: en avril 2018, il repostait le lien vers le kickstarter en ajoutant qu'il espérait une rétro-adaptation pour Super Nintendo ...

Chasm is coming. One of most wanted game I wanna play. Can't Wait ! I would love to see a #snes demake. -- Lint_

That was the reaction of a former blogger pal: Lint_ when he learnt that the Chasm game was finally out. Personnally, I was still hanging on tigsource and pixelation forums when slym started working on the game back in 2012. In launch interviews, game author James Petruzzi indicated that he wanted player to remember the SNES (or maybe PS1) metroïdvania games while playing Chasm, so I guess people like lint who were doing hobby SNES development by then were hoping to see the game retro-fitted to the old hardware.

 On dirait bien qu'il a fini d'attendre que le "demake" soit fait et qu'il a décidé de prendre les choses en main ;) Chasm étant en principe un jeu avec des niveaux générés à la demande et une navigation non-linéaire inspirée des metroïdvania, la tâche est des plus ambitieuse, mais Lint_ nous rassure: 

Not sure I would implement the procedural level generation if I was about to do a demake of that game. ;) -- Lint_

Parce que son projet de demake, il nous l'a bel et bien démarré. Pendant l'été, il nous a régulièrement posté des décors du jeu convertis pour Super Nintendo en mode "4 couleurs"... avec des changements de couleurs réguliers par ligne à grand coups de HDMA. Sacré coup de chapeau pour une performance qui n'aurait pas démérité sur la démoscène Amiga si on y avait accepté les productions Super NES !

Well, this year Lint had stopped waiting and start working on the demake himself. First we've had background sceneries rendered on SNES hardware, using horizontal retrace to change the 4-color palette on-the-fly and get that stunning colour count, while keeping the 16-color planes for the game proper. Actually, he had stopped waiting since 2022, re-creating key parts of the levels in Tiled, and importing converted tilesets on the SNES to make a running demo ... which seem to rather please the original authors.

A ceux qui seraient tenté d'en rire, je recommande de se replonger d'abord dans les Rétro Game Explained: réduire le nombre de couleurs pour l'arrière plan, ce sera déterminant pour pouvoir dégager assez de parallaxe pour le reste du jeu.

En fait, il avait déjà attaqué son projet en octobre 2022, recréant des morceaux de niveaux à la main (exit la génération aléatoire, donc) dans l'éditeur Tiled pour ensuite les convertir pour son projet Super NES. Je n'ai pas encore vu le personnage bouger par-devant tout ça, mais j'imagine que ça ne va pas tarder ;-) Et ça tourne déjà sacrément bien !

Quant à ses intentions pour la suite, quand on lui demande, Lint_ précise que c'est surtout pour travailler sur son moteur de jeu mais que "qui sait, un jour, peut-être", même si à l'heure actuelle, ce n'est pas réaliste d'envisager un portage complet du jeu. Le moteur n'est pas prévu pour un autre jeu, juste pour le défi de faire un moteur et que c'est Chasm qui l'a inspiré (et alimenté en graphismes somptueux :)

Does that mean there will soon be a SNES cartridge allowing to play a Chasm adventure in hand-drawn levels (as opposed to the procedurally generated original game) ? well, this is not in Lint's plans. When asked, he says that his primary goal is to make a game engine on SNES that would be able to run something like Chasm, and thus why not testing it with chasm contents and see what the demake would look like ... The repository for that project is private, but there's a sibling public repository with library and tools that benefits from the demake effort, from time to time.

Si le travail effectué reste actuellement dans un repo privé, l'une ou l'autre fonctionnalités percolent de temps à autre vers le repo public "cc65-sfclib" de notre antihero national ^_^

 

Wednesday, December 11, 2024

Des nouvelles de Crazy Brix

February 9th, Case Portman, author of the platformer game "Flynn, son of Crimson" was asking

The first ever game you developed, "finished" and publicly released. Show the world (don't be shy!).

