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I had a conversation with someone earlier about configuring digital audio output in context of a stream.
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So I got this very filthy tape as an arrival - completely covered in dust, worse yet the box has a hole which means a lot of that dust ended up inside (spoiler: it was more than just dust).
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I want to study my centroid methodology more conveniently and later prove formally that what I came up with actually results in aligned VCRs.
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I found a CEA-608 encoding anomaly on the Little Shop of Horrors VHS (catalog no. 11702).
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Attention: this is not yet working methodology, just my drafts of what I am considering of including in the final document.
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Sometime during the video club operations recently an anomaly was noticed: on VCR7 BR-S800U the ideal position for tracking was off-center.
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Today I will be showing Tank Girl at the video machine… but yesterday during testing the tape exhibited a particular kind of a fault: CTL counter is not advancing (which means the servo system is not sensing CTL pulses) The image is unstable (it works fine
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Here is an analog gremlin that appeared in the video system a couple weeks ago and has been annoying me a little.
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Some time ago I updated the video machine subtitle-related features, specifically: New custom CEA-608 subtitle decoder, which captures subtitles directly from the VBI waveform New custom CEA-608 subtitle encoder, which generates caption bytes that then get
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In order to implement an early version of pre-rendered 2D skybox I needed to compare the skyboxes with sun enabled and disabled in order to obtain the required tinting of the sun for 2D skybox (so the sun doesn’t render on top of it, shining right through…
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I have improved the sprite for the re-entry effect.
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Tachy, a friend of mine, helped me considerably by calculating a star catalog for the year 2994 (when the events of the game take place).
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While working on the sky system, I had a thought about adding random space debris re-entering atmosphere.
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Primary Gameplay Loop The primary loop is explore - cover - shoot.
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(this entry is a work in progress, last updated: 2023-06-26).
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While working on the new pre-rendered skybox system for Synesthesia, I came up with a way to render a cloud mask that would allow masking out objects that are supposed to be located behind the clouds - since skybox is a two-dimensional opaque image, there…
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See the previous post for more about how the skyboxes work in Synesthesia.
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In Synesthesia, the sky is displayed by taking a skybox cubemap texture and applying it to the sky sphere surrounding the game world.
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Short Blurb In this open-world roleplaying videogame, you play as a manufactured lifeform (a synth) waking up in a world in crisis.
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