@dgilse sideblog
Posting random computer stuff here like assembly rambling, data formatting, code, blender stuff, etc. Linuxposting will probably stay mostly on main.
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I'd rather be in outer space 🛸

Cosmic Funnies
Cosimo Galluzzi

JBB: An Artblog!

titsay
Acquired Stardust
todays bird
🪼

⁂
"I'm Dorothy Gale from Kansas"
Not today Justin

Product Placement
RMH

pixel skylines
cherry valley forever
Jules of Nature
$LAYYYTER
styofa doing anything
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@elfntr
@dgilse sideblog
Posting random computer stuff here like assembly rambling, data formatting, code, blender stuff, etc. Linuxposting will probably stay mostly on main.
Blog tags:

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Explore and share FM sound instruments for OPN-series chips used in retro game music and chiptunes
Small open collection of OPN series instrument settings.
elf ntr💢💢💢
Here is a website with some 12-bit hues used on the PC98 and a compiled image I made for all of them!! Very helpful!!! ^_^
Thinking about pseudo-3D that might be fun to do if I was more than one person.
Anyway, while daydreaming about that I took a look at this while playing with iso pixel tiles and it's a nice writeup of the basics.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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None
English-language reference for writing MML for the PMD driver. Which, for the unfamiliar, MML is a format for writing a combo of musical notation and commands, and PMD is a sound driver for the PC-88, PC-98, X68000, FM Towns, and IBM compatibles, but this guide focuses on PC-98 usage.
Also as a note, for instrument info you can also use bambootracker's instrument editor to test out instrument setups if you're already familiar with it. It does have the advantage of having a bit more visual information than some other OPNA instrument editors.
None
English-language reference for writing MML for the PMD driver. Which, for the unfamiliar, MML is a format for writing a combo of musical notation and commands, and PMD is a sound driver for the PC-88, PC-98, X68000, FM Towns, and IBM compatibles, but this guide focuses on PC-98 usage.
raymarching…is cool! I need to find a way to play around with signed distance functions! like a hello world for actually, idk, writing a shader and rendering a scene with it (or whatever you actually need in order to play around with it)
hello, hope you don't mind me driving by!
the easiest way is to use Shadertoy. this basically gives you an environment where you're rendering with just a fragment shader based off the coordinate. there's even a shader that is an interactive tutorial for making a raymarching shader, which is a kind of nuts thing to exist.
for loads of fantastic information on SDFs, useful primitives, cool examples etc, check out Inigo Quilez's site. he's also got some of the most impressive examples I've seen.
if you want to get raymarching running in an existing game engine... well, I only have a a Unity specific rec, but: I have been very impressed by uRaymarching by hecomi. this lets you skip over the boilerplate of marching rays yourself and get straight to writing SDFs and post processing. it's got a lot of nice features like depth writing (so it intersects properly with rasterised geometry), receiving shadows from shadowmaps and even casting shadows from raymarched shapes, and the option to confine your rays inside a box. seems pretty performant from my testing so far.
good luck, raymarching is super fun
Got a microphone so I recorded this disk being inserted into a floppy drive, mounted, reformatted to work in a PC-98, and having a text editor written onto it. I forgot to record it being ejected but you're not missing much, the drive I used (not pictured) doesn't have a particularly great eject sound.
And then I set up this photo and reduced it down to 16 of the 9801's 4096 colors. I'm quite happy with how it came out. Had to finagle a bit to balance the dithering and was well rewarded for it.
8086 ASM resources
King Fahd University of Petroleum and Minerals guide: (MS-DOS oriented) Particularly useful here is the list of software interrupts.
Target Earth PC-98 devtools: (PC-98) Not primarily about ASM, but it has some reference material that covers differences between PC98 ASM and MS-DOS ASM
PC-GPE: (MS-DOS) Oriented towards programming games for MS-DOS in ASM
マシン語ゲーム・プログラミング : PC-9801シリーズ (Assembly game programming for the PC-9801 series): Japanese language game-oriented ASM book
Structured Assembly Language by Len Dorfman: (MS-DOS) A book on adding the structure of high level languages to the control and efficiency one gets with ASM
ChibiAliens 8086 primer: (MS-DOS + WonderSwan) Very basic ASM, has a useful cheatsheet with approx clock cycles charted out, easily searchable. Code examples are written for UASM so may cause problems for MASM and TASM users on compile without some cleanup.
BRiX Library: Links to various ASM resources, many are 8086-specific.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
ISBN: 4756100627
I'm working on compiling a general list of 8086 ASM resources but in the meantime, here's a (Japanese language, of course) ASM manual I found for the PC-98! Most PC-98 programming manuals I've found online are for C/C++ or BASIC, so this is a useful find.
Not as to the point as I generally go for when watching 3D process videos, but it's an interesting way of playing with normal maps.
Current texture status... She wears a lot of novelty print shirts. I also mirrored/overlapped a bunch of UVs to make more room in the texture map. The eyes, main hair mesh, and the FUCK! print are unmirrored, but the twintails and the rest of the face+clothes are mirrored.
I was running out of room and so much of the map was symmetrical that it was a two birds one stone solution (besides the space thing, it also makes symmetrical edits much simpler)
UV progress... taking a break from the horrors of unwrapping to make a rough draft of her face.
Basically what happened is I made a low poly body and it came out good enough that I was like "Well, now I gotta make something out of this huh" and I love twintails so I made a girl with twintails.
JUST REALIZED MY TEXTURE WAS HALF THE RESOLUTION I'D MEANT TO MAKE IT
I wanted to do a 256x256 texture and it was 128x128. oopsies (. ❛ ᴗ ❛.)
Now I have so many more pixels to work with.
UV progress... taking a break from the horrors of unwrapping to make a rough draft of her face.
Basically what happened is I made a low poly body and it came out good enough that I was like "Well, now I gotta make something out of this huh" and I love twintails so I made a girl with twintails.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
[Artfight 2023] [14]
Corrupted One
for @verdant-succubus
Some people have been interested in how this was made - I am extremely bad at explaining but I’ll try to give a quick rundown!
First I draw the individual parts in a 2d art program, in this case procreate. I put an overlay texture that gives it some grittiness. As you can see I separated out the parts I planned to move a little bit, like the top and bottom jaw, eyes, wings, and body segments.
Each part of the texture is applied to a 2d plane through uv maps with the exception of the halo, which is 3d modeled.
The 2d planes are layered in a way that will create shadow when a light is added and avoid overlaps when rendered. This also really lends to the papercut aspect!
Animation for this particular piece is done through something called “shape keys” where blender will interpolate movement based on me slightly moving the individual parts.
I created several keys for different areas of motion. When all are combined it creates a nice effect. Some parts move smoother than others - this is due to me setting some keys to be “constant” instead of “bezier smoothed”.
(Oh also the halo is just rotated on an axis - 3d go brrrrr)
After rendering all the frames into a gif, I then threw it into a video editor to make the colors more contrasted and to add slight glitching and behold! Final product!
Hopefully that helps out some for people who want to try it. Or for people who are just curious!
CUBE feat 4D noise because it's fun