In my case, that was Crazy Brix. More a technical demo than a real game. A breakout clone with raytraced graphics and 6-tracks. His was "Blappy Fird", a clone where a pipe must avoid columns of birds. But Brix eventually turned into a 100K compo entry that got 1st place at Inscene, so I count it as "publicly released". I got a few tokens of appreciation, but also a fun feedback and congratulations from Joke

C'est parti d'une question/chaîne comme il en apparaît régulièrement sur twitter: l'auteur de "Flynn, son of Crimson" avait lancé "montrez votre premier jeu grand-public" avec quelques captures d'écran de son blappy Fird. J'ai suivi en postant à mon tour les quelques images de Crazy Brix qui illustrent les pages que mon frangin lui a consacré dans son blog musical.

Parmi les réaction, les félicitations de Joke:

c'est impressionnant tout ça dans le contexte 1997/langage machine/pas d'Internet... vous êtes des génies ! -- Joke, Biloumaster

Mais il relève aussi au passage le côté un peu discutable du décor de fond, image zoomée à l'appui. Alors je pars à la fouille aux archives et je retrouve un répertoire BRiX avec des fichiers "NEXT.PCX", "EGYPT.PCX", etc. voilà donc à quoi le jeu aurait pu ressembler sans l'intervention du raytracing ... et je dois dire avec le recul que le décor présenté à la inscene est peut-être discutable, mais au moins on arrive à voir sa balle et sa raquette. On ne pouvait pas en dire autant de l'original.

And digging for archives of Brix, I found old pictures from pre-raytracing era ... initial "all flat" bricks, mock up showing tentacle bobs attacking and sized-up bat suggesting an arkanoïd clone for the second title.

There was also a second tileset intended for "egypt theme" that never got used. 

Je n'ai pas souvenir que le thème égyptien ait jamais été utilisé, pas même pour des tests. Il faut dire que ça n'a jamais vraiment emballé mon frère au niveau musical ... 

Je reposte un coup tout ça sur bluesky, et je tombe de ma chaise en découvrant que pix3l connait mon jeu ... il y a joué, aux alentours de 2010. Que le jeu est maintenant repris dans la machine à voyager internet dans le temps: archive.org !

That happened a few days after I created my BSKY account, so I posted pictures there too and to my surprise, I got someone saying

I played this one back then 😁 My first developed game was a collection of arcade games, like pong, breakout and tetris, but nothing special tho... :] Still need maintenance nowdays... -- pix3l on bluesky
It was some years ago, 2010 if I remember correctly... I think it was this one, or just another arkanoid clone, but I'm quite sure it was this one, since it looks pretty familiar :/ Its also on Internet archive, and published in 1999. Whats make strange to you? ó.ó
I've played a lot of games myself, also the more obscure ones, and sometimes I've reviewed them on my blog. Maybe this one has been came out in some search, I don't remember now :]

So there it is. Not only Crazy Brix was a publicly released game, it is now archived, playable online (although sound will be crappy until you figure out how to increase cpu rate). Oh, and it is used by dosbox folks to improve their code, apparently. And while I was in the mood for posting old BRiX pictures, I finally found the name of the game that inspired me to make a breakout clone in first place: the MS-Dos title "powball" (which I thought to be "powerball", and thus couldn't find anymore). It's a game released in 1997 I most likely discovered through the PC-Team sharewares CD. It featured the original idea of mixing a breakout and a shoot-em-up. Oh, I know: you were already seeing some shoot-em-up elements in Arkanoïd, but did you see your paddle morph into a spaceship ? could you purchase upgrades with collectibles you got from breaking bricks ? I don't think so.

Et en creusant après ces images, je finis par tomber sur un nom de casse-brique que je cherche depuis la création de wikipédia ... mais que je cherchais sous le mauvais titre. C'était le mélange parfait entre shoot-em-up et casse-brique, avec des graphismes raytracing lui aussi, mais de bien meilleure facture, des trucs à ramasser dans tous les sens pour pouvoir s'acheter des améliorations à son vaisseau et donc augmenter ses chances dans les champs d'astéroïdes ... que notre balle ne peut malheureusement pas casser. J'ai nommé Powball que j'ai cherché sous le nom "powerball", ce qui ne donnait évidemment rien ^^" . Oh, et bien entendu, powball est aussi dans le "dosbox archive", mais on ne va pas se mentir: c'est totalement injouable.

