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MachineCode

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Everything posted by MachineCode

  1. It's a fake!!! Everyone knows that we only got up to python 3, and that it took years to get people over from 2.7 /s But seriously, 1 went in what was called "New" condition, on ebay for $50 in Feb 2019. Haven't been able to find anything more recent.
  2. Now I'm curious as I can think of like 4 solutions to the problem that spring to mind immediately without any extra thought. Just had this one pop in a second ago. let text = "" if (!(num % 3)) { text += "Fizz " } if (!(num % 5)) { text += "Buzz" } console.log(text.trim())
  3. Doing a simple if statement block? if (!(num % 3) && !(num % 5)) { console.log("Fizz Buzz") } else if (!(num % 3)) { console.log("Fizz") } else if (!(num % 5)) { console.log("Buzz") } else { console.log("Neither Fizz nor Buzz") } PS: Sorry for the JS, I was just writing some so that's what I decided to use.
  4. Nice @MiamiSlice Nice thumpy kick, great Yamaha FM style bass, great groove. All around solid work. Nailed it.
  5. Such a tough choice. I went MK64 due to it being my favorite Mario Kart until 8, but DKR is an excellent game that really needed a sequel. Gotta respect that DKR used Full 3D character models vs the pre rendered sprites of MK64. Although, I do love pre rendered 3d sprites a la Mario RPG and DKC.
  6. Crossroad is a cool song. I wonder how hard it is to sing in a tonal language since the inflection can change the word itself, which I would think limits the vocal melodies.
  7. Cool. I like your voice when you are singing more softly in a lower register. It has a gruff kinda charm to it that definitely adds feeling to the music.
  8. I haven't left the house in a week now, but we were at an even $2.00 in South Jersey on Tues. I don't plan on leaving again until next week for a food run so I'll report back then. Idk what I'll do if it gets down to sub $1 early 90's prices.
  9. It really kinda does, doesn't it. It's fuckin crazy. Re: I only did 2 episodes of it. Everyone being super British kinda took me out of it. Like I didn't want them to be like Boris and Natasha caricatures of Russians, but when you see British TV actors whom you've seen on other shows seeming not much different from their normal work, it kinda throws it off. I was basically expecting the first cases of radiation poison to be dismissed as a case of the collywobbles.
  10. Given: Christmas 93, RHCP - Blood Sugar Sex Magik, Pearl Jam - Vs., STP - Core, Billy Joel - River of Dreams, along with a sony cd boombox. 1st Bought: Pearl Jam - Ten, Late 1993 - Early 94 at either The Wall in my local mall or Nobody Beats The Wiz as they were like 10 bucks there but didn't have the Lifetime Guarantee like the Wall. Wanted Jeremy and was disappointed that it wasnt on Vs. despite otherwise liking the album.
  11. We get polar opposites of mixed reviews with him. Some people straight up love him and that's their draw, and other people don't like him much at all. The ones who don't tend to find him a bit too nasally. Part of that is the recording as the dude used way too bright of a signal chain for his type of voice, but he is also naturally a bit on the nasal side so I can totally see that. Anyway, I'm hoping we get some more music on here as we seem to have quite a few musicians, and the music debates show a wide range of tastes and styles so I figure it could be interesting.
  12. REEEEEEEEE!!!!!!! /s Happy Easter everyone. Despite not being able to have the usual get togethers, I hope you all have a relaxing day and eat well.
  13. Hey all, I noticed that we have quite a few musicians on the forum here, but don't have dedicated thread where we can share our work. Old or new, as long as it was made in part by you, share it here. I'll get the ball rolling. Spotify: Heavy Handed - Old Adventures in Lo-Fi Heavy Handed is a punk band that I joined over the summer whose lead guitarist I replaced. He basically recorded this, did a terrible job, and then sat on the tracks. So, the band sent em to me to clean up and overdub all the rhythm guitars. Not the greatest sounding thing, due to the poor quality tracks, but came together more than good enough for punk rock. Thus the album name and the GameBoy graphics theme. Despite all this, I enjoyed working through the obstacles and making all the graphics in order to put out 3 IMO solid and heavy tunes.
