#letscode — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #letscode, aggregated by home.social.
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Let's Code MS DOS 0x38: Huge Pointers in Turbo C
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Let's Code MS DOS 0x38: Huge Pointers in Turbo C
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Let's Code MS DOS: 0x37 Rainbow Surf Analysis
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Let's Code MS DOS: 0x37 Rainbow Surf Analysis
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Let's Code MS DOS 0x36: Sprites and Occlusion
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Let's Code MS DOS 0x36: Sprites and Occlusion
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Let's Code MS DOS 0x35: Sprites & Scaling
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Let's Code MS DOS 0x35: Sprites & Scaling
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Let's Code MS DOS 0x34: VGA Blending
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Let's Code MS DOS 0x34: VGA Blending
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Let's Code MS DOS: 0x33 PowerBasic 3D Starfield
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Let's Code MS DOS: 0x33 PowerBasic 3D Starfield
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Let's Code MS DOS: 0x32 VGA Split Screen
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Let's Code MS DOS: 0x32 VGA Split Screen
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Let's Code MS DOS 0x31: ANSI C Data Types
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Let's Code MS DOS 0x31: ANSI C Data Types
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Let's Code MS DOS 0x30: VGA 3D Textmode
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Let's Code MS DOS 0x30: VGA 3D Textmode
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New video: Let's Code MS DOS 0x38: Huge Pointers in Turbo C
YouTube: https://youtu.be/pf3s-6EVDoo
MakerTube: https://makertube.net/w/hPL2jfBzdmkWeRpfBnqz4a -
New video: Let's Code MS DOS 0x38: Huge Pointers in Turbo C
YouTube: https://youtu.be/pf3s-6EVDoo
MakerTube: https://makertube.net/w/hPL2jfBzdmkWeRpfBnqz4a -
Let's Code MS DOS 0x38: Huge Pointers in Turbo C
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Let's Code MS DOS 0x38: Huge Pointers in Turbo C
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New video for Patrons: Let's Code MS DOS 0x38: Huge Pointers in Turbo C
In MS DOS you can only access up to one Megabyte of memory easily, on an original PC or XT. This memory in turn is segmented, so accessing more than 64K at a time becomes a bit more tricky. This is why languages like Turbo C and Pascal introduced near and far pointers to the programmer. However there are also huge pointers, which we will investigate in this episode.
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New video for Patrons: Let's Code MS DOS 0x38: Huge Pointers in Turbo C
In MS DOS you can only access up to one Megabyte of memory easily, on an original PC or XT. This memory in turn is segmented, so accessing more than 64K at a time becomes a bit more tricky. This is why languages like Turbo C and Pascal introduced near and far pointers to the programmer. However there are also huge pointers, which we will investigate in this episode.
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So I just managed to compile flam3, and get it to render out the sample animation, putting it through ImageMagick and having a nice ping-pong GIF in the end. I wonder if I can make my own fractal flame algorithm, for MS DOS obviously? Probably much simpler, as I don't want to replicate three decades worth of code...
#letscode -
So I just managed to compile flam3, and get it to render out the sample animation, putting it through ImageMagick and having a nice ping-pong GIF in the end. I wonder if I can make my own fractal flame algorithm, for MS DOS obviously? Probably much simpler, as I don't want to replicate three decades worth of code...
#letscode -
New video: Let's Code MS DOS: 0x37 Rainbow Surf Analysis
This year's Revision demoparty had a surprising winner in the 256 byte compo. It was Rainbow Surf by Plex/BionFX and it is only 16 bytes long. That is short, very short. In fact, here is the code: c4 04 48 ab 26 03 45 ae 26 03 05 c1 e8 02 eb f2. Let's dissect it!
YouTube: Let's Code MS DOS: 0x37 Rainbow Surf Analysis
https://youtu.be/FGf2LEAbdSg
Makertube: https://makertube.net/w/hpE75cfisPMrmZFVPj75im -
New video: Let's Code MS DOS: 0x37 Rainbow Surf Analysis
This year's Revision demoparty had a surprising winner in the 256 byte compo. It was Rainbow Surf by Plex/BionFX and it is only 16 bytes long. That is short, very short. In fact, here is the code: c4 04 48 ab 26 03 45 ae 26 03 05 c1 e8 02 eb f2. Let's dissect it!
