Rek & Devine
Go slow and fix things
From Hundred Rabbits to ~rabbits/public-inbox
Thanks :) On 11/3/23, Capital <xcapt98@gmail.com> wrote: > --- > src/uxnasm.c | 6 +++--- > 1 file changed, 3 insertions(+), 3 deletions(-) > > diff --git a/src/uxnasm.c b/src/uxnasm.c > index f80d63b..441dc07 100644 > --- a/src/uxnasm.c > +++ b/src/uxnasm.c > @@ -498,10 +498,10 @@ int > main(int argc, char *argv[]) > {
From Hundred Rabbits to ~rabbits/uxn
I've asked Sigrid and she said you might be using an old version of Android? That might be why it's crashing. https://merveilles.town/@sigrid@ftrv.se/111319198749098137 On 10/28/23, Arunkumar Dhananjayan <arunkd13@gmail.com> wrote: > Hi All, > > I am wondering if there is a working Android port of the Uxn emulator. > > I found a [version on the play store] > (https://play.google.com/store/apps/details?id=org.rabbits.uxn), but > when I installed it and ran, it crashes immediately saying 'No virtual > method readAllBytes()' in SDLActivity.copyAssets().
From Hundred Rabbits to ~rabbits/uxn
That's right, Oquonie has more assets that can fit in uxn's addressable 64kb, so to access these, I copy them into addressable space with the System/Expansion. https://wiki.xxiivv.com/site/varvara.html#system On 10/24/23, 光の夢 <hikari@noyu.me> wrote: > >> 24 okt. 2023 kl. 07:56 skrev eloitor@duck.com: >> >> Hi, >> >> I'm new to uxn, but I already like it a lot.
From Hundred Rabbits to ~rabbits/uxn
Hi Kyle, I've just tested and it works well :) It'll make more sense once the visual editor is going I think. A lot of the examples in etc don't do anything, like particles.bean? what's the trick to run those? I saw in your README "After switching to the drifblim assembler, I'm having some trouble assembling using uxnasm, so drifblim is required.", I was able to assemble with uxnasm and drifblim, the resulting rom is the same, are you still having that issue? On 10/1/23, Kyle Perik <kyle@periks.net> wrote: > I've been chipping away at this problem for a while, and I'm happy to > report, beans lang is suitable enough to write some simple toys. My
From Hundred Rabbits to ~rabbits/uxn
This is a good idea! So it’d be used like JMI +&label, right? In the example above, you can already write JMI 0100, as it’s valid uxntal. Rek > On Aug 23, 2023, at 5:13 AM, 光の夢 <hikari@noyu.me> wrote: > > > >> 23 aug. 2023 kl. 14:12 skrev 光の夢 <hikari@noyu.me>: >> >> Hi, >> >>> 23 aug. 2023 kl. 14:09 skrev felix.winkelmann@bevuta.com: >>>
From Hundred Rabbits to ~rabbits/uxn
I've had the time to check most of the 100r roms, and it doesn't really break compability, there's some cursor drawing artifacts that I can easily fix, but otherwise, if you think that it'll benefit your projects, I'm willing to push this change to the repo, and update the docs. It'll take me a day or so to patch up the little drawing issues. On 7/23/23, 光の夢 <hikari@noyu.me> wrote: >> Ah yes! It should be one of those cyan, black and white circles. Have a >> look at devices/screen.tal to see the sprite that should be there. >> >> Rek >>
From Hundred Rabbits to ~rabbits/uxn
We’ve been toying with a partial clear on 0x00 colour today. It seems like it wouldn’t be too bad a change to port. I think it might only be a matter to change line 53 on screen.c and remove !color. Try it out if you like, see if that’s something that helps :) Rek > On Jul 22, 2023, at 12:19 PM, 光の夢 <hikari@noyu.me> wrote: > > Oh uh, one more thing: is the illustration of blend mode 0 on > https://wiki.xxiivv.com/site/varvara.html even accurate? There’s no > image for it in the table, which I guess is meant to be equivalent to a > pure white image, i.e. for all inputs, the output should be an opaque > colour-0 square. But, so far as I can tell from the formula, while > input values 0 and 1 are both mapped to 0, inputs 2 and 3 should be
From Hundred Rabbits to ~rabbits/uxn
Ah yes! It should be one of those cyan, black and white circles. Have a look at devices/screen.tal to see the sprite that should be there. Rek > On Jul 22, 2023, at 12:19 PM, 光の夢 <hikari@noyu.me> wrote: > > Oh uh, one more thing: is the illustration of blend mode 0 on > https://wiki.xxiivv.com/site/varvara.html even accurate? There’s no > image for it in the table, which I guess is meant to be equivalent to a > pure white image, i.e. for all inputs, the output should be an opaque > colour-0 square. But, so far as I can tell from the formula, while > input values 0 and 1 are both mapped to 0, inputs 2 and 3 should be > mapped to 1 and 2 respectively? That is also the behaviour I got when I > tested it in uxnemu with this program:
From Hundred Rabbits to ~rabbits/uxn
The blending nibble was designed to handle applications like left, orca and oquonie. Actually, all of Varvara was designed around hosting these 3 projects. The blending nibble makes more sense if you’re think about it in terms of highlighting text for example. We had to do a project once where we had teams like you described and had to paint the team colour in a second draw which was annoying. The blending for 2-bit graphics is pretty bad, maybe it could be changed somehow but we haven’t had much success hitting the right balance, or at least not causing as many issues that it was solving. We’re open to changing the strategy. There might also be something to look into like proper bliting. Like image that beside the pixel and sprite port, there was a screen/blit port, that takes a cmd and the address is to a bliting program. The port would be a sort of xor, and, etc blending, the bliting program in memory could do at once filling a large portion of the screen with some logic defined in the program. Not unlike the expansion port. Rek > On Jul 22, 2023, at 10:36 AM, Annette Wilson <clockworksaint@gmail.com> wrote: > > Hundred Rabbits: >> It's a good proposal, I return thinking about this myself from time to time. >> If we were to change this, we'd only need to do a bit of shimming for >> portability...
From Hundred Rabbits to ~rabbits/uxn
Hi Hikari, It's a good proposal, I return thinking about this myself from time to time. If we were to change this, we'd only need to do a bit of shimming for portability, by setting a full tile: ;empty-icn .Screen/addr DEO2 #00 .Screen/color DEO BRK @empty-icn ff ff ff ff ff ff ff ff One thing that I've been considering as the main advantage for this, is to be able to erase parts of a drawing. Sometimes I want to paint a drawing, and erase a specific selection of it, and this would allow that. Say, like adding rounded corners to a rectangle by erasing the