Eniko Fox · @eniko
4701 followers · 5504 posts · Server peoplemaking.games

also bonus version using the 64 color palette instead:

really can't complain about the quality of this one tbh since the texture uses mega drive colors

#mega68k

Last updated 1 year ago

Eniko Fox · @eniko
4599 followers · 5327 posts · Server peoplemaking.games

I mean I'm like 20% of the way there already with and I have an interest in osdev but the part that gets me is having to write drivers. If it's a VM I can just pipe stuff through the host

#mega68k

Last updated 1 year ago

Eniko Fox · @eniko
4576 followers · 5159 posts · Server peoplemaking.games

anyway im rapidly approaching the point where i say "fuck this" and just slap in a thread pool to bring the fps up to like 3-4k :|

speaking of which anyone have any recommendations for a C thread pool i can use? i dont wanna write one myself i had enough issues with pthreads on

#mega68k

Last updated 1 year ago

Eniko Fox · @eniko
4474 followers · 4831 posts · Server peoplemaking.games

once i swap time to uint32 i can actually load OPBinaryLib, a library i made for the emulator portion of the , into a rom and use it *inside the system itself* to play back OPL3 music by writing directly to the chip registers

and that will be very trippy

#mega68k #adlib

Last updated 1 year ago

Gabriele Svelto · @gabrielesvelto
362 followers · 739 posts · Server fosstodon.org

@spook @eniko this 👆 is a very good write-up in case you're not familiar with Amiga hardware yet. It could be up your alley given your work on the

#mega68k

Last updated 1 year ago

Eniko Fox · @eniko
4421 followers · 4443 posts · Server peoplemaking.games

im actually using 0xACAB1312 in 's stdlib as a magic number in heap allocations done via the debug allocator so dumping the contents of the heap can show in what file and at what line allocations were made

#mega68k

Last updated 1 year ago

Eniko Fox · @eniko
4419 followers · 4428 posts · Server peoplemaking.games

i finally redid the way the framebuffer works in so now you can just point the VPU anywhere in memory space and it'll read from there to get the framebuffer data

and by default the top 64k of the 256k RAM the system comes with contains the framebuffer

#mega68k

Last updated 1 year ago

Eniko Fox · @eniko
4355 followers · 4311 posts · Server peoplemaking.games

so i redid the way the framebuffer works in my fantasy console so that you can use the 64k of framebuffer ram however you want, with whatever width, height, and number/location of pages, but still allowing for proper scrolling, shown here using a lovely *cough cough* xor texture test pattern

#mega68k #gamedev #retrocomputing #retrodev #fantasyconsole

Last updated 1 year ago

Eniko Fox · @eniko
3925 followers · 3379 posts · Server peoplemaking.games

Hi fediverse, I'm finally doing my much overdue post!

I'm a with a decade of experience, having founded Kitsune Games in March 2013. I'm currently focused on , a queer platformer in the style of beloved classics where you play a kitsune on a journey through a land inspired by Japanese mythology. In the past I've released games such as Super Bernie World, MidBoss, and more.

I'm also working on a fantasy console called the , which runs on the Motorola 68000 CPU. Additionally, I create a series of videos called , which explores how 3D techniques from the 90s worked. I also like programming language development and make a lot of toy languages that don't go anywhere, and am trying to liven up the hashtag on mastodon.

You can find my games at kitsunegames.com/games, or find more information on Kitsune Tails at kitsunegames.com/kitsunetails. For Coding History videos subscribe to my YouTube to see them when they come out: youtube.com/@EnikoFox

#introduction #gamedev #kitsunetails #mega68k #codinghistory #pldev

Last updated 2 years ago

Eniko Fox · @eniko
3914 followers · 3286 posts · Server peoplemaking.games

@grue The goal for this toy language is to be a language with C-like syntax but with some niceties like struct instance methods and custom operators, with some of the design features of qbasic that make it easy to use. That being that everything is treated like a value type so there's no null and no memory management required (and garbage collection becomes trivial)

I'll probably also add pointers (since not having those in qbasic made life very hard sometimes) and the ability to add "inline-C" since it "compiles" to C

Oh and first class fixed point

The idea is this language could be used as a more beginner friendly language than C on the

#mega68k

Last updated 2 years ago

Eniko Fox · @eniko
3623 followers · 2282 posts · Server peoplemaking.games

My 2023 resolution is 240x135

#mega68k

Last updated 2 years ago

Eniko Fox · @eniko
3600 followers · 2149 posts · Server peoplemaking.games

@dldnh it should be out for alpha purchase within the next few months on itch.io. Best thing is to follow the hashtag so you don't miss when it comes out

#mega68k

Last updated 2 years ago

Eniko Fox · @eniko
2724 followers · 1418 posts · Server peoplemaking.games

learned about the double dabble algorithm from sebastian lague's latest video (youtube.com/watch?v=hEDQpqhY2M) and decided to implement it in C# to see how it works: gist.github.com/Enichan/977c16

i'll be implementing this in the api because the motorola 68000 cpu can't divide if the result won't fit in a 16 bit register so my current int->string implementation which uses div/rem operations is limited to values from -655359999 to 655359999

given how slow divides are it's theoretically possible this approach might even be faster

#mega68k #gamedev #retrodev #retrocomputing #fantasyconsole #retrogames

Last updated 2 years ago

Eniko Fox · @eniko
2388 followers · 1171 posts · Server peoplemaking.games

thinking a lot about how i might do an isometric game engine for my fantasy console the last couple days. tilemaps aren't amazing for isometric since they're all grid aligned, which looks wonky, but drawing *all* tiles using the framebuffer is slow

so i think a neat solution might be to draw the base "floor" as tiles and then anything with height could be drawn using the framebuffer

plus there's 2 tile layers so theoretically you could even have two "floor" planes at different heights 🤔

#mega68k #gamedev #fantasyconsole

Last updated 2 years ago

Eniko Fox · @eniko
2268 followers · 1018 posts · Server peoplemaking.games

realized i have to almost completely redo the way the framebuffer works in after chatting with @TomF :|

#mega68k

Last updated 2 years ago

Eniko Fox · @eniko
1823 followers · 558 posts · Server peoplemaking.games

Lately my thoughts have been consumed with making an Ultima 6 clone for the . Maybe I'll tinker with that? Idk so hard to decide

#mega68k

Last updated 2 years ago

Eniko Fox · @eniko
1823 followers · 555 posts · Server peoplemaking.games

Hm. Not sure what I wanna do today 🤔 add clipping to the ? Maybe one of my two programming language development projects? Start an entirely new project?

#mega68k

Last updated 2 years ago

Eniko Fox · @eniko
1729 followers · 456 posts · Server peoplemaking.games

tweaked some stuff and i think this water effect on the is looking a lot nicer now

#mega68k #fantasyconsole #gamedev #indiedev

Last updated 2 years ago

Eniko Fox · @eniko
1720 followers · 452 posts · Server peoplemaking.games

pretty happy with this water effect for That's A Moray. and it runs at 60fps!

#mega68k #gamedev #indiedev #fantasyconsole

Last updated 2 years ago

Eniko Fox · @eniko
1716 followers · 450 posts · Server peoplemaking.games

i've imported my water map into my rom. and this one's different cause it's not chopped into 8 by 8 16 color tiles, this is just width by height 8-bit values

#mega68k #gamedev #fantasyconsole

Last updated 2 years ago