I'm super proud of this. Yesterday morning I asked myself "what's the fastest way to draw a circle on the screen of my emulated Atari 8-bit using Assembly Language?" This led me to write an algorithm that figures out X and Y displacement from a center point using the radius of a circle and an angle. How do I calculate the sine of the angle in Machine Language? Read here to find out! https://atariamateur.wordpress.com/2026/02/13/reinventing-the-wheel/ #Retrocomputing #MachineLanguage #TrigFunctions
Reinventing the Wheel

Some days it’s like I don’t even WANT to make a working game. While messing about with Gary Greaser, the animated sprite I designed last month, I suddenly decided for no reason whatsoev…

Atari Amateur
Compiling Ruby To Machine Language - Pat Shaughnessy

Grazie a Ready64 e a una pubblicità su CCC del 1987, partiamo alla ricerca del manuale scritto da Armando Caiazzo in cui si descrive il VERO linguaggio macchina del Commodore 64. Di cosa si tratterà? Proviamo a scoprirlo assieme! #commodore64 #machinelanguage #retrocomputing
https://www.youtube.com/watch?v=jjJM-V51qlQ
Il VERO Linguaggio Macchina (manuale del 1986) / Commodore 64

YouTube

@amoroso

> actual raw machine code, not Assembly, of aarch64 and x86-64 [considered not scary]

P.S.
The machine language of *86* (where each star is a wildcard), while not scary, is rather unpleasant because it started on a very resource-limited processor and because of all that compatibility baggage.
I have sympathy for Intel's designers...
For compiler implementors, too.

#MachineLanguage

@amoroso

By the way, the only machine language I have seen (not counting byte code) that is _friendly_ and not just not scary is that of the PDP-11.

I'm pretty sure the same goes for the PDP-10.

Tempi passati...

#Assembly
#AssemblyLanguage
#MachineLanguage

BackBit Long Form Code - Backbit Impawsible Ep. 22 - The Oasis BBS

Episode 22 of BackBit Impawsible explores BackBit long form code—nearly 4,000 instructions per frame. Will it pay off?

The Oasis BBS