un tout premier écran-titre pour Brix, qui n'a manifestement pas plus, mais où le logo de PPP Team est bien reconnaissable
Un autre candidat d'écran-titre produit à partir d'une "heightmap" qui m'aura finalement surtout servi d'écran de boot pour Windows 98 :-P

Wednesday, November 20, 2024

guest star: François Rimasson

C'est une histoire qui avait commencé mi-février 2021 avec un tweet ... une capture de vidéo pendant un lets-play de Fury of the Furries qui me fait prendre conscience que "#infinitepyramid hints from #furyofthefurries: make sures the spikes stand out." Et là, j'ai un François Rimasson qui répond

  • I did all the graphics in 1993

J'enchaîne: You did a wonderful job, then. It has been my first good reference to get into pixelart. Huge thanks!

No kidding! I was already studying it in 2006 before I made my first NDS homebrew. And I was still using it last year.

Je dirais même que si "Badman II" a pu avoir des graphismes entièrement originaux (pour la 1ere fois), c'est grâce à l'étude des palettes de couleurs du désert et de la forêt de Fury. Donc Super-merci ^_^

Je le réaborde quelques semaines plus tard:

Tiens, à propos de Fury of the Furries, il y a ~10 ans, j'avais fait un petit test avec une de tes planches de décor pour illustrer mes outils (homebrew) de création de jeu sur Nintendo DS. Je n'étais pas allé plus loin vu que je n'avais pas les droits dessus.

Là (Mars 2021) mon gamin a l'air d'avoir bien accroché au "let's play" du jeu donc j'envisage de quand-même refaire une conversion aussi du personnage principal pour qu'il puisse s'entrainer le temps que papa ait terminé sa pyramide à lui.

est-ce que j'aurais ton autorisation de rediffuser ces graphismes au format NDS avec mes outils pour un tutoriel, ou est-ce que je garde ça dans le cercle familial ?

Et François de répondre:

  • Oui, bien sûr, fais-en ce que tu veux, c'est tellement vieux, et si quelques personnes peuvent s'amuser avec ... je n'ai plus les planches de sprites originales.
  • Je suis content que ça te plaise :)

J'ajoute : bin le côté facile avec Fury of the Furries, c'est qu'on a l'ensemble des fichiers .LBM directement dans le jeu. Evidemment, il y a peut-être des planches de pré-production que je n'ai jamais rencontrées.

Et donc on s'y met ... 

6 mars ... "oh birds! @F_Rimasson put so much pixels per spritesheet in Fury of the Furries that it used a buggy part of my conversion scripts that had never been used before ^^"

7 mars ... Hopefully, when you strip out the 'mask' sprites and re-align the sprites that were past the 'checkered' barrier, we're back to an acceptable amount. Actually, it would be perfect to illustrate UsingSprites::granularity.

8 mars ... I was about to suggest that 16-pixels and 4bpp sprites might be an Amiga sprites constraints, but it looks like Amiga sprites were actually 2bpp (stashofcode.fr/afficher-sprit), and likely did not need those mask pictures.

Bon, après ça, j'admets que les interactions ont été plus anecdotiques, avec quand même une phrase qui m'aura inspiré du monster design pour la castle zone:

  • Il ne faut pas confondre un fantôme asperger et un spectre autistique

ok, c'est décidé: si je mets des fantômes dans ma zone des châteaux, ce seront des fantômes de légumes. des citrouilles, bien sûr, mais aussi des fantômes asperges qui te crachent de l'ectoplasme dessus.

Tuesday, November 05, 2024

libntxm by asiekierka or libmx7 by sverx

For years and years, I've been post-poning the time where I could back-port my changes of the sound player library NTXM into the upstream github... And then in December 2023, I note that the library has been revived by one homebrew developer I'm following since March.

I asked whether they would be interested in a pull request for my effects system and she replied

PRs are always welcome! However, someone has already made merged pull requests to support more XM effects, so you might need to review their changes against your own.

Later on mastodon, she added

 I honestly recommend maxmod or libxm7 for gamedev use...

I know that other package released by Sverx quite a while ago. Since the time I was looking for a module player to replace mikmod, Sverx has decided to open-source it. I still have to code-study it. So no code exchange occured and nothing changed in my own dsgametools repository.