  14. Meh. Never really cared for this one despite all the hype and rave reviews from people over the years.
  15. I get what you are saying about creating a routine I'm actually going to keep, but I'm intentionally making a throwaway. For me, this is purely an academic exercise to help me truly understand what's going on. I'll post some code and then try and be more specific with my hang up. So right now, I have 2 bg files that I .incsrc into the main file that contain the name and attribute table data for each one. One looks like this: background: .db $00,$00,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 1 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$00 .db $00,$01,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 2 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$01 .db $00,$02,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 3 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$02 .db $00,$03,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 4 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$03 .db $00,$04,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 5 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$04 .db $00,$05,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 6 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$05 .db $00,$06,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 7 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$06 .db $00,$07,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 8 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$07 .db $00,$08,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 9 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$08 .db $00,$09,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 10 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$09 .db $00,$0A,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 11 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$0A .db $00,$0B,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 12 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$0B .db $00,$0C,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 13 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$0C .db $00,$0D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 14 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$0D .db $00,$0E,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 15 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$0E .db $00,$0F,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 16 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$00,$0F .db $01,$00,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 17 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$00 .db $01,$01,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 18 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$01 .db $01,$02,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 19 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$02 .db $01,$03,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 20 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$03 .db $01,$04,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 21 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$04 .db $01,$05,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 22 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$05 .db $01,$06,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 23 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$06 .db $01,$07,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 24 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$07 .db $01,$08,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 25 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$08 .db $01,$09,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 26 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$09 .db $01,$0A,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 27 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$0A .db $01,$0B,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 28 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$0B .db $01,$0C,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 29 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$0C .db $01,$0D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D ;;row 30 .db $2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$2D,$01,$0D attributes: ; BR BL TR TL ; TopLeft TopRight .db %00010000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %01000000 .db %00110010, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %11001000 .db %00010000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %01000000 .db %00110010, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %11001000 .db %00010000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %01000000 .db %00110010, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %11001000 .db %00010000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %01000000 .db %00110010, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %11001000 So in here I just have raw tile and attribute data that I loop over using the whole 16bit pointerHi/Lo method to fill the nametable. I understand completely how this method of holding background data in a file works. Each 2 line chunk being a row of 32 tiles starting from the top and going left to right per row for 30 rows. I also understand the attribute portion for setting the palettes for the 2x2 tile chunks and how each byte controls the palette selection for a 2x2 set of 2x2 tile chunks with every 2 bits controlling a separate quadrant. The concept of incrementing the counter by 32 combined with a horizontal offset in order to reference this as columns makes sense to me. The issue I'm having is that I'm currently using a separate file per screen, and loading them separately into their respective nametables using a system of 4 loops (2xNT, 2xAT) prior to enabling NMI and starting the game loop, and then just incrementing the scroll register once per v-blank, checking each time if the scrollX position has rolled over so I can swap the nametable bit in PPU_CTRL and have a seamless loop. This is fine but not ideal for 2 screens, but I just don't get how I would store in a single file the tile map data for multiple screens and their attributes. I know I can do a label per screen but I want to have multiple screens under 1 label and be able to just scroll until I run out of background data and loop back around. So I guess question 1 is what is the multiple screen equivalent of the raw tile/attribute byte storage method I have above? And question 2 would then be about continuously scrolling through, although I feel like if I knew how the data was stored I wouldn't have too much of an issue figuring out the column based bg data method of rendering.
  16. Hello fellow quarantees. Like I'm sure some of you are doing, I've been using this odd downtime to further my NESDev/6502 ASM skills. I've gotten to a point where I can render and move sprites around, render backgrounds, and scroll both vertically and horizontally (not at the same time) to loop between 2 backgrounds. I understand how to store tile and attribute data for individual backgrounds as the starting from the top and going left to right until the bottom format makes sense to me. I'm having trouble wrapping my head around storing full levels or at the very least more than 2 BGs at a time as a singular entity. I tried the "Nerdy Nights" lesson where it scrolls across part of the first level of Mario in a loop. It comes with 2 .bin files that contains the level and one for the attributes. Unlike my standard background asm files, it's just raw hex data so I opened it in a hex editor but the layout of the tiles didn't quite make sense to me. It seemed to no longer use that Top Left, line by line to the Bottom Right format. Can someone explain to me just how to store a Raw Uncompressed set of backgrounds? I realize this isn't ideal and will absolutely change to a metatile based approach and eventually other compression formats, but I just can't seem to understand those without knowing how to lay it all out without compression. I'm one of those people who likes to really know a concept inside and out and benefits greatly from that in the long run, so any help here is greatly appreciated. My goal is to get this down so that I can eventually make my own level editing tools to speed up the process.
  17. Or, Prysm should make a standard def LPD and then we can have the best of both worlds. Thinner, lighter, raster scanning, phosphor glow, no input lag, low energy consumption, and a much cleaner manufacturing process. But I'd be cool with a new CRT too.
  18. Great work. Any chance we can get a sort by city/town option? Sort by address doesn't seem to do this.
  19. Now that's something. Writing your NESDev tools to run on the NES itself. Awesome.
  20. In the early 90's as a group, my neighbors, my brother and I used to play this and Zelda II together and apart and kinda share our findings with no help from strategy guides or magazines. Come '93 (I'm around 7 at this point) we had all gotten to Death Mountain and I was the 1st to finish it. None of us actually grabbed the red ring either as we didn't veer off into the area where it was hidden. For Zelda II we all got to the 6th dungeon and got the special ability to see in the ghost town, but none of us beat it until I did in college in the mid 2ks. One fun thing I figured out was how to get the power bracelet as the first or second item (depending on if you grabbed the sword) in the game by going through the lost woods and circling all the way around. Fun times. It's kinda crazy how my finishing the game was like a big deal in my grade to the point where people didn't believe it. Like someone had me over their house to make me do this in front of them as everyone played it but nobody finished and then was like telling everyone at recess like "Dude, he did it right in front of me!"
  21. I think the burning question on everyone's mind is what IS the difference between a battleship and a pregnant woman?
  22. El queso esta viejo y podrido. Donde esta el sanitario?
  23. You should give this one a shot. The other stars and supporting cast tend to balance him out a bit.
  24. Everything up to and including raw oysters and clams is actually really good IMO. The rest I enjoy with the exception of the final 3. Those were more Andrew Zimmern type affairs for me.
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