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Articles and publications tagged C across the Atmosphere.
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One World · dieghernan
·
Nov 6, 2026
TextWatch Clima
A Pebble project
discontinued
·
project
One World · dieghernan
·
Nov 6, 2026
Sfera
A Pebble project
discontinued
·
project
One World · dieghernan
·
Nov 6, 2026
Bzel
A Pebble project
discontinued
·
project
One World · dieghernan
·
Nov 6, 2026
7egment
A Pebble project
discontinued
·
project
Ewan's Project Documentation
·
Nov 2, 2026
Indigo
A native Bluesky client for the Nintendo 3DS, built with libctru and citro2d/citro3d on top of Wolfram's AT Protocol SDK.
3ds
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c
Ewan's Project Documentation
·
Nov 2, 2026
Platinum
A native Bluesky client for Classic Mac OS 9, with a small Node bridge covering the parts a 1990s operating system cannot do itself.
macos9
·
retro
Ewan's Project Documentation
·
Nov 2, 2026
cobalt
A native AT Protocol / Bluesky client for the Nintendo Wii U, built as Aroma homebrew with devkitPro/WUT and SDL2.
wiiu
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c
Ewan's Project Documentation
·
Nov 2, 2026
MetalBear
An AT Protocol Personal Data Server written in C23 and built on Wolfram, with multi-account hosting, OAuth, moderation, federation, and a SvelteKit frontend.
atproto
·
pds
Ewan's Project Documentation
·
Nov 2, 2026
wolfram
A C/C++ SDK for the AT Protocol — client-side, wire-level implementation of the protocol. Supports OAuth, repositories, streaming, and cross-compilation to Wii, Wii U, 3DS, Windows, Linux ARM64, and Classic Mac OS 9.
atproto
·
c
Ewan's Project Documentation
·
Nov 2, 2026
Numlang
An esoteric stack-based language that compiles to C via a C++20 compiler, using only numbers and punctuation.
numlang
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compiler
ewan's devlog
·
Oct 12, 2026
SMBC: attribute table and bumped-block address fixes
Pixel comparison against NES reference footage found three rendering bugs: palette RAM mirroring, an off-by-one in the attribute writer, and a missing Block_BBuf_Low store.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
SMBC: NES APU synthesis and host audio output
Pulse, triangle and noise channels with envelope, length, sweep and the frame sequencer, mixed per NESdev and pushed to SDL through a lock-free ring.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
SMBC: CI builds, regression tests and sanitizer checks
GitHub Actions matrix across gcc-13/gcc-14/clang on Ubuntu plus macOS, with the headless suite and sanitizer runs gating main.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
SMBC: frontend controls and reference scenarios used the wrong button layout
input.c and the compare scenarios fed in-game SavedJoypadBits bitmaps to the serial joypad layer; every control was scrambled.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
smbc: frame-by-frame reference comparison harness
Five replay-driven scenarios pin rendered frames; make test replays, hash-checks and pixel-compares them.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
smbc: deterministic input recording and replay
Frame-indexed recordings with per-frame state hashes, replayable from a fresh reset; CI catches two gcc portability fixes.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
smbc: SDL2 frontend — the game is playable
Window, input and fixed-step pacing for the SMB port; audio device seam waits on the APU.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
smbc: raster clock, scroll log, and the sprite-0 hit
PPU timing model for the SMB port — vblank flag, sprite-zero status bit, and a scanline scroll log that survives the name-table flip.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
SMBC: OAM sprite memory and the $4014 DMA modelled
The PPU owns real OAM storage now: $2003/$2004 register behaviour and a DMA that copies the sprite page, ordering and all.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
SMBC: the PPU renderer
hw/render composes the 256x240 frame from PPU state: background tiles, attribute palettes, scroll, sprites with flips and priority, and the sprite-0 hit.
smbc
·
c
ewan's devlog
·
Oct 12, 2026
SMBC: victory mode tree fully ported, no TODOs left in src
BridgeCollapse and PlayerVictoryWalk complete the VictoryMode tree; the disassembly port has no remaining TODOs.
smbc
·
c
ewan's devlog
·
Oct 11, 2026
SMBC: enemy mover table fully ported
MovePiranhaPlant, MoveLakitu and MoveFlyingCheepCheep complete the EnemyMovementSubs dispatch table.
smbc
·
c
ewan's devlog
·
Oct 11, 2026
smbc: movement and offscreen layers
Ported the object movement primitives, the relative position and offscreen bits layer, and OffscreenBoundsCheck from smb.asm — the ground the enemy runners stand on.
smbc
·
c
ewan's devlog
·
Oct 11, 2026
smbc: frenzy generators
Ported InitEnemyFrenzy and its five generators from smb.asm — lakitu and spinys, flying cheep-cheeps, bowser's flame, fireworks, and bullet bills.
smbc
·
c
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