Early this month, she announced an interesting news: 
nrio-usb-disk, a tool to use the DS Linker Writer card to connect your Slot-1 cartridges to a PC as USB mass storage. This acts as an open-source replacement for the DS Linker "uDisk" tool, but this one supports any flashcart.

So she can use it to quick-cycle-develop and rebooted Nitro Tracker over USB (instead of uploading over WiFi as I do with runME). The PC is the USB host and the DS is device (via USB controller chip in Slot-2).

Given how fragile NDS development over WiFi has become with WiFi security ever increasing and the NDS hardware remaining unchanged, I might have to consider getting one such device myself and understand how it works for a safer future.

edit: the linker used isn't exactly new.

trivia: did you know Goodboy Galaxy programmer gecko contributed a few fixes to nitroustracker 0.4.9 ?

Thursday, November 11, 2021

Slurp'n'Burp

At some point between '97 and '99, my brother suggested that we make a 2-players cooperative (?) pacman clone: Slurp'n'Burp. Of course, by then I had no idea how the original ghosts 'AI' was coded, so I came up with this complex algorithms where every hallway is a sensor.

While the ghosts wanders around the maze, they 'poll' hallways to know whether they have seen a player. If the hallway has seen a player, it can tell which direction to go, the ghost then goes hunting; at corners, the hunting ghost polls which branching hallway has suggestions to find the player. If none has, the ghost is "lost". It picks a branch, goes to the other side of it and polls again. if nothing works, it takes back the route it had found and picks another branch. 

I have no clue whether it would have worked, as I've never coded more than the sound configuration menu of Slurp 'n Burp. The actual pacman AI is much more cleaner and elegant, of course. (and has been extensively discussed, including here

Of course, my bro's blog has precise logging of when it happened, since he immediately wrote songs for it and logged the date.  knowing that Greedy is out in September '97 and that we track demoscene pretty frequently through #PossePresse magazine at that time, I still think it is perfectly possible that Eclipse prod inspired us.

(recovered from tweets posted in November 2021)

Tuesday, March 09, 2021

SchoolRush, Armitage et 42

Si vous avez envie d'en prendre plein les yeux, passez donc faire un tour sur le site web d'Armitage, le dévelopeur belge de Métagolf... et qui me signalait sur twitter qu'en restaurant sa Nintendo DS, il a retrouvé une version de SchoolRush sur son linker AceKard ^_^

Alors en attendant que Outcast II sorte, je vous reposte sa photo. (ah oui, à l'époque, je n'avais pas eu l'occasion d'essayer Outcast mais j'étais tout à fait fan de l'idée d'utiliser des techniques de démoscèneur pour faire le rendu de la planète plutôt que de tout miser sur des gros polygones tout moches comme dans Tomb Raider ... Et j'avais la ferme intention de postuler chez eux une fois mes études d'informatique terminées si personne ne voulait me financer le développement de Clicker)


Friday, January 01, 2021

Compiler error ?

wait .. why did my compiler ignored the 'ntiles' argument and compiled an endless loop instead of the N*32 iterations requested in the source code ?_? (10:07 PM · Jan 1, 2021) ... 

Slightly changing C++ code finally make it produce proper code. I wonder whether @devkitPro updated the GCC version shipped within #devkitarm lately ... (using 8.1.0, dkA release 49) (hint: they did)

 

(context from 2024) That happened while I was trying to repair the "zap" function of the SpriteEditor, which identifies unused entries in the color palette and clear them up. Likely something that popped up as I was scanning last year's todo items and pick one that seemed simple enough to tackle (/context)

Saturday, December 31, 2005

Twitter Trapped [t.a.g.]

At some point in the future, twitter will no longer exist. That will be a shame, because after dev-fr.org will have closed, that will be the spot where I'll keep contact with homebrew community and get in touch with many indie devs and gamedevs of the 90's. I'll be gone by then but some of my posts will still be heavily referencing contents hosted solely on twitter and until I managed to convert the archives I downloaded into something that can be hosted online, I'll rely on services like archive.org or nitter to avoid luring you into what had turned into the darkest place of the web.