This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
intro= ((sb=t>0xffff)&0), | |
background= | |
(((y=Math.pow(2,[15,15,23,8][t>>14&3]/12))&0) | |
+( | |
((y*t*0.241)&127-64) | |
+((y*t*0.25)&127-64) | |
)*1.2), | |
drum= | |
( |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-- rotoscale! | |
-- by eiyeron | |
-- 07/04/2015 | |
-- a good old demo effect! :3 | |
-- retroactive.me/retro-actif | |
-- thanks zep for everything!:) | |
-- for pico-8, the code and | |
-- voxatron! | |
-- iirc local vars are faster | |
local t, angle, scale = 0, 0, 1 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
package colors; | |
import haxe.macro.Context; | |
import haxe.macro.Expr; | |
using haxe.macro.ExprTools; | |
/** | |
* Macro building a palette class from a given string list and a prefix. | |
* Creates static fields in the class named like "prefix_XXX" where XXX is the index | |
* of the color with leading zeros. Also creates an array containing every color. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
class LanguageSelectionState extends FlxFSMState<BattleEngine> { | |
var localeButtons:Array<FlxButton>; | |
var localeFlags:Array<FlxSprite>; | |
var locales:Array<String>; | |
var background:FlxSprite; | |
var okButton:FlxButton; | |
public function new() | |
{ | |
super(); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
https://modarchive.org/module.php?117240 - Nice ambiance | |
https://modarchive.org/module.php?1433 - TAAAAKE OOOOON MEEEEEE | |
https://modarchive.org/module.php?158865 | |
https://modarchive.org/module.php?72054 - I like how it sounds | |
https://modarchive.org/module.php?34032 - Suggested by DJ PIE, I REGRET NOTHING | |
https://modarchive.org/module.php?85382 | |
https://modarchive.org/module.php?158294 | |
https://modarchive.org/module.php?55638 | |
https://modarchive.org/module.php?72635 - I think I enjoy all those drum loop samples. | |
https://modarchive.org/module.php?93118 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/*****************************************************************/ | |
/* */ | |
/* CASIO fx-9860G SDK Library */ | |
/* */ | |
/* File name : [ProjectName].c */ | |
/* */ | |
/* Copyright (c) 2006 CASIO COMPUTER CO., LTD. */ | |
/* */ | |
/*****************************************************************/ | |
#include "fxlib.h" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import hxd.snd.Data; | |
import hxd.res.Sound; | |
// This class should work like a Sound. Jsut create one and call play and a lo-fi generated tune should ring. | |
// You can check out a bit more about bytebeat there : http://countercomplex.blogspot.com/2011/10/algorithmic-symphonies-from-one-line-of.html | |
class CustomSound extends Sound { | |
public function new() { | |
super(null); | |
data = new SoundDataGenerator(); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-- accumulative random | |
-- allows for progressively | |
-- variating value instead | |
-- of pure random | |
function vrnd() | |
local start = 50 | |
return function() | |
start = start + rnd(1)* (flr(rnd(2)) == 1 and 1 or -1) | |
start = mid(40,start,100) | |
return start |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 150 | |
// Using Kodelife for the realtime preview/test environment but it should work fine on any shader that | |
// - offers the output's resolution | |
// - a time clock in seconds | |
// - an UV mapped on screenspace from [0,0] to [1,1] | |
uniform float time; | |
uniform vec2 resolution; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
@echo off | |
set /p quality="Quality: " | |
ffmpeg -hwaccel nvdec -c:v h264_cuvid -i %1 -c:v h264_nvenc -rc:v vbr_hq -cq:v %quality% -b:v 2500k -maxrate:v 5000k -profile:v high -pix_fmt yuv420p out.mp4 | |
REM Here's the version without GPU-accelerated encoding | |
REM ffmpeg -i %1 -crf %quality% -b:v 2500k -maxrate:v 5000k -pix_fmt yuv420p out.mp4 |
OlderNewer