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Items tagged with: Uxn

My 3D projection library for Uxn is complete!

Features points, lines, variable FOV, adjustable view frustum, screen space clipping, and 16 bits of precision, everything in around 4 kilobytes of bytecode.

#uxn #theWorkshop

#febrajam #19
#uxn #orca with #sunvox again.
Tried one more way of automating everything, actually I like that one more than others, I think.
Today I decided to recreate in orca a track I wrote when I was a teenager - like, I don't know, maybe I was 13-14 years old.
I didn't really succeed, for some reason I couldn't fully recreate the same sounds and moods, I'll try again sometime.
By the way I'm sorry, I only realised what it looks like at the very end, haha. I hope it is not too obvious.

Forth is madness ^__^
I say that with respect and fear. X'-D

If you like Forth, you gotta check out #uxn / #uxntal, if you haven't done so already.

Just imagine a vm assembler based on the ideas and values of Forth, implemented in very simple (~2k SLOC) C & SDL

The drifblim assembler has a tiny hidden feature - it's not really a feature, it's more of a of side-effect from some other system - that allows to live-reload a project.

If you create a .drifblim file, fill it will an input and output path, and a non-zero value. The assembler will prefill its zero-page with the content of the file on load.

So that allows me to never have to re-assemble a #uxn rom when I work. It's kind of hard to explain, so I made a little video.

There we go the infamous #uxn screen demo running on the SNES. Unfortunately either this C compiler sucks ass or I'm doing something wrong (possibly both) but there are a few problems:

0. Even though there should be enough wram available I can't create a 64KB of .bss storage for the uxn ram (using 32KB here).
1. There is some memory corruption when trying to use two framebuffers (FG/BG) as seen here. Alignment issues? Something else?
2. Slow as hell, but that is to be expected.

SNES emulator running uxnsnes with the screen demo.

I'd like to bring the classic Amiga bouncing ball to #uxn.

Short jokes for short laughs. #uxn
Another page from the uxn tutorial notes.
It explains how to add, subtract, multiply and divide bytes. uxn notes: "It's easier to read the stack horizontally" and kicks a bucket.
It also explains how to calculate shorts and makes a dumb joke where two actual shorts are added.

Finally grabbed a copy of # to play with. Of course, priority # was doing a doodle in noodle. What a great little bitmap editor!

¡el tutorial de #uxn ya está completamente traducido a español!

esperamos que lo disfruten y que nos compartan lo que creen a partir de él con esta pequeña computadora de exploración 😀

¡muchas gracias por la traducción, @JotaEmese! ❤
#uxn @Jota

We have closed the loop.

The launcher can now assemble tal files on the fly, you can use Left to write #uxn programs, Nasu to make graphics, Dexe to include them into your projects.

That means you can have a complete workstation on a NDS, GBA, Playdate, etc..

Thanks to everyone who helped to put this together.

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