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Katherine the Sixth

@luigithirty@xantronix.social
mastodon 4.5.19
  • Open on xantronix.social

Hardware necromancer.
超高校級のシステムプログラマ。
High Priestess arcana.
I invented Let's Plays.
Crest of Indech haver.
EN,ES,日本語OK!
Av: @evatrice!

0 Followers
0 Following
16 Posts
Joined November 18, 2022
Twitter:
twitter.com/luigithirty
Pronouns:
she/her
FFXIV:
Harutsuki Soryo@Excalibur
Open post
Katherine the Sixth @luigithirty@xantronix.social
· 2mo ago
anyway I found some more Atari arcade source code and found out that the 68K sprite engine I thought I extremely overengineered is… actually very similar to what they were using in 1989 and I feel better about my version now no I didn’t expect Atari to have a bytecode scripting system for sprites, I thought I was being clever
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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 3mo ago

of course I had to add Amiga ILBM support to the Irix image format tools

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 6mo ago

Something is wrong with my DECpc that I wasn’t able to figure out and made me frustrated with crashing and memory errors so I switched back to the big boi

I finally got my hands on a working P90 CPU card and we’re PS/2ing it SO HARD

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 3mo ago

yay. i can now type `make assets` and it automatically runs any conversions i need it to, going from .IFF graphics file to Atari bitplanes which can then be combined into a graphics ROM

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 4mo ago

Writing a ResEdit equivalent for my Atari 68K arcade assets here

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 4mo ago

Problem: Tyrian background tiles are 24x28px and Atari tilemaps are 8x8px. I can’t display .5 of a tile.

Solution: Treat two 24x28 tiles as one 24x56 tile. Now I can use a tool to turn each unique 24x56 combo in use into 3x7=24 8x8px tiles and build a graphics bank for my tilemap hardware.

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 4mo ago

this is ARM64. keep up the good work

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 4mo ago

While writing this ResEdit clone, I came up with the namespaces ASI (Atari System I) and ARK (Atari Resource Kit) so I could make bad puns with the binary export system.

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 3mo ago

@wohali@timeloop.cafe if it’s good enough for Elvis it’s good enough for me

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 4mo ago
Replying to
@elebertus@eigenmagic.net we couldn’t find the motor for the octopus so just pretend like it’s attacking you
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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 4mo ago

I added an IFF -> tilemapped playfield conversion to my Atari graphics tools. Now I have scrolling backgrounds and I am liberated from manually punching in tile indexes!

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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 5mo ago
Replying to
@drj@typo.social Watch eBay for a cheap Elma VME cage, snag an MVME162 (https://m88k.com/mvme162.html) and 712 breakout board and you’ve got an 040 system with SCSI, Ethernet, quad serial ports, it can boot off a network server for software development. And there’s a ton of fun peripherals you can add.
m88k.com
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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 5mo ago
Replying to
@drj@typo.social Depends on the platform - I use a VMEbus system for 68K tinkering so I have basic system services available from the Motorola firmware to build on top of.
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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 5mo ago
Replying to
@drj@typo.social CP/M-68K is what you’re looking for, but there isn’t very much software for it. It evolved into GEMDOS, which is, uh, the DOS layer of GEM. It’s all another evolutionary branch of the CP/M API.
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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 5mo ago
Replying to
@drj@typo.social And you can build it all from source (DRI released it all before going under) and port it to any 68K platform you have with a new hardware layer, just like CP/M and MS-DOS.
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Open post
Katherine the Sixth @luigithirty@xantronix.social
· 2mo ago

today’s adventure is “how to allocate motion objects to actors out of an object pool while being able to sort them by Z ordering as a background task”

64 actors, 64 sprites, one actor can be made up of multiple sprites, at least I have a lot of RAM to keep track of it all on my cartridge

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