Random line of code thread
category: code [glöplog]
Code:
or rax, rax
Code:
next_freq += (beat_frequency/*cents -100..100*/ / powf(2.0f, (next_freq - 60.0f/*center = c-5*/) / 12.0f/*octave*/)) * 0.01f; // Moog Sub37 style note independent beat frequency, next_freq is a linear floating point note number (0..127)
Code:
cmp.l #SCREEN+40*200*2+(40*180),a1 ; remove for final release
Code:
movem.w (a3,d4.w*8),d0-d3 ;x,y,z,g
Code:
dc.l $01fe01fe,$01fe01fe ; line 16 (laserline)
Code:
fisubr word [bp+2 + C_radius]
Code:
public void atThisPointIMightAsWellSeeIfAddingAMethodThatDoesAbsolutelyNothingWillFixThis() {
LDA #$01 ;idk what is this
Quote:
LDA #$01 ;idk what is this
it puts "1" into the accumulator.
Code:
void init() {
// ...
load_assets();
audio_yield(); //hack
load_more_assets();
// ...
}
Because the ARM7 somehow throws up and locks when it doesn't get MP3 data in time, because FIFOs lock up because interrupts etc... *sigh*
Code:
if cheat.er then
Code:
cmp di, sp
Code:
move.b CRD_ST_SETCOL,CRD_DS_STATE+3*CRD_DS_SIZEOF(a0)
Code:
move.l d1,$707C(a5)
Code:
if menu.item==0 then cy=math.ceil(lerp(cy,44+(menu.item*16),0.5)) -- HACK
else cy=math.ceil(lerp(cy,45+(menu.item*16),0.5)) end
Without this hack, the cursor is drawn one pixel too low when the first item is highlighted, because the way TIC-80 converts floating points to ints is bullshit :D
Code:
r,ba,bb,fy,fz,iz,ja=0,c.ba,0,57,1,0xffff,45-iy+c.el
Code:
for (int y = 0; y < h; ++y) for (int x = 0; x < w; ++x, ++vram) *vram = /* hmmm */;
deque<Hengst> temp;
Code:
love.graphics.draw(bgTex, -(bgTex:getWidth() / 2), -(bgTex:getHeight() / 2))
Code:
eps *= 1.0+chkud/150000.0; //varies marching step length
Code:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
Code:
sample = f_b0 * w0 + f_b1 * f_w1 + f_b2 * f_w2;
Code:
timeline[curpart = startm = startv = 0].part->init();
wait, this one's more fun:
Code:
while (GFX_STATUS&(1<<27)) ; // PREVENT random lockups