-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|690|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




spinal

2D Array?

24th June 2017

I think you need to explain your question a little better.
Assuming that fireballx and firebally you have to be divided by the size of your tiles I would assume. then compared to the 0,0 of your maptile array. Then you will need to compare what the maptil*snip*


spinal

ArdWiiNo?

4th June 2017

Current progress...
Detects controller dis/re-connection
Identifies either nunchuck or classic controller.
Will attempt to put controller into mode 3.
Detects mode 3 button layout
_ToDo_
Mode 1 data format (standard classic controller)
LED to show c*snip*


spinal

ArdWiiNo?

1st June 2017

Progress update...
Started over, basing the code and the simplest wii nunchick library I could find. Scrapped some of it, rewrote the wrong bits...
wii_Controller_3.h
[code]
class ArduinoNunchuk
{
public:
int error;
int oldError;
int*snip*


spinal

ArdWiiNo?

21st May 2017

Right...
So, standard Wii classic controllers send 6 bytes per read, as follows -
[code]
Bit
Byte 7 6 5 4 3 2 1 0
0 RX<4:3> LX<5:0>
1 RX<2:1> LY<5:0>
2 RX<0> LT<4:3> RY<4:0>
3 LT<2:0> RT<4:0> *snip*


spinal

Arduboy Owners Club

30th April 2017

I'm handling my buttons as follows -
[code]
// Button updates
#define HELD 0
#define NEW 1
#define RELEASE 2
byte CompletePad, ExPad, TempPad;
bool _A[3], _B[3], _Up[3], _Down[3], _Left[3], _Right[3];
void UPDATEPAD(int pad, int var) {
_B[pa*snip*


spinal

god damn c variables!

10th March 2017

Can someone please tell my why this doesn't work? --
[code]
static const char PROGMEM offset[73]={
0,0,0,
1,1,1,1,1,
2,2,2,2,2,
3,3,3,3,3,
4,4,4,4,4,
5,5,5,5,5,
6,6,6,6,6,
7,7,7,7,7,
8,8,8,8,8,
9,9,9,9,9,
10,10,10,10,10,
11,11,11,11,11,
*snip*


spinal

Retroarch shortcuts?

21st January 2017

I don't know how may people in here use a raspberry pi for retro gaming, but I'm having a little trouble getting the retroarch menu to show up.
I have
[code]
input_enable_hotkey = ''rshift''
auto_remaps_enable = ''true''
input*snip*


spinal

replace two half bytes with one byte?

9th January 2017

That title might not help but...
I have 1 byte that I want to overlap 50% over two other bytes, leaving the remaining outer half bytes untouched...
[code]
myByte = 11011011
byte1 = 10101010
byte2 = 01010101
what I want = ----1101 1011---- myByte
*snip*


spinal

Morphing

15th December 2016

this works well enough!
[code]
Graphics 800,600,0,2
AppTitle ''Spinals Simple morph thingy''
Dim imageArray(16,16)
Global numPoints = 0
Dim pointsX(2,100)
Dim pointsY(2,100)
; Get black and white pixels in case the screen bit depth is diffe*snip*


spinal

Morphing

15th December 2016

I was thinking more about even steps, shouldn'y this work....
[code]
numFrames = 16
For s = 1 To numFrames
For t = 0 To numPoints-1
distance = PointsX(0,t)-pointsX(1,t)
steps = distance / numFrames
x = pointsX(0,t)+(steps*s)
y = 0 ; te*snip*


spinal

Rotate a 1bpp image?

