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Random line of code thread

category: code [glöplog]
Code:eor.b #2,$ffff820a.w
added on the 2010-03-12 16:27:05 by seppjo seppjo
Code:add.w #20*screenWidth+4,a0
added on the 2010-03-25 20:52:39 by d0DgE d0DgE
Code:var %y1 $calc(%y + ($cos($hget(demor, end_sprite_sin_ [ $+ [ %count ] ])).deg * 100))
Code:move.w #[64*38]+[256/16],$58(a6)
added on the 2010-03-28 21:46:44 by d0DgE d0DgE
Code:# a letter, demo coding style
added on the 2010-03-28 22:30:28 by QUINTIX QUINTIX
@jcl: I'd have made it an extension method of Expression<Func<TElement, TValue>> if I was in you...
added on the 2010-03-30 20:24:16 by pan pan
Code: <erl> out(A) -> {bindings, [{"A", "foo"}, {"B", "baz"}]}. </erl> <html> <body> <p>%%A%%</p> <p><font size="4">%%A%% != %%B%%</font></p> <p>An enormous amount of plain html source here.</p> <erl> out(A) -> Value = yaws_api:binding("A"), {ehtml, {ul, [], [{li, [], Value}, {li, [], "gazonk"}]}}. </erl> %%A%% = %%A%% (hit me) </body> </html>
added on the 2010-03-30 20:29:58 by neoneye neoneye
Code: wglMakeCurrent(dc, rc);
added on the 2010-03-31 01:07:48 by msqrt msqrt
Code: __asm("\t asr.l #8,d4 ; dv * 256");
added on the 2010-03-31 02:03:48 by noname noname
Code:sleep 10
added on the 2010-03-31 12:09:41 by harism harism
Code:move.l #$320ffffe,(a0)+
added on the 2010-03-31 12:48:27 by d0DgE d0DgE
hArDy./tRSi_20 : yes, IDL.. impressive!
added on the 2010-03-31 18:03:21 by earx earx
firefox javascript fail:

return window.btoa('ひらがな');

"String contains an invalid character code: 5"
added on the 2010-03-31 19:18:57 by jaw jaw
Outline made me write a sprite code generator...
Code: ANDI.L #$FFE0FFE0,$1E0(A6) MOVE.L #$FE00FE00,D0 AND.L D0,$820(A6) AND.L D0,$780(A6) MOVE.L #$FC00FC00,D0 AND.L D0,$AA0(A6) AND.L D0,$8C0(A6) MOVE.L #$F800F800,D0 AND.L D0,$A00(A6) AND.L D0,$960(A6) ANDI.L #$C7C0C7C0,$280(A6) ANDI.L #$BFC0BFC0,$5A0(A6) ANDI.L #$BB80BB80,$320(A6) ANDI.L #$7D807D80,$3C0(A6) ANDI.L #$73807380,$500(A6) ANDI.L #$6D806D80,$460(A6) ANDI.L #$FFF0FFF,$AA8(A6) MOVE.L #$7FF07FF,D0 AND.L D0,$A08(A6) AND.L D0,$968(A6) MOVE.L #$3FF03FF,D0 AND.L D0,$788(A6) AND.L D0,$1E8(A6) MOVE.L #$1FF01FF,D0 AND.L D0,$288(A6) AND.L D0,$6E8(A6) AND.L D0,$3C8(A6) AND.L D0,$328(A6) MOVE.L #$FF00FF,D0 AND.L D0,$648(A6) AND.L D0,$468(A6) MOVE.L #$7F007F,D0 AND.L D0,$5A8(A6) AND.L D0,$508(A6) ANDI.W #$FFF0,$142(A6) ANDI.W #$FFEF,2(A6) ANDI.W #$FFC8,$A2(A6) ANDI.W #$FE08,$B42(A6) ANDI.W #$F000,$6E2(A6) ANDI.W #$CF80,$642(A6) ANDI.W #$1FFF,$B4A(A6) MOVE.W #$FFF,D0 AND.W D0,$AA(A6) AND.W D0,$8CA(A6) ANDI.W #$7FF,$82A(A6) ANDI.W #$3FF,$14A(A6) ORI.L #$FC00F000,$148(A6) ORI.L #$F0006000,$8C8(A6) ORI.L #$CE003000,$6E8(A6) ORI.L #$B100CE00,$648(A6) ORI.L #$925E002F,$460(A6) ORI.L #$90006000,$AA8(A6) ORI.L #$8C5E002D,$500(A6) ORI.L #$825C003F,$3C0(A6) MOVE.L #$4A00B400,D0 OR.L D0,$3C8(A6) OR.L D0,$328(A6) MOVE.L #$4800B000,D0 OR.L D0,$A08(A6) OR.L D0,$968(A6) ORI.L #$444C0037,$320(A6) ORI.L #$402F001B,$5A0(A6) ORI.L #$383C000F,$280(A6) ORI.L #$3400F800,$1E8(A6) ORI.L #$307F002B,$640(A6) ORI.L #$FFF0070,$6E0(A6) ORI.L #$464039B,$960(A6) ORI.L #$41803E7,$A00(A6) ORI.L #$400F800,$788(A6) ORI.L #$3C7007B,$8C0(A6) ORI.L #$21801E7,$AA0(A6) ORI.L #$200FC00,$288(A6) ORI.L #$1EE00FD,$780(A6) ORI.L #$1CF00F6,$820(A6) ORI.L #$100FE00,$468(A6) MOVE.L #$80FF00,D0 OR.L D0,$508(A6) OR.L D0,$5A8(A6) ORI.L #$1E000F,$1E0(A6) ORI.L #$F0007,$140(A6) ORI.W #$F800,$828(A6) ORI.W #$F000,$A8(A6) ORI.W #$E000,$B48(A6) ORI.W #$1F7,$B40(A6) ORI.W #$37,$A0(A6) ORI.W #$10,(A6) JMP (A5)


