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| // Gravity pulls the player down, | |
| // but the slope of the hill pushes them in another direction. | |
| static const float G = ...; // Acceleration due to gravity. | |
| // First find what percentage of gravity is wasted opposing the ground normal: | |
| float dotN = Vector3.Dot(groundNormal, -Vector3.up); | |
| // Or simplified, just -groundNormal.y | |
| // Subtract that from the down vector to get the percent |
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| .include "zeropage.inc" | |
| .macpack generic | |
| .import pusha, popa | |
| .import pushax | |
| .import addysp, subysp | |
| .import _exit | |
| .data |
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| #ifndef CORO_H | |
| #define CORO_H | |
| #include <stdint.h> | |
| typedef uintptr_t (*coro_func)(uintptr_t); | |
| void coro_start(coro_func func); | |
| uintptr_t coro_yield(uintptr_t); | |
| uintptr_t coro_resume(uintptr_t); |
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| #ifndef NACO_H | |
| #define NACO_H | |
| #include <stdint.h> | |
| #include <stdlib.h> | |
| typedef uintptr_t (*naco_func)(uintptr_t); | |
| void naco_init(naco_func func, void *naco_buffer, size_t buffer_size); | |
| uintptr_t naco_yield(uintptr_t value); |
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| static void px_ppu_sync_off(){ | |
| px_mask &= ~PX_MASK_RENDER_ENABLE; | |
| px_wait_nmi(); | |
| // Without these I get a few garbage lines at the top of the screen | |
| waitvsync(); | |
| waitvsync(); | |
| } | |
| static void px_ppu_sync_on(){ |
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| section "lz4-data", hram | |
| token: db ; Most recently read token. | |
| backref: dw | |
| ; NOTES: | |
| ; dst/src is always stored in de/hl | |
| section "lz4-code", rom0 |
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| // 'coord.y' is the clip space y-coordinate of the pixel on the water. | |
| // 'ray0.y/ray0.w' is the clip space y-coordinate of the reflected pixel. | |
| // The basic idea is near the horizion where the reflected point is close to the water, | |
| // you should have a strong reflection. The further it gets from the horizon the more it should be blurred vertically. | |
| // The result is pretty good. :D | |
| float aniso = _SSRAniso*abs(coord.y - ray0.y/ray0.w); | |
| float2 ddy_uv = max(ddy(uv), float2(0, aniso)); | |
| ... | |
| float4 color = tex2Dgrad(_CameraColorTexture, uv, ddx(uv), ddy_uv); |
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| #include <stdint.h> | |
| #include <stdio.h> | |
| #include "disassembler.h" | |
| // 6502 instruction tables. | |
| enum OPCODE { | |
| OP_LDA, OP_LDX, OP_LDY, OP_STA, OP_STX, OP_STY, OP_ADC, OP_SBC, | |
| OP_INC, OP_INX, OP_INY, OP_DEC, OP_DEX, OP_DEY, OP_ASL, OP_LSR, | |
| OP_ROL, OP_ROR, OP_AND, OP_ORA, OP_EOR, OP_CMP, OP_CPX, OP_CPY, |
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| #include <stdint.h> | |
| #include <stdlib.h> | |
| #include <stdio.h> | |
| #include <string.h> | |
| #include <math.h> | |
| static const size_t COUNT = 64*(1<<20); | |
| typedef float FLOAT_T; |
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| using UnityEngine; | |
| [ExecuteInEditMode] | |
| public class ProjectedBounds : MonoBehaviour { | |
| private Transform _transform; | |
| private Renderer _renderer; | |
| private Mesh _mesh; | |
| private MaterialPropertyBlock _block; | |
| private void Start(){ |