My ass is not finishing any of these game projects, is it?
@Ninji I did that once or twice, way back.
And then I made the #Asspull3X BIOS, which I can compile to do all that crap for real ๐น
@Ninji I did that once or twice, way back.
And then I made the #Asspull3X BIOS, which I can compile to do all that crap for real ๐น
@foone He dabbled. I helped blender up some simple models for some of his projects, and he got me a green scale model of the #Asspull3X. Which is *slightly* peelable compared to the cube, Grogu, and prototype device faceplate, and the only green print of his that I have, so that's interesting.
I wonder who got his printer?
@wyatt My gf wanted to make a little game about caring for a kitten. I wrote exactly what you just described, minus the saves.
Twice.
There's an HTML/JS version, and a C textmode version that compiles to both #Asspull3X and Win32.
They work the same.
And no external dependencies here either.
My ass is not finishing any of these game projects, is it?
I have an idea for a new #Asspull3X feature.
Since there's enough VRAM to hold a whole 640ร480 8bpp bitmap at once, that means anything smaller than that (say, 320ร240?) has room to spare. The bitmap screen also overlaps with the text mode screen and tilemaps -- offset 0 is the top-left character, pixels, *and* tile.
So what if I added a page bit?
Given the examples in the thread, what would you suggest the stripe in the #Asspull3X emulator's dialog boxes ought to be like?
1. Just a stripe (current)
2. Stripe with a slightly darker separator
3. Separator but no stripe
4. Stripe and light boxing
It's a pretty easy thing to implement, and I only need change *one* routine to affect the whole. Nice little bit of bikeshedding for New Year's.
Bringing this back for a thing.
About half the windows in my #Asspull3X emulator have a 240 gray bottom stripe with no separator, and no soft edging.
The other half have no stripe at all, their design doesn't allow one.
(In dark mode, the white becomes 43 gray and the stripe becomes 65 gray, as a kind of inversion.)
But there's a point to my bringing this back.
Oh yeah, this is not good.
Musashi (the off-the-shelf 68k core I use), as it was set up now, simply Does Not Support Floats.
And I can't figure out how to get it set up to do support floats, which is a thing it *can* support, without breaking compilation very badly...