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#512bytes — Public Fediverse posts

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  1. FYI: The assembly, DOS, 512 bytes, games I'm developing are available to download on official page and the pouet.

    - smol.p1x.in/assembly/
    - pouet.net/groups.php?which=160

  2. 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!

    => fresh.flatassembler.net/index.

  3. 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!

    => fresh.flatassembler.net/index.

    #asm #assembly #x86 #bootsector #512bytes

  4. 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!

  5. 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

  6. 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. 💾

  7. 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

  8. My latest engine with entities, sprites, no flickering and just 323 bytes.

    Next will be collision checking, lives, collecting flowers.

  9. My latest engine with entities, sprites, no flickering and just 323 bytes.

    Next will be collision checking, lives, collecting flowers.

    #ASM #assembly #BareMetal #x86 #BootSector #512bytes

  10. Emulated 386/33Mhz, 2MB RAM

    Works perfectly smooth on EeePC class CPU.

  11. I could not sleep last night so I made some updates and get working bullets and first enemy!

    Around 20 bytest left.. there will be a lot of code golfing to add alle the gameplay needed :D

  12. I could not sleep last night so I made some updates and get working bullets and first enemy!

    Around 20 bytest left.. there will be a lot of code golfing to add alle the gameplay needed :D

    #ASM #bootSector #512bytes

  13. For anyone intrested in boot sector programming this is *the best* tool out there!

    I was searching so long for anything close to this for days. And bum! I don't even remember where I found it.

    => bootsector.games/

    - x86 BIOS Emulator
    - Assembly IDE (bad error handling)
    - Compiler, Debugger, Stepper
    - Live memory map! <- this is HUGE for me
    - Web only (Good and bad)

  14. For anyone intrested in boot sector programming this is *the best* tool out there!

    I was searching so long for anything close to this for days. And bum! I don't even remember where I found it.

    => bootsector.games/

    - x86 BIOS Emulator
    - Assembly IDE (bad error handling)
    - Compiler, Debugger, Stepper
    - Live memory map! <- this is HUGE for me
    - Web only (Good and bad)

    #ASM #assembly #BareMetal #x86 #BootSector #512bytes

  15. While making my second boot sector game I learned new size coding tricks.

    I applied those to the first game and got 18 bytes for exact same game! I can add more levels and/or 3x lives system to beat the game.


  16. While making my second boot sector game I learned new size coding tricks.

    I applied those to the first game and got 18 bytes for exact same game! I can add more levels and/or 3x lives system to beat the game.

    #ASM #assembly #BareMetal
    #x86 #BootSector #512bytes

  17. Yes!
    Decoding binary pixel data using AND mask.

    4b worth of sprite 🌱 (4x8)

  18. Learning disk read/write. I will need that to write a boot sector text editor :)

  19. My first boot-sector game is done!

    Your goal is to fall into the moving boat at the bottom. Do not touch red platforms or fall into the ocean.

    It has four levels.

    github.com/w84death/x86-assemb

    All 512 bytes used!

  20. My first boot-sector game is done!

    Your goal is to fall into the moving boat at the bottom. Do not touch red platforms or fall into the ocean.

    It has four levels.

    github.com/w84death/x86-assemb

    All 512 bytes used!

    #P1X #ASM #assembly #BareMetal #x86 #BootSector #512bytes

  21. Removed super nice animated sprite of the player for more space.... This enables me to implement:
    - restart game
    - exit platform to go to next level
    - dying restart to first level
    - 4 levels (last 2 empty in video).

    504 bytes

  22. Removed super nice animated sprite of the player for more space.... This enables me to implement:
    - restart game
    - exit platform to go to next level
    - dying restart to first level
    - 4 levels (last 2 empty in video).

    504 bytes

    #ASM #assembly #BareMetal #x86 #BootSector #512bytes

  23. Compressed level data works! Looks easy but was not for someone who barely started coding in ASM.

    501 bytes ...close...

  24. Compressed level data works! Looks easy but was not for someone who barely started coding in ASM.

    501 bytes ...close...

    #ASM #assembly #BareMetal #x86 #BootSector #512bytes

  25. New platforms. Gradient sky. Collisions works. 10x platforms. Optimization of dude sprite ended up as a girl sprite (and one row less of pixels).

    And the big one: transparent sprites!

    All of this introduced a new challenge: blinking. I tried many things but now I see that implementing a double buffering should not be that hard!

    463 bytes

  26. New platforms. Gradient sky. Collisions works. 10x platforms. Optimization of dude sprite ended up as a girl sprite (and one row less of pixels).

    And the big one: transparent sprites!

    All of this introduced a new challenge: blinking. I tried many things but now I see that implementing a double buffering should not be that hard!

    463 bytes

    #ASM #assembly #BareMetal #x86 #BootSector #512bytes