Random line of code thread
category: code [glöplog]
Code:
move.w d3,bltcon1(a6)
or.w #$0f00+((Ablt&Bblt~Ablt)|(~Ablt&Cblt)),d3
move.w d3,bltcon0(a6)
Code:
move.w #.c_step*LINESTRIDE-LINEWIDTH,$060(a3)
move.w #.b_step*LINESTRIDE-LINEWIDTH,$062(a3)
move.w #.a_step*LINESTRIDE-LINEWIDTH,$064(a3)
move.w #LINESTRIDE-LINEWIDTH,$066(a3)
Is this checkerboard code?
Quote:
Is this checkerboard code?
It is.
createSpecialSin
; a0 = table sinus de n element
; a1 = reftablesinus
; a2 = buffer resultat
; d0 = pas interne
; d1 = nombre de copie de valeur
; d2 = nombre n d'element de la table sinus
; retour = d1 : nombre de memoire occupé sur buffer resultat
movem.l d0-d7/a0/a1/a3-a6,-(sp)
move.w d2,d3
lea bufferFlag1540,a3
subq #1,d3
.clrflag
clr.b (a3)+
dbra d3,.clrflag
move.w d2,.auto1+2
move.w d2,.auto2+2
move.w d2,.auto3+2
move.w d2,.auto4+2
move.w d2,.auto5+2
move.w d2,.auto6+2
move.w d2,d3 ; 512 ou 1024
subq #1,d3 ; 511 ou 1023 pour le and de l'angle
lea bufferFlag1540,a3
subq #1,d2 ; 511 ou 1023 iteration
moveq #0,d4 ; angle
.loop
tst.b (a3,d4) ; flag a 1 ?
bne.s .flagA1
.flagA0
move.w d4,d5
add d5,d5
move.w (a0,d5),(a2)
add d5,d5
move.l a2,(a1,d5) ; a2 referencer en reftable+angle*4
addq.l #2,a2
st (a3,d4) positione flag(angle) a 1
add d0,d4 ; pas interne
;and d2,d4 ; mod 512 ou 1022
.auto1
cmp.w #1540,d4
blt.s .1
.auto2
sub.w #1540,d4
.1
bra.s .loop
.flagA1 ; copier d1 fois les valeurs suivante
move.w d4,d5 ; angle courant copier sur d5
move.w d1,d7
subq #1,d7
.cpy
move.w d5,d6
add d6,d6
move.w (a0,d6),(a2)+
add d0,d5
.auto3
cmp.w #1540,d5
blt.s .2
.auto4
sub.w #1540,d5
.2
;and d2,d5
dbf d7,.cpy
;sub d0,d4
addq #1,d4
.auto5
cmp.w #1540,d4
blt.s .3
.auto6
sub.w #1540,d4
.3
;and d2,d4
tst.b (a3,d4)
;bne.s .fin
beq.s .flagA0
.fin
movem.l (sp)+,d0-d7/a0/a1/a3-a6
rts
; a0 = table sinus de n element
; a1 = reftablesinus
; a2 = buffer resultat
; d0 = pas interne
; d1 = nombre de copie de valeur
; d2 = nombre n d'element de la table sinus
; retour = d1 : nombre de memoire occupé sur buffer resultat
movem.l d0-d7/a0/a1/a3-a6,-(sp)
move.w d2,d3
lea bufferFlag1540,a3
subq #1,d3
.clrflag
clr.b (a3)+
dbra d3,.clrflag
move.w d2,.auto1+2
move.w d2,.auto2+2
move.w d2,.auto3+2
move.w d2,.auto4+2
move.w d2,.auto5+2
move.w d2,.auto6+2
move.w d2,d3 ; 512 ou 1024
subq #1,d3 ; 511 ou 1023 pour le and de l'angle
lea bufferFlag1540,a3
subq #1,d2 ; 511 ou 1023 iteration
moveq #0,d4 ; angle
.loop
tst.b (a3,d4) ; flag a 1 ?
