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  1. Deciding on color palette with some warm up sketches.

  2. I see the future. I need to make first game to get founds for Chromatic!

    If I would get 1 euro for each sell i just need 220 copies to sell :)

    modretro.com/products/chromati

  3. Of course I started with procedural terrain gen :)

  4. GameBoy Color Hello, World ;)

    Looking at the assembly I'm quite surprised how similar it is to x86. In the end it's a clone of 8080/z80.

    I'm using RGBDS (Rednex Game Boy Development System)

  5. New title screens. Animated!

    See them live in web emulator: smol.p1x.in/assembly/game12/ga

    Or MS-DOS: smol.p1x.in/assembly/game12/ga

    p.s. the actual game is in alpha stage, middle of implementing core mechanisms. stay tooned.

  6. Cortex Labs (bootdisk and MS-DOS)

    TOTAL OPCODE INSTANCES: 2404
    UNIQUE OPCODES: 56
    BINARY SIZE: 14522 bytes

  7. Works with layered, black=transparent.

    Now time for some animations 🏇

    As a bonus I reduced the binary size.
    Currently 15606 bytes (for MS-DOS version).

  8. Added PMKC screen to my game promote this awesome place! 💾

  9. Today's my 41th birthday 🍰

    I have a day off, perfect for some assembly!

  10. Sprite creation behind the scene.
    All made from my photos.

    🍄‍🟫 Borowik Engine

  11. Borowik Engine

    Software rendered, ZIG application engine. Targetting minimalism. This build with example scene is only 15KiB for Linux and 18KiB for Windows.

    => github.com/w84death/borowik-en

  12. Cooking very smol ZIG engine.

    I did have all the needed parts in my pixel art program so I just needed to move it to clean state and do all needed refactors, renames to make it coherent.

    Now i can make applications quite fast using it. I will back to my pixel program and rewrite it using this new clean engine code.

    More on the engine soon when I update the README and some documentation.

  13. You just need to know few instructions to make a game in assembly :)

    And we got like jump in 5 variants (less than, grater, equal, etc.)

    Fun fact: I use INC and DEC almost the same amount of time.

  14. I want to get back to learning/mastering ZIG but Assembly is somehow hook me into coding more. I feel more connected to the computer. Nothing between me and the CPU.

    Once you hit bare-meal it's hard to get back :)

    BTW: I'm slowly adapting to Vim mode in Zed.

  15. This is awesome!

    Ginebra Linux

    A fork of FLOPPINUX with netrowking, X11 and package manager on two floppies.

    => github.com/csepulveda/ginebra-

    Incredible work by César Sepúlveda from Chile!

  16. update to my UEFI engine.

    I added game of life rules that are affected by terrain and age of the cell.

    Video in 🧵

  17. Biufiful pixels!

    Loading PPM tilesets implemented.

  18. This is UEFI application in ZIG!

  19. My new favorite combo for vibecoding tools: C+RayLib.
    Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.

    I love the results.

  20. I got a funny computer with a Geode CPU. The goal is to use it as a retro DOS machine. Cost me ~5 euro :)

    It has soldered flash and Windows CE installed. There are some options to hack it to run custom binary. Lot of legacy protocols.

    I hope to get something from it.
    I will be documenting this journey here.

  21. I'm learning how to play with Gaussian Splatting. Since I needed a viewer so I modded one for my needs.

    You can check it at: smol.p1x.in/splat/

    Scans are added in chronically order. I'm learning the technique for recording best input video. In theory later scans should be better :)

    I'm using Nokia G22 (low-end Android) for recording. Not the best camera but one that I always have with me.

  22. This looks silly but it's a whole day of coding.

    MOV instruction with different modes works. Still no negative values support.

    This means simple Imp warrior program is simulated properly as shown on the recording.

  23. Printing warrior code done. Last feature was showing one or two operands (they all have two in memory.)

    Now I need to create arena and insert two warriors. This will finish preparing for the most fun last step: simulation!

  24. SMOLiX CoreWar first steps.

    With just 3 bytes I have:
    - program id (0-1) + opcode (0-15)
    - destination: mode (0-3) + sign (0-1) + value (0-15)
    - source: mode (0-3) + sign (0-1) + value (0-15)

    The IMP warrior is:
    db 0x01, 0x41, 0x40 => MOV $1, $0

  25. Do anyone remember CoreWar?

    I was thinking of doing some scripting language for my OS and then I recalled CoreWar. I was playing with it back in the days. It's simple and fun. The full RedCode is way too complicated for my needs so I started thinking about my own version.

    Here's the latest draft.

    p.s. the community is still alive, check @xcorewar

  26. After the bootloader fix it works on the Eee PC 701

  27. Burning floppies is hard. I tought my USB drives started to die. Turns our it's just wild and old tech.

    Long story short, I finally found the working command:

    sudo dd if=floppy.img of=/dev/sdX bs=512 conv=notrunc,sync,fsync oflag=direct status=progress

    This is the slowest but most stable way so far.

  28. That's interesting. A window using assembly with GLFW :)

    I'm surprised how few lines it needs to do that. Fit on one screen.

    Binary is 1546 bytes

    I'm back to my bare-metal OS for now but... I will do some tests and perhaps port my (waiting for finishing) game to 64bit and modern systems :) Would be a perfect learning opportunity for 64bit assembly!

  29. FramePack is awesome!

    This is made on 3080TI 12GB VRAM.

  30. Good enough ;)

    I started learning about the Marauder software. I tested it on my own phone as a target. Super power in the pocket!

  31. I'ts like pixel art on steroids ;)

    Wave Function Collapse

  32. Testing DeepSeek-r1 to make updated vector drawing tool for my assembly engine. Now in QT5.

    So far so good.

    UPDATE: colors, undo