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Thinking about pseudo-3D that might be fun to do if I was more than one person.
Anyway, while daydreaming about that I took a look at this while playing with iso pixel tiles and it's a nice writeup of the basics.
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Also as a note, for instrument info you can also use bambootracker's instrument editor to test out instrument setups if you're already familiar with it. It does have the advantage of having a bit more visual information than some other OPNA instrument editors.
English-language reference for writing MML for the PMD driver. Which, for the unfamiliar, MML is a format for writing a combo of musical notation and commands, and PMD is a sound driver for the PC-88, PC-98, X68000, FM Towns, and IBM compatibles, but this guide focuses on PC-98 usage.
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English-language reference for writing MML for the PMD driver. Which, for the unfamiliar, MML is a format for writing a combo of musical notation and commands, and PMD is a sound driver for the PC-88, PC-98, X68000, FM Towns, and IBM compatibles, but this guide focuses on PC-98 usage.
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raymarching…is cool! I need to find a way to play around with signed distance functions! like a hello world for actually, idk, writing a shader and rendering a scene with it (or whatever you actually need in order to play around with it)
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Got a microphone so I recorded this disk being inserted into a floppy drive, mounted, reformatted to work in a PC-98, and having a text editor written onto it. I forgot to record it being ejected but you're not missing much, the drive I used (not pictured) doesn't have a particularly great eject sound.
And then I set up this photo and reduced it down to 16 of the 9801's 4096 colors. I'm quite happy with how it came out. Had to finagle a bit to balance the dithering and was well rewarded for it.
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8086 ASM resources
King Fahd University of Petroleum and Minerals guide: (MS-DOS oriented) Particularly useful here is the list of software interrupts.
Target Earth PC-98 devtools: (PC-98) Not primarily about ASM, but it has some reference material that covers differences between PC98 ASM and MS-DOS ASM
PC-GPE: (MS-DOS) Oriented towards programming games for MS-DOS in ASM
マシン語ゲーム・プログラミング : PC-9801シリーズ (Assembly game programming for the PC-9801 series): Japanese language game-oriented ASM book
Structured Assembly Language by Len Dorfman: (MS-DOS) A book on adding the structure of high level languages to the control and efficiency one gets with ASM
ChibiAliens 8086 primer: (MS-DOS + WonderSwan) Very basic ASM, has a useful cheatsheet with approx clock cycles charted out, easily searchable. Code examples are written for UASM so may cause problems for MASM and TASM users on compile without some cleanup.
BRiX Library: Links to various ASM resources, many are 8086-specific.
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In conventional MS-DOS 8086 ASM, you display a single character by loading a value into AX and calling interrupt 0x10 so like
MOV AH,0Eh ;tells int 10h to do teletype output MOV AL,"H" ;character to print INT 10h
now, AH and AL here are two 8-bit halves of the 16bit register AX (the high byte and low byte respectively) which means that this display method means conventional MS-DOS can only use up to 256 characters-- and don't forget that this includes control characters like say, line feed, carriage return, escape, so on... not just printed characters. To display a newline in 8086 MS-DOS ASM you can do:
MOV AX,0E0Ah INT 10h MOV AL,0Dh INT 10h
(i shortened the first command compared to the original snippet because you now understand the relationship between AX, AH, and AL, dear reader. This saves a few CPU clocks :)
So you're pretty limited on the number of characters you can display.... and that's why PC-98 MS-DOS is not binary compatible with standard flavor MS-DOS XD
Like, you can display 65536 characters if you use an entire 16-bit register for the character code and use another register to call the print operation, but first you need to have a reason to do this and to actually do it.
#pc 98#ms dos#8086#asm#this is a thing that is intuitive on its own i think if you know much about old computers#this is meant as an illustration
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I'm working on compiling a general list of 8086 ASM resources but in the meantime, here's a (Japanese language, of course) ASM manual I found for the PC-98! Most PC-98 programming manuals I've found online are for C/C++ or BASIC, so this is a useful find.
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youtube
Not as to the point as I generally go for when watching 3D process videos, but it's an interesting way of playing with normal maps.
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WHAT DO YOU MEAN PYTHON DOESN'T HAVE CONSTANTS???
crying and screaming and throwing up as i declare variables in python
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I want to keep my python whining out of an actual tag (even if browsing tags on this site has been weird for years anyway and these posts are easily findable by searching for python) hence #untyped language struggleposting
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YOU CAN'T JUST INITIALIZE A VARIABLE AND THEN ASSIGN A VALUE LATER WHEN IT'S NEEDED YOU HAVE TO ASSIGN IT A VALUE AT INIT THAT'S DISGUSTING!
crying and screaming and throwing up as i declare variables in python
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crying and screaming and throwing up as i declare variables in python
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Current texture status... She wears a lot of novelty print shirts. I also mirrored/overlapped a bunch of UVs to make more room in the texture map. The eyes, main hair mesh, and the FUCK! print are unmirrored, but the twintails and the rest of the face+clothes are mirrored.
I was running out of room and so much of the map was symmetrical that it was a two birds one stone solution (besides the space thing, it also makes symmetrical edits much simpler)
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JUST REALIZED MY TEXTURE WAS HALF THE RESOLUTION I'D MEANT TO MAKE IT
I wanted to do a 256x256 texture and it was 128x128. oopsies (. ❛ ᴗ ❛.)
Now I have so many more pixels to work with.
UV progress... taking a break from the horrors of unwrapping to make a rough draft of her face.
Basically what happened is I made a low poly body and it came out good enough that I was like "Well, now I gotta make something out of this huh" and I love twintails so I made a girl with twintails.
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UV progress... taking a break from the horrors of unwrapping to make a rough draft of her face.
Basically what happened is I made a low poly body and it came out good enough that I was like "Well, now I gotta make something out of this huh" and I love twintails so I made a girl with twintails.
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