DRM

@d-r-m.bsky.social

Random nobody, likes VR, computer graphics, anime, gaming, game preservation, retro tech, and technology discussion

my stance on AI: image gen? if it’s attempting “art”, against. if it’s attempting image restoration, background fill, okay with. audio gen? for assisting ppl with disabilities, okay with. for music gen, against. code gen? okay with only if person understands the code themselves. writing gen? against

if CD drives use 2 electric motors anyways, i wonder why our universe didn’t go with 2D rectangular media readers. no need to spin the disc at high speeds. more data. no need to compensate for different angular velocities. easy x, y addressing

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found this hilarious, so i’m playing Sonic Racing Crossworlds and Sonic was supposed to be my rival but Shadow had other plans. all in all i’m really enjoying the game. i’m enjoying playing rounds against NPCs inbetween dev breaks

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a cool feature to have in 3D engines would be a texture density mode. if an artist assigns a 16x16 texture to a 6 foot wall, the texture density view would show it as red. same for a 256x256 texture assigned to a 1 inch object

whenever i watch a space movie, i always get jealous at the idea of having a spaceship to myself, with everything i need to survive, far from rest of humanity. maybe pass by Earth every now and then to pick up the latest game releases and movies

Screenshot of Starflight (SEGA Genesis)’s hub

sometimes i wonder if we should be surprised at all at virtual particles snapping into existence because we keep assuming the universe is additive instead of subtractive. what if the thing containing the universe is all possibilities happening all at once, and physical laws are just filters #physics

implemented horizontal and vertical slider controllers (as well as cursor changing when near window edge, which makes a slight cameo here)

implemented a couple of controllers and interactions in my OS’s UI. though i have a long road ahead optimizing it since i’m rerendering everything instead of tracking changes and drawing only what’s changed. also my VM uses an interpreter core atm instead of a recompiler so it’s additionally slow

further developing the aesthetic for my OS’s UI. going with purple scrollbars as a nod to Mac OS classic, and also an app specific volume control, like Firefox does with tabs. Windows itself already has this but it’s a couple clicks away in its Audio Mixer app

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today i learned my TV that i use as a monitor (even with its input set as PC mode) hallucinates pixels that’re not there, even if the image is static. guess this is why one should use an actual monitor

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playing with some title bar designs for my OS’s UI. i feel like adding a black outline around the window like MacOS classic has, helps it to not look like Windows 9x too much. so far the top right one in the 4th image seems to be the (weak) standout for me

various titlebar/window design style attemptsplaying around with pointy gradient patternsMacOS classic and Windows 98 title barsFour UI window design attempts utilizing black outlines and outward pointing arrows

more progress on my OS's terminal and a minimal FAT32 read only mapper. here i'm using @ + mapper name to do essentially an on-demand mount

i took a look at WWF Warzone (PS1) to see what the hidden cheat PASTA does since there were various rumors around it. turns out, it seems to be Play Announcer Sound Test Audios. only GAME2.BIN has logic that checks if the cheat is activated and after some time in the match, it plays a loop of audios

made progress on my OS’s virtual file system. the kernel has a list of “mappers” that process the contents of a path up to a point. it’s like on-demand mounts. you can do stuff like “ls my-movie.mp4@mp4/keyframes/”. multiple mappers can be invoked in a path. below i’m writing to a @keyboard mapper

working on my OS's virtual file system code for my fantasy 16 bit CPU. development is slow and painful atm, since i’m doing a lot of 32 bit calculations in assembly on a 16 bit CPU, but it shouldn't be as painful as the virtual memory management was

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looking into the Wild Arms 2 stage format. atm i'm not reading the maps directly from the files. instead i'm using an emulator raw RAM dump and replicating what its existing renderer does by reading from the addresses it reads

i was confused by the 4bpp Wild Arms 2 font. turns out they pack more Japanese glyphs by toggling on/off palette color combinations. the English translators went “that’s nice” and plopped in their font smack dab in the bottom, disregarding the nice system the Japanese team had

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