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Items tagged with: uxn
The drifblim assembler has a tiny hidden feature - it's not really a feature, it's more of a of side-effect from some other system - that allows to live-reload a project.
If you create a .drifblim file, fill it will an input and output path, and a non-zero value. The assembler will prefill its zero-page with the content of the file on load.
So that allows me to never have to re-assemble a #uxn rom when I work. It's kind of hard to explain, so I made a little video.
https://git.sr.ht/~rabbits/drifblim#project-mode
If you create a .drifblim file, fill it will an input and output path, and a non-zero value. The assembler will prefill its zero-page with the content of the file on load.
So that allows me to never have to re-assemble a #uxn rom when I work. It's kind of hard to explain, so I made a little video.
https://git.sr.ht/~rabbits/drifblim#project-mode
Command-based navigation is working again, #uxn emulation is becoming ever more configurable!
See the demo below, in which the client feeds the command "go 100 200 400" to a ship, which will set the target coordinates for a PD controller.
(Also, the memory layout of a ship is defined completely in Lua, the engine core needs to have no knowledge of it.)
See the demo below, in which the client feeds the command "go 100 200 400" to a ship, which will set the target coordinates for a PD controller.
(Also, the memory layout of a ship is defined completely in Lua, the engine core needs to have no knowledge of it.)
Spent too long trying to figure out how to draw a controller in #uxn that lights up on input and finally got it