View tiles.c
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const unsigned short bgTiles[64] __attribute__((aligned(4)))= | |
{ | |
0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, | |
0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, | |
0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, | |
0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, | |
0x0101,0x0202,0x0101,0x0202,0x0101,0x0202,0x0101,0x0202, | |
0x0202,0x0101,0x0202,0x0101,0x0202,0x0101,0x0202,0x0101, | |
0x0101,0x0202,0x0101,0x0202,0x0101,0x0202,0x0101,0x0202, | |
0x0202,0x0101,0x0202,0x0101,0x0202,0x0101,0x0202,0x0101, |
View Test.c
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typedef unsigned char uint8; | |
typedef unsigned short uint16; | |
typedef unsigned int uint32; | |
#define REG_DISPLAYCONTROL *((volatile uint32*)(0x04000000)) | |
#define VIDEOMODE_3 0x0003 | |
#define BGMODE_2 0x0400 | |
#define SCREENBUFFER ((volatile uint16*)0x06000000) | |
#define SCREEN_W 240 |
View PackRGB.cs
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using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEngine; | |
using UnityEditor; | |
public class PackToRGB : EditorWindow | |
{ | |
private Texture2D[] RGB; |
View AtlasImporter.cs
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using System.IO; | |
public class AtlasImporter : AssetPostprocessor | |
{ | |
private void OnPostprocessTexture(Texture2D import) | |
{ |
View 0_reuse_code.js
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// Use Gists to store code you would like to remember later on | |
console.log(window); // log the "window" object to the console |
View gist:5432282
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enum ShipAttribute | |
{ | |
EnergyShield = 0x1, | |
PlasmaCannon = 0x2, | |
IonThrusters = 0x4, | |
Teleporter = 0x8, | |
FireSuppression = 0x10 | |
}; |