YouTube: Let's Code MS DOS: 0x37 Rainbow Surf Analysis
https://youtu.be/FGf2LEAbdSg
Makertube: https://makertube.net/w/hpE75cfisPMrmZFVPj75im -
Let's Code MS DOS: 0x37 Rainbow Surf Analysis
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Let's Code MS DOS: 0x37 Rainbow Surf Analysis
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New video for Patrons: Let's Code MS DOS 0x37: Rainbow Surf Analysis
This year's Revision demoparty had a surprising winner in the 256 byte compo. It was Rainbow Surf by Plex/BionFX and it is only 16 bytes long. That is short, very short. In fact, here is the code: c4 04 48 ab 26 03 45 ae 26 03 05 c1 e8 02 eb f2. Let's dissect it!
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New video for Patrons: Let's Code MS DOS 0x37: Rainbow Surf Analysis
This year's Revision demoparty had a surprising winner in the 256 byte compo. It was Rainbow Surf by Plex/BionFX and it is only 16 bytes long. That is short, very short. In fact, here is the code: c4 04 48 ab 26 03 45 ae 26 03 05 c1 e8 02 eb f2. Let's dissect it!
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That time when I sizecoded the Game Life, including some sort of MIDI support:
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That time when I sizecoded the Game Life, including some sort of MIDI support:
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New video: Let's Code MS DOS 0x36: Sprites & Occlusion
In the last video we learned how to make 2D sprites with transparency and scaling. This time around we also make our Guybrush automatically scale with the background, limit his ability to move into nonsensical parts of the scene, and most important: Walk in front and behind objects.
https://youtu.be/2mf4bPU8OrU
#letscode #msdos #retrocomputing -
New video: Let's Code MS DOS 0x36: Sprites & Occlusion
In the last video we learned how to make 2D sprites with transparency and scaling. This time around we also make our Guybrush automatically scale with the background, limit his ability to move into nonsensical parts of the scene, and most important: Walk in front and behind objects.
https://youtu.be/2mf4bPU8OrU
#letscode #msdos #retrocomputing -
Let's Code MS DOS 0x36: Sprites and Occlusion
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Let's Code MS DOS 0x36: Sprites and Occlusion
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New video for Patrons: Let's Code MS DOS 0x36: Sprites & Occlusion
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New video for Patrons: Let's Code MS DOS 0x36: Sprites & Occlusion
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New video: Let's Code MS DOS 0x35: Sprites & Scaling
Adventure games like Monkey Island utilized sprites that could be moved and scaled arbitrarily on the screen. How does this work on a machine that doesn't have support hardware sprites? We will work our way from simple sprites with no transparency, to ones that are clipped, have transparency and can be scaled down arbitrarily.
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New video: Let's Code MS DOS 0x35: Sprites & Scaling
Adventure games like Monkey Island utilized sprites that could be moved and scaled arbitrarily on the screen. How does this work on a machine that doesn't have support hardware sprites? We will work our way from simple sprites with no transparency, to ones that are clipped, have transparency and can be scaled down arbitrarily.
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Let's Code MS DOS 0x35: Sprites & Scaling
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Let's Code MS DOS 0x35: Sprites & Scaling
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New video for Patrons:
Let's Code MS DOS 0x35: Sprites & Scalinghttps://www.patreon.com/posts/lets-code-ms-dos-149873824?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
#retrocomputing #letscode -
New video for Patrons:
Let's Code MS DOS 0x35: Sprites & Scalinghttps://www.patreon.com/posts/lets-code-ms-dos-149873824?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
#retrocomputing #letscode -
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The original VGA card used 8-bit indexed color modes to generate 256 color graphics. This is completely not useful for cross fading images. If you are interested in how you can still achieve this, check out my latest #letscode #msdos video:
Let's Code MS DOS 0x34: VGA Blending
https://youtu.be/6afRxeGV9yU -
The original VGA card used 8-bit indexed color modes to generate 256 color graphics. This is completely not useful for cross fading images. If you are interested in how you can still achieve this, check out my latest #letscode #msdos video:
Let's Code MS DOS 0x34: VGA Blending
https://youtu.be/6afRxeGV9yU -
Let's Code MS DOS 0x34: VGA Blending
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Let's Code MS DOS 0x34: VGA Blending