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dsat.igada.de
| | nick.zoic.org
18.6 parsecs away

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| | [AI summary] The author shares their journey into writing a 'HELLO, WORLD!' program and a potential game for the vintage Apple II using vintage emulation and disk formatting techniques.
| | imrannazar.com
13.2 parsecs away

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| | The exploration of system emulation in JavaScript continues, with a detailed look at the GameBoy graphics system, and how graphics are rendered by the GameBoy hardware; a simulation of the process is then put in place for use by the wider graphics engine.
| | wiki.nesdev.com
12.7 parsecs away

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| | Tile compression refers to techniques that allow fitting more graphics data into a smaller space. Programs using CHR ROM cannot use compressed tiles, as their tile data must be stored in the PPU's native format. But programs using CHR RAM can process tile data while copying it from PRG ROM to CHR RAM, and this processing allows storing more tiles in the same space.
| | nfil.dev
43.4 parsecs away

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| This post documents my attempts to manage to jump (or return?) from kernel-space to usermode in my Rust kernel so that it can do what a kernel is supposed to actually do: give the CPU to user programs. That's pretty exciting! In the next part, we'll even take control back from the programs so that we can implement a scheduler.