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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.

https://git.sr.ht/~bellinitte/pinhole

#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.

https://git.sr.ht/~rabbits/drifblim#project-mode
#uxn


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.

:uxn:
SNES emulator running uxnsnes with the screen demo.
#uxn


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


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


¡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 😀

https://compudanzas.net/tutorial_de_uxn.html
gemini://compudanzas.net/tutorial_de_uxn.gmi

¡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.
#uxn

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