bne.s .flagA1
.flagA0
move.w d4,d5
add d5,d5
move.w (a0,d5),(a2)
add d5,d5
move.l a2,(a1,d5) ; a2 referencer en reftable+angle*4
addq.l #2,a2
st (a3,d4) positione flag(angle) a 1
add d0,d4 ; pas interne
;and d2,d4 ; mod 512 ou 1022
.auto1
cmp.w #1540,d4
blt.s .1
.auto2
sub.w #1540,d4
.1
bra.s .loop
.flagA1 ; copier d1 fois les valeurs suivante
move.w d4,d5 ; angle courant copier sur d5
move.w d1,d7
subq #1,d7
.cpy
move.w d5,d6
add d6,d6
move.w (a0,d6),(a2)+
add d0,d5
.auto3
cmp.w #1540,d5
blt.s .2
.auto4
sub.w #1540,d5
.2
;and d2,d5
dbf d7,.cpy
;sub d0,d4
addq #1,d4
.auto5
cmp.w #1540,d4
blt.s .3
.auto6
sub.w #1540,d4
.3
;and d2,d4
tst.b (a3,d4)
;bne.s .fin
beq.s .flagA0
.fin
movem.l (sp)+,d0-d7/a0/a1/a3-a6
rts
Code:
addq.w #1,d3 ; journey is over, this char has reached its destination
Code:
delegate Func<TIn, TOut> Recursive<TIn, TOut>(Recursive<TIn, TOut> r);
static Func<TIn, TOut> Y<TIn, TOut>(Func<Func<TIn, TOut>, Func<TIn, TOut>> f)
{
Recursive<TIn, TOut> rec = r => a => f(r(r))(a);
return rec(rec);
}
...
var fibo = Y<int, int>(f => n => n < 2 ? 1 : f(n - 1) + f(n - 2));
...
Just create me. Then give me a ref to myself, I will give it to myself.
Code:
bra.w *+$a0e-$112-6-2
Code:
move.w #$800+$112+AckCOP-Crack,(a1)
Code:
move.w #PatchGame-BOOT-$190-$2c00-$1c-2,$190+2(a5)
Code:
assign jump_offset = {{11{instruction[31]}}, {instruction[31], instruction[19:12], instruction[20], instruction[30:21]}, 1'b0};
Code:
move.w #$6000+$d6-($b6+6)-2,(a1) ; bra.b .nodrive
Code:
ninja -C out/ReleaseX64 -j1000 all
Code:
move.w #$4e75,(a1) ; rte -> rts, we call VBI code directly
Code:
std::chrono::steady_clock::time_point end = std::chrono::steady_clock::now() + std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::duration<double>(seconds));
Code:
// GS Drum Kit
uint8 chn = xg[5] & 0x0F;
if(chn == 0)
chn = 9;
else if(chn < 10)
chn--;
drumChns.set(chn, xg[7] != 0);
Lovely standards.
Code:
glPushMatrix();
glTranslatef(0.f, 0.f, -2.25f);
glRotatef(rot*7.f,1.0f,0.0f,0.0f); // Rotate On The Y Axis
glTranslatef(-Centroide[0], -Centroide[1], -Centroide[2]); // Center On X, Y, Z Axis
Code:
SYNC_DATA::data[SYNC_DATA::sync_data[i].track][SYNC_DATA::sync_data[i].time] = SYNC_DATA::sync_data[i].value;
What do you need using namespace for, anyway?
Code:
move (a0)+,d0
add (a1)+,d0
add (a4)+,d0
move.l d0,a6
move.w (a6)+,a5
move (a6),d3
move (a2)+,d1
add (a3)+,d1
move.l d1,a6
add (a6),d3
move.l (a5),a6
move.w d3,(a6) or.w
move.w d3,nbbob*4+8(a6) or.l
addq #4,(a5)
at the end, change into:
and gained 1 nop
Code:
move.l (a5),a6
move.l d3,(a6)+
move.w d3,ofs(a6)
move.l a6,(a5)
and gained 1 nop
Code:
move.w #(280*2)<<6|(688/16),$58(a6)
Code:
enum GLTFComponentType
{
Byte = 5120,
UByte = 5121,
Short = 5122,
UShort = 5123,
// yes, Int(5124) is missing from the spec for... reasons.
UInt = 5125,
Float = 5126,
}
Code:
class DemoPartyListByCountry(generic.ListView):
template_name = 'parties/demoparty-list.html'
model = DemoParty
def get_context_data(self, **kwargs):
ctx = super().get_context_data(**kwargs)
ctx['country'] = self.kwargs.get('country')
return ctx
def get_queryset(self):
return self.model.objects.filter(country__iexact=self.kwargs.get('country')).order_by('date_start')
Code:
move.l #$7cff4e75,$d8cb0-$d7994(a0) ; completely disable manual protection