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512 results for “w84death”
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Tangents aside, people are free to create forks and even branches that include #SystemD or use #BusyBox:
That is the #Freedom of #FLOSS and in fact for anything outside the 1440kB target we'd accept #SystemD since it works and solves a lot of issues...
https://www.youtube.com/watch?v=o_AIw9bGogoGranted OS/1337 isn't a #demo first but rather tries to take the concept of #tomsrtbt and @w84death 's #Floppinux and tries to make it something that is useable and can be extended to arbitrary complexity if one desires to...
It's about making a tiny #Linux distro that is #reproduceable and #auditable...
It won't replace @ubuntu or any other big distro, likely it won't even replace #mkroot from #toybox but it should be a clean and level foundation for small #IoT and #EmbeddedSystems projects and products...
Something that is easy to build and customize and port to other platforms...
And we're open for contributions:
https://github.com/OS-1337/OS1337/blob/main/docu/ideas/architectures.tsv -
@Yuki As of now the design goal is a single 1440kB FDD as something one can bootstrap to arbitrary complexity.
Inspired by @landley 's #mkroot and @w84death 's #Floppinux as well as #tomsrtbt.
Tho Ideally we'd not have #SLS / #Slackware - style #FloppyOrgies and preferably have a #Minimalist #Linux that pulls necessities from a mirror [cacheable!] if need be or from a mini-CD...
https://www.youtube.com/watch?v=z0NM-AfmZPM
https://www.youtube.com/watch?v=k6GRLhVXYMk videos via @ncommander -
@DavittoKun Actually, I've not come that long and have been quite #lazy and #halfassing things way too much.
I just took @w84death 's #Floppinux Manual, a current #Linux Kernel, yeeted #BusyBox for @landley 's #toybox and hammered enough keys with my monkey brain to get a console working.
@SweetAIBelle them beautified and streamlined the list of scripts I used to build it and provided ample of feedback and suggestions.
In fact, I think everyone should read that Floppinux manual which is also a nice writeup to get started at the surface of it.
https://archive.org/details/floppinux-manual/It's an ongoing process and ideally it'll get modest success for those that look for #OpenBSD-alike security but with the ease and simplicity of "how do I get this running on my [weird] box?" since basically every SoC today can boot Linux more or less straightforward to some degree.
I do OFC value and welcome feedback and support on that matter, as I can't even remotely claim to know everything without ridiculing myself with such a baseless statement.
https://github.com/OS-1337Does it seem redundant to #mkroot?
Yeah, but that's expected since mkroot's goal is to showcase toybox's self-reproduceability and using it's built-in gzip instead of xz is just one of the many concessions this will inevitably demand...Do I want OS/1337 to be 'self-hosting'?
Yes, but it's not the prime goal and thus currently out of focus for testing...A lot of things will develop over time...
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Better screenshots from emulator (i486 DX2 66Mhz!) with proper tall pixels in a 4:3 aspect ratio.
512 bytes boot loader
2035 bytes, four floppy sectors game codeFull features list: https://github.com/w84death/x86-assembly?tab=readme-ov-file#main-features
#Assembly #x86 #BareMetal #BootSector #VGA #PixelArt #ScreenshotSaturday #IndieGameDev #GameDev #Floppy #ASM
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Updated my bootloader to have maximum payload capacity.
A lot of text can be displayed for game title, description and keys. Example usage for my game in the screenshot.
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Dedicated sub-page for all my assembly, 512 bytes, games!
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Pixelartin' for next game.
Core gameplay alredy done. Still some bytes left for more sprites! -
Find out this awesome IDE: Fresh.
It's for Flat Assembler. I was able to fix some bug and now I have a .COM version of the boot-sector games working fine in DOS/WinXP!
=> https://fresh.flatassembler.net/index.cgi?page=content/0index.txt
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I'm thinking of making actual isometric graphics in 512bytes.
I only need 4 sprites (8x8). Figuring out the optimal drawing method will be a lot of fun!
#assembly #asm #bootsector #512bytes #PixelArt #IndieGameDev
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The power of the algorithm!
Problem to solve:
Moving the 🦜 parrot on the screen with arrows, only diagonal movement.Naive vs pro solution is a whopping 88 bytes difference!
Explanation in 🧵
#asm #Assembly #bootsector #GameDev #IndieGameDev #x86 #16bit
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I'm thinking of keeping sprites as set of rectangles for my bootsector games.
To test this approach I'm creating a simple painting app that will export to such format.
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The whole binary.
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Nicer backgrounds :)
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The Fly Escape game is done. It sits on this magnificent, translucent floppy 💾
Watch it boot: video in 🧵
I sizecode the hell of this code! It has all the features I wanted, works on 286 with 256 KB of RAM and fits perfectly on the first sector (512bytes).
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Fly with a health bar. That took a lot of code size optimizations to happend. Now its real!
GitHub page: https://github.com/w84death/x86-assembly/tree/main/bootsector/game3
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Last days was spend debugging fatal bug (crashing the system) in my latest game - Fly Escape!
Last night I finally get pass it. I found new bugs but at least now I can play few levels now. After fixing those smaller bugs game will be done. Its already addicting and fun.
I learnt few more tricks for reducing code length. Pentium processor required. 💻
Around 14 bytes left. 💾
#assembly #asm #BootSector #512bytes #GameDev #IndieGameDev #PixelArt
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I've updated my first bootsector game. Closing last bugs. It is complete now!
2 bytes left ;)
https://github.com/w84death/x86-assembly/tree/main/bootsector/game1
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Updated sprites, randomization.
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My latest engine with entities, sprites, no flickering and just 323 bytes.
Next will be collision checking, lives, collecting flowers.
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Game 1 updated with 4 life system (red line).
https://github.com/w84death/x86-assembly/tree/main/bootsector/game1