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
24 40 03 00 0F 00 40 01 01 00 01 42 42 43 43 C4 | |
44 05 C4 04 C4 0F C4 02 0A 03 C3 01 0E 0C 08 0D | |
07 09 06 0B AA AB 48 75 EB B8 9C AA 0F FD 85 FA | |
4F 57 17 E9 79 E7 49 7C 5F 67 FD 47 FE 9C EE 24 | |
FD ED 5F 46 94 57 7C 66 49 0B 40 84 0F AB 2B FA | |
57 67 24 DC A1 9F EC FF 2A 3E 54 F1 AD AB 52 C5 | |
BE F2 75 91 82 81 2B D6 D6 8B 80 65 76 F2 3F EC | |
61 FF 1F 75 59 59 75 FC A2 24 D7 D6 0A 65 3C 11 | |
E3 B3 66 A4 F9 5F 8E FF F9 BA FA 7F 10 A7 92 73 | |
6E 39 4C 21 7F 9C 7F C4 FF AD FC B8 33 AE EE E2 |
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
#!/usr/bin/env python3 | |
import os | |
import json | |
with open('tweets.js') as f: | |
tweets_str = f.read() | |
# assume the prefix is universally the same ('window.YTD.tweets.part0 = ') | |
tweets_json = json.loads(tweets_str[26:]) |
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
#include <cstdint> | |
#include <cstdio> | |
#define MAX_DATA_SIZE 256 | |
#define USE_MODIFIED_CRC_TAB 0 | |
static uint32_t crc32_tab[] = { | |
#if !USE_MODIFIED_CRC_TAB | |
// this is the classic "default" CRC32 table. | |
0x00000000, 0x77073096, 0xee0e612c, 0x990951ba, 0x076dc419, 0x706af48f, 0xe963a535, 0x9e6495a3, |
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
Replace 104 bytes at $3204 with the following. | |
This stores the animated color palette for the letters, and the static color palette for the shimmer. | |
16 70 E0 01 1E 68 B0 01 1F 7C F0 01 0B 64 E0 01 | |
1D 50 60 01 1F 7C F0 01 0B 64 E0 01 1D 50 60 01 | |
1F 7C F0 01 0B 64 E0 01 1D 50 60 01 1F 7C F0 01 | |
0B 64 E0 01 1D 50 60 01 1F 7C F0 01 0B 64 E0 01 | |
1D 50 60 01 1F 7C F0 01 0B 64 E0 01 1D 50 60 01 | |
1F 7C F0 01 1F 7C F0 01 1F 7C F0 01 1F 7C F0 01 | |
1F 00 FF 7F F7 5E EF 3D |
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
; EU 0x087E70E0 / NA 0x087E4230: | |
; loaded to RAM at 030008f0 | |
; sprite decompression function (8bit indexed) | |
; r0: compressed sprite source ptr | |
; r1: vram destination ptr | |
; r2: width | |
; r3: height | |
.arm | |
add lr, lr, #1 | |
stmdb sp!, {r4-r9} |
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
/* So how does this work? | |
I'm using ANSI escape sequences to control the behavior of the terminal while | |
cat is outputting the text. I deliberately place these control sequences inside | |
comments so the C++ compiler doesn't try to treat them as code.*/ | |
//[2K[2D[A[2K[A[2K[A[2K[A[2K[A | |
/*The commands in the fake code comment move the cursor to the left edge and | |
clear out the line, allowing the fake code to take the place of the real code. | |
And this explanation uses similar commands to wipe itself out too. */ | |
//[2K[2D[A[2K[A[2K[A[2K[A | |
#include <cstdio> |
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
killall "⠀⠀⠀⠀⠀⠀⠀⢠⢦⡀⠀⡰⣩⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀" | |
killall "⠀⠀⠀⠀⠀⠀⠀⠘⣄⠙⠍⠁⠙⠦⡀⠀⠀⠀⠀⠀⠀⠀⠀" | |
killall "⠀⠀⠀⠀⠀⠀⠀⠀⡎⠀⠀⡠⠄⠔⠊⠉⠒⠒⠒⢄⠀⠀⠀" | |
killall "⠀⠀⠀⠀⠀⠀⠀⢀⠇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢈⠆⠀⠀" | |
killall "⠀⠀⢠⢤⠜⡆⠀⢸⠀⠰⣄⠀⠀⠀⠀⠀⠀⠀⣠⠎⠀⠀⠀" | |
killall "⠀⠀⠱⠤⡁⠈⠑⠇⠀⠀⠀⠉⠒⠤⠤⠄⢖⠊⠀⡐⠧⣄⣀" | |
killall "⠀⠀⠀⠀⠘⢆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⡉⠀⣀⣨⡷" | |
killall "⠀⠀⠀⠀⠀⠈⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢱⠜⠁⠀⠀" | |
killall "⠀⠀⠀⠀⠀⠀⢇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⣸⠱⡀⠀" | |
killall "⠀⠀⠀⠀⠀⠀⠸⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⠁⠀⣣⠀" |
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
// Dragon Curve for Gameboy, using GBDK | |
// By Will Kirkby 2013 | |
// | |
// Ported from Eelke Schipper's http://www.khanacademy.org/cs/dragon-curve/1414142328 | |
// | |
// Use the up and down buttons to | |
// increase or decrease the number of folds. | |
// | |
// (1 << n) is used in place of pow(2, n) for speed purposes. |
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://twitter.com/lunasorcery/status/1295847638840020992 | |
echo "[ Now building... 4 hours remaining ]" | |
sleep 3 | |
echo "You can skip the wait by spending 40 gems." | |
echo "What would you like to do?" | |
read -p "> " | |
sleep 1 | |
echo "You don't have any gems to spend!" | |
echo "What would you like to do?" |
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
; partial disassembly from Drome Racers (GBA, 2003) | |
; fill a flat-colored 2D polygon that's fully inside screen bounds | |
_WW080006B4_jump_entry1_colored_inbounds_poly: | |
str r0, [sp, #4] ; back up our current renderstream pointer | |
; read three verts from the renderstream into (r1,r2,r3) | |
ldr r1, [r0, #12] | |
ldr r2, [r0, #16] | |
ldr r3, [r0, #20] |
NewerOlder