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#bootsector — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #bootsector, aggregated by home.social.

  1. 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 code

    Full features list: github.com/w84death/x86-assemb

  2. 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.

  3. Pixelartin' for next game.
    Core gameplay alredy done. Still some bytes left for more sprites!

    #

  4. 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.

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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!

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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 🧵

  15. 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.

  16. 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).

  17. 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. 💾

  18. 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

  19. 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

  20. 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

  21. 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