After it was written (argh!) i found a very interesting article by MCoder (lots of code around too):
http://euler.free.fr/AtariST/unreleased/sprites/ARTICLE3.TXT
added on the 2010-04-13 20:38:13 by baah baah
#endif
}
#if 0
added on the 2010-04-13 20:54:06 by neoneye neoneye
reviving thread
Code: REM Derp.bat %0 | %0
added on the 2010-06-19 17:37:07 by QUINTIX QUINTIX
Prologue to good-times.

mov ax,0013
int 10
mov cx,a000
push cx
pop ds
added on the 2010-06-19 18:47:19 by sigflup sigflup
bool bOwThisHurts = gfd && !gfd->isPositive;
added on the 2010-06-19 18:52:25 by Gargaj Gargaj
STA $FF15
added on the 2010-06-19 19:05:19 by stefa stefa
[[NSNotificationCenter defaultCenter] postNotificationName: @"timeIsUp" object:self];
added on the 2010-06-19 20:07:43 by maw maw
Code:aspect = GetSystemMetrics(SM_CXSCREEN) / GetSystemMetrics(SM_CYSCREEN); d3dpp.BackBufferHeight = d3dpp.BackBufferWidth / aspect; mat_screen._22 = aspect / p1d77;

Do I really need that?
added on the 2010-06-19 20:50:16 by yumeji yumeji
zbuffer[y][x] = zbig[y * 2][x * 2] + zbig[(y + 1) * 2][x * 2] + zbig[y * 2][(x + 1) * 2] + zbig[(y + 1) * 2][(x + 1) * 2];
Code: const __m128 nX12X34Y12Y34 = _mm_hadd_ps(normalXXXX, normalYYYY); // | X1+X2 | X3+X4 | Y1+Y2 | Y3+Y4 | const __m128 nXYZ12Z34 = _mm_hadd_ps(nX12X34Y12Y34, normalZZZZ); // | X | Y | Z1+Z2 | Z3+Z4 | const __m128 nXYZZ = _mm_shuffle_ps(nXYZ12Z34, _mm_hadd_ps(nXYZ12Z34, nXYZ12Z34), _MM_SHUFFLE(1, 1, 1, 0));
added on the 2010-06-20 00:32:13 by superplek superplek
Code:;Chunky to planar ;a0=@vram+198*160=PIXELS IN LINEAR MODE (1 byte=1pix) ;a1=@vram+197*160 moveq.l #20-1,d6 ChunkyToPlanarWord moveq.l #16-1,d5 ChunkyToPlanarPixel add.l d3,d3 move.b (a0)+,d4 beq.s ChunkyToPlanarPixelClear addq.l #1,d3 ChunkyToPlanarPixelClear dbra d5,ChunkyToPlanarPixel move.w d3,(a1)+ addq.l #6,a1 dbra d6,ChunkyToPlanarWord

Well, for a b&w bootsector...
added on the 2010-07-21 16:15:30 by baah baah
My all time favourite:
Quote:
loop: lda $d40b;sta $d01a;jmp loop


BB Image
added on the 2010-07-21 18:21:55 by JAC! JAC!

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