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RevEng

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Blog Comments posted by RevEng


  1. Nice that you were able to fit it in much less than 4k! :thumbsup:

     

    Did you spread out the coverage of each table byte to a few pixels?

     

    I went with a 60x60 table IIRC, which served both axies. (There's a gravity-free zone at the left and right side of the screen.)

     

    I considered using 2 smaller tables, one with broad coverage for farther away from the sun where changes are less dramatic, and another for closer to the sun where more precision is needed, but since it was a proto I went with the simplest approach.


  2. Hmmm, It looks like it isn't a cut-off issue.

     

    I ran that same sample through Audacity's spectrum analysis, and it agrees more or less with the results from my app is outputting. But the original sounds like it has a much lower fundamental frequency.

     

    I guess there's some phase interactions in the original sample that make it sound lower in pitch than it actually is, or maybe there's something else that's throwing both my and Audacity's analysis. :ponder:


  3. I'm no expert, but I'm pretty sure the lower-end frequency cutoff in an FFT is a function of the window size... A 1/60th second window can detect down to 120Hz, after which it's looking at partial waves, which will be interpreted as other frequencies.

     

    I tried increasing the window size to 1/30th of a second, but the larger window smeared the dynamics in the resulting sound.

     

    If I could get the lower frequencies in the FFT, there's no doubt TIA could play them back - plenty of frequencies to pick from in the lower end.


  4. I understand the desire to add constraints... the added challenge makes the task more interesting, and I wouldn't be programming for the 2600 if I wanted to take the easiest route to creating games.

     

    But any self-imposed challenges need to take a backseat to the game being fun, and when a coder decides his own constraints need to apply to others then he's lost touch with reality.

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  5. I don't agree on the stupid part at all, and laziness can be a positive trait for someone who writes code!

     

    It's a concept I first read about in "Programming Pearls", my absolute favorite book on coding; laziness stops you from rushing in and coding the first idea that pops into your head, and forces you to rethink how you can write something in six lines of code instead of a few hundred.

     

    Or to give another example, it forces you to write an easier-to-understand platformer kernel because the thought of deciphering a bunch of complex code is tiring.

     

    The trick is overcoming the laziness when it's really time to code! ;)

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