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c:\gbdk\bin\lcc -Wa-l -Wl-m -Wl-j -DUSE_SFR_FOR_REG -c -o main.o main.c | |
c:\gbdk\bin\lcc -Wa-l -Wl-m -Wl-j -DUSE_SFR_FOR_REG -o main.gb main.o |
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#include <gb/gb.h> | |
#include <stdio.h> | |
void main(){ | |
// these registers must be in this specific order! | |
NR52_REG = 0x80; // is 1000 0000 in binary and turns on sound | |
NR50_REG = 0x77; // sets the volume for both left and right channel just set to max 0x77 | |
NR51_REG = 0xFF; // is 1111 1111 in binary, select which chanels we want to use in this case all of them. One bit for the L one bit for the R of all four channels | |
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> | |
<html> | |
<head> | |
<title>Polyline default</title> | |
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> | |
<script type="text/javascript" src="http://ecn.dev.virtualearth.net/mapcontrol/mapcontrol.ashx?v=7.0"></script> | |
<script type="text/javascript"> | |
var map = null; | |
function getMap() |
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// This #include statement was automatically added by the Particle IDE. | |
#include <MQTT.h> | |
MQTT client("XXX.XXX.XXX.XXX", 1883, callback); | |
Servo myservo; // create servo object to control a servo | |
// a maximum of eight servo objects can be created | |
int pos = 0; // variable to store the servo position |
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#include <gb/gb.h> | |
#include <stdio.h> | |
void main(){ | |
// these registers must be in this specific order! | |
NR52_REG = 0x80; // is 1000 0000 in binary and turns on sound | |
NR50_REG = 0x77; // sets the volume for both left and right channel just set to max 0x77 | |
NR51_REG = 0xFF; // is 1111 1111 in binary, select which chanels we want to use in this case all of them. One bit for the L one bit for the R of all four channels | |
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let opponentsmissile: game.LedSprite = null | |
let missile: game.LedSprite = null | |
let switchxposition = 0 | |
let player = game.createSprite(2, 4) | |
let nummissles = 0 | |
input.onButtonPressed(Button.A, () => { | |
player.change(LedSpriteProperty.X, -1) | |
}) | |
input.onButtonPressed(Button.B, () => { | |
player.change(LedSpriteProperty.X, 1) |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset='utf-8' /> | |
<title>Add a GeoJSON polygon</title> | |
<meta name='viewport' content='initial-scale=1,maximum-scale=1,user-scalable=no' /> | |
<script src='https://api.tiles.mapbox.com/mapbox-gl-js/v0.51.0/mapbox-gl.js'></script> | |
<link href='https://api.tiles.mapbox.com/mapbox-gl-js/v0.51.0/mapbox-gl.css' rel='stylesheet' /> | |
<style> | |
body { margin:0; padding:0; } |
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using System; | |
using System.Security.Cryptography; | |
using System.Text; | |
using System.Linq; | |
using System.Diagnostics; | |
namespace ConsoleApplication | |
{ | |
public class Program | |
{ |
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using System; | |
using System.Security.Cryptography; | |
using System.Text; | |
namespace ConsoleApplication | |
{ | |
public class Program | |
{ | |
public static void Main(string[] args) | |
{ |
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/* | |
The document goes on to explain that each button to be pressed can be found by starting on the previous button | |
and moving to adjacent buttons on the keypad: U moves up, D moves down, L moves left, and R moves right. | |
Each line of instructions corresponds to one button, starting at the previous button | |
(or, for the first line, the "5" button); press whatever button you're on at the end of each line. | |
If a move doesn't lead to a button, ignore it. | |
*/ | |
using System; | |
using System.Collections.Generic; |
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