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A Fantasy Console (FC) must not have existing hardware.
E.g. The arduboy is not a fantasy console.
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A FC needs to have intentional restrictions not related to the hardware it is being deployed on.
I feel adding the retro component (e.g. looks like X) to be defeating, as it might stifle the creation of new fantasy consoles. At the end of the day, a FC is based on a fantasy hardware product that is difficult to alter once released. For example; the fantasy console may only have a few MB of memory, whereas the system it is being deployed on may have GB of memory.
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pico-8 cartridge // http://www.pico-8.com | |
version 8 | |
__lua__ | |
-- @gabrielcrowe | |
-- some perlin noise and a scrolly desert | |
function _init() | |
local f={} | |
local p={} | |
local permutation={151,160,137,91,90,15, | |
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, |
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h = figure; | |
set(h, 'Position', [0 0 (1280+100) (720 + 100)]) | |
WIDTH = 1280; | |
HEIGHT = 720; | |
center = [-.73659007459575,-.69270903692418]; | |
[XX,YY] = meshgrid(linspace(0,1,720),linspace(0,1,1280)); | |
Z = ones(size(XX)); |
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jQuery(".img_anim").after( function() { | |
// keep ref to the image | |
var image = this; | |
// add div container for the link | |
var $d = jQuery("<div />"); | |
// add link | |
var $a = jQuery("<a>Start / Stop animation</a>"); |
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/* Code to draw a cube */ | |
function render() { | |
this.camera.rotation.z += this.elapsed; | |
for (var x = 0; x < 64; x++) { | |
for (var y = 0; y < 64; y++) { | |
for (var z = 0; z < 64; z++) { |
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// Arduino DatatypeSize v2 - Display information about data types used in Arduino | |
// Created by Michael 'TeX' Hex - http://www.texhex.info/ | |
// | |
// Full list of all data types: | |
// http://arduino.cc/en/Reference/HomePage -> Section "Data Types" | |
// | |
// Additonal references: | |
// http://www.arduino.cc/playground/Code/DatatypePractices | |
// http://arduino.cc/en/Reference/VariableDeclaration | |
// |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Runtime.InteropServices; | |
using System.Text; | |
using System.Threading.Tasks; | |
// | |
// Discord Rpc Wrapper for .NET Framework (DTZxPorter) 12/26/2017 | |
// Wrapper created using the open-source discord-rpc extension at: |
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function init() | |
white = {1, 1, 1, 1} | |
black = {0, 0, 0, 1} | |
red = {1.0, 0.1, 0.2, 1} | |
combine = g.newShader("combine.frag") | |
aesthetic = g.newShader("aesthetic.frag") | |
aesthetic_canvas = g.newCanvas(gw, gh) | |
displacement_canvas = g.newCanvas(gw, gh) | |
game_canvas = g.newCanvas(gw, gh) |
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struct Textures { | |
static GLuint LoadPNG(const std::string& filename) { | |
if( ! FileExists(filename)) { | |
Exit("Cannot open png: %s.", filename.c_str()); | |
} | |
FILE* fp = ::fopen(filename.c_str(), "r"); | |
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); |
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int speakerPin = 9; | |
int length = 70; | |
String notes[] = {"G4","G4", "G4", "D#4/Eb4", "A#4/Bb4", "G4", "D#4/Eb4","A#4/Bb4", "G4", "D5", "D5", "D5", "D#5/Eb5", "A#4/Bb4", "F#4/Gb4", "D#4/Eb4","A#4/Bb4", "G4", "G5","G4","G4","G5","F#5/Gb5", "F5","E5","D#5/Eb5","E5", "rest", "G4", "rest","C#5/Db5","C5","B4","A#4/Bb4","A4","A#4/Bb4", "rest", "D#4/Eb4", "rest", "F#4/Gb4", "D#4/Eb4","A#4/Bb4", "G4" ,"D#4/Eb4","A#4/Bb4", "G4"}; | |
int beats[] = { 8, 8, 8, 6, 2, 8, 6 , 2 ,16 , 8, 8, 8, 6, 2, 8, 6, 2, 16,8,6,2,8,6,2,2, 2, 2,6,2,2,8,6,2,2,2,2,6,2,2,9,6,2,8,6,2,16 }; | |
int tempo = 50; | |
void playTone(int tone, int duration) { | |
for (long i = 0; i < duration * 1000L; i += tone * 2) { | |
digitalWrite(speakerPin, HIGH); | |
delayMicroseconds(tone); |
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