21st October 2016

You've guessed it, I'm wanting to do something that I have no clue about, rotate an image without resorting to converting it to at least 8bpp first.
Picture this, I have an array of 84x48 pixels, reduced down to 1bpp, so that's 84x6 bytes. The*snip*


spinal

Spinal's Nunchuck GameBoy

9th October 2016

Just going to drop this here before I loose it...
[code]
NANO TFT/Touch/SD Reader
D4-----------------------SD_CS
D2-----T_IRQ
D12--+-T_DO
| T_DIN----------+--SD_MOSI
D5---|-T_CS +---|--SD_MISO
| T_CLK------*snip*


spinal

Spinal's Nunchuck GameBoy

1st October 2016

Current avenue...
joystick.cpp
[code]
#ifndef JOYSTICKCPP
#define JOYSTICKCPP
#include <Arduino.h>
#include ''WiiClassicControl.h''
#ifndef WIICONTROL
#define WIICONTROL
WiiClassicControl Wii;
#endif
...etc.
[/code]
joystick.cp*snip*


spinal

Spinal's Nunchuck GameBoy

1st October 2016

I don't suppose someone can explain to me what the hell c++ expect me to do here...
[code]
#include ''WiiClassicControl.h''
#include <Wire.h>
WiiClassicControl Wii;
#include ''joystick.cpp''
#include ''beeping.cpp'' *snip*


spinal

Spinal's Nunchuck GameBoy

30th September 2016

ARGH!!!!!!!!!!!!!!!!
[code]
C:\\Users\\Spinal\\AppData\\Local\\Temp\\build58aee09e7497b7f34b456f0f2acde87e.tmp\\sketch\\Tetris.cpp.o (symbol from plugin): In function `Wii':
(.text+0x0): multiple definition of `Wii'
C:\\Users\\Spinal\\AppData\\Local\\Temp\\b*snip*


spinal

Intellivision Controller Adapter

16th September 2016

As some of you will know, I have just spent a few days cobbling together an adapter to use an old Matel Intellivision controller on a PC.
I know there are a couple of solutions already, but this one is mine, so there.
I decided that the simplest way woul*snip*


spinal

2 x 4 - 3 = 2?

13th September 2016

Just use it for an emulator, Helen has an inty, but todays TV's being what they are, we can use the damn thing. So I figured an emulator would be just as good.
Hmmm, after a quick test, it seems that the controller doesn't actually have 16 directi*snip*


spinal

2 x 4 - 3 = 2?

13th September 2016

Right, I have the controller converting to the following keyboard keys....
[code]
+---+---+---+
X | 1 | 2 | 3 | X
+---+---+---+
Y | 4 | 5 | 6 | Z
+---+---+---+
| 7 | 8 | 9 |
+---+---+---+
|BS | 0 |ENT|
+---+---+---+
o p a b c
*snip*


spinal

Flip Out!

19th August 2016

Right, before I go signing up to a unity forum and asking there, does anyone know why the following script might be causing any issues, currently it seems to be preventing me from building a nintendo 3ds rom image.
[code]
using UnityEngine;
using System*snip*


spinal

Unity...

30th July 2016

Here is my first snippet, it's a rolling cube. Bet you can't guess what game I'm planing to make with that!
Anyway, it only plays nice if I reset the rotation every turn, anyone know how to rotate it without resetting?
[code]
using UnityEngi*snip*


spinal

BreadBox

29th May 2016

Frodo 3DS


spinal

Anyone Arduino?

4th April 2016

Dammit, its that part I really really really hate.
Need the stick range to be different!
The N64 stick needs to range from -85 to 85 (ish). Apparently some games act a bit weird if they detect the stick going past 86, so 85 max sounds ok.
Currently I&#3*snip*


spinal

Anyone Arduino?

19th March 2016

As someone of you might have read, I'm attempting to build a PS2 -> N64 controller adapter. However, the only code I can find assumes I'd be using an arduino, rather than an generic Avr.
github.com
A couple of things are bugging me, the follow*snip*


spinal

Unsplash.com

12th January 2016

Grabbed a handful for desktop wallpapers!
Nice.
Also, under windows 10, a shortcut to the following
[code]control /name Microsoft.Personalization /page pageWallpaper[/code]
Will allow the random wallpaper shuffle that we used to have in all of the best*snip*


spinal

Cramming the Code

7th December 2015

Can anyone think of a faster way to do the following? is it possible?
[code]
u32 v = ((239-y)+x*240)*3;
screen[v]=palette_blue[col];
screen[v+1]=palette_green[col];
screen[v+2]=palette_red[col];
[/code]

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