This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
; working title: sea changes near wallpaper city | |
*= $801 | |
byte $0B, $08, $0A, $00, $9E, $34, $30, $39, $36, $00, $00, $00 | |
chars | |
byte 78, 77, 73, 75, 242, 66, 97, 72 | |
txt | |
byte 13, 5; color | |
text "E-SIRAMIS " ; 10b |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// PDE3 | |
final int COUNT = int(pow(2,28)); // 350000000; | |
final int RANGE = COUNT; | |
int[] rn = new int[COUNT]; | |
int[] sn = new int[COUNT]; | |
void setup() | |
{ | |
println("generating " + rn.length + " numbers"); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// c99 | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <stdint.h> | |
#include <string.h> | |
#include <time.h> | |
#define COUNT 200000000 | |
#define RND_RANGE 200000000 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// PDE 3.02 | |
// Sierpinski's Carpet bömbing (v3) | |
// updt: better, faster, interactive | |
PImage img = createImage(729,729, RGB); | |
void setup() | |
{ | |
size( 729, 729, P2D ); //729 243 324 | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Sierpinski's Carpet bömbing (v3) | |
// p5.js port (slow...) | |
var img; | |
function setup() | |
{ | |
createCanvas( 729, 729, P2D ); //729 243 324 | |
img = createImage(729,729, RGB); | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// fragment shader one-liners | |
// note: some might break for timing reasons (iDate.a/iDate.w) and some for compatibility reasons ("f+=" on a Mac, f.e.) | |
// | |
// void mainImage( out vec4 f, vec2 p ) | |
// and then... | |
// "flames (red)" | |
{f=vec4(p.x/p.y*mod(sin(p.x-iDate.a),.001*length(p-.9)),.2,.5,1.0);} | |
// "rain (small)" |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
0 v=38400:t=7680:c=164:m=50:h=211:printchr$(5):poke36879,127 | |
1 o=((ti/m)and7)*m:geta$:x=x-(a$=" ")+(x=21)*21 | |
2 ifpeek(t+o)<>83thenpokev+o,2:poket+o,c:?spc(x)chr$(h):goto1 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
0 s$=right$(s$,63)+chr$(250.3-rnd(.)):?chr$(19)s$s$s$s$s$s$s$:goto |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
0 fori=.to7step2:m(i)=i+2:m(i+1)=i+2:next:r=1 | |
1 forj=.to9:fori=.to7:a=int(rnd(.)*8):h=m(i):m(i)=m(a):m(a)=h:nexti,j | |
2 print"#:"r:fori=.to7:printi;chr$(63+(m(i)<0)):next | |
3 r=r+1:input"cards";a,b:if(a=b)or((m(a)orm(b))<0)goto3 | |
5 printchr$(13)m(a)m(b)chr$(13):ifm(a)=m(b)thenm(a)=-m(a):m(b)=-m(b) | |
8 s=.:fori=.to7:s=s+m(i):next:if(s>-40)goto2 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
"Block Tumble!" is a humble Commodore 64 puzzle game from 1991 in 2KBytes; it features 56(!) levels. | |
Here are some random notes I took while poking around in memory... | |
observations: | |
- the level encoding is fixed: 18 Bytes x 56 = 1008 Bytes | |
- the level data starts at 0BF9 (in memory), or at 03FA (file offset) | |
- a better, flexible encoding of the level data should take around ~870 Bytes | |
(assuming a not-too-crowded field in most levels and on average at least 8 wall stones) | |
(also: discussing level encoding should be a separate post, as there are MANY options :)) |