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    <title>under THe influenCe of TeCH</title>
    <link>https://tilde.club/~stoned/</link>
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    <lastBuildDate>Mon, 11 Aug 2025 00:13:36 -0700</lastBuildDate>
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      <title>reading between the scanlines: c64 programmer&#39;s reference</title>
      <link>https://tilde.club/~stoned/posts/c64-programmers-ref-findings/</link>
      <pubDate>Mon, 11 Aug 2025 00:13:36 -0700</pubDate>
      <guid>https://tilde.club/~stoned/posts/c64-programmers-ref-findings/</guid>
      <description>&lt;h3 id=&#34;character-set-accessibility-varies-by-vic-ii-bank&#34;&gt;Character Set Accessibility Varies by VIC-II Bank&lt;/h3&gt;&#xA;&lt;p&gt;On page 124, the footnote states:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&amp;ldquo;The Commodore 64 character set is not available to the VIC-II chip in BANKS 1 and 3.&amp;rdquo; &lt;/p&gt;&lt;/blockquote&gt;&#xA;&lt;p&gt;Many programmers may know about video bank switching, but may not realize that if you switch to&#xA;certain banks (specifically banks 1 or 3), the character generator ROM is not accessible to the&#xA;VIC-II for screen rendering. This affects custom character graphics and can cause “garbage”&#xA;characters if not properly managed.&lt;/p&gt;</description>
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      <title>ffmpeg recipes for tall ansi art</title>
      <link>https://tilde.club/~stoned/posts/ffmpeg-recipe/</link>
      <pubDate>Sun, 10 Aug 2025 23:57:26 -0700</pubDate>
      <guid>https://tilde.club/~stoned/posts/ffmpeg-recipe/</guid>
      <description>&lt;p&gt;Output your ansi art to a png using your favorite tool like ansilove or an ansi art editor.&lt;/p&gt;&#xA;&lt;h3 id=&#34;convert-png-to-1080-width&#34;&gt;Convert PNG to 1080 width&lt;/h3&gt;&#xA;&lt;p&gt;&lt;code&gt;ffmpeg -i input.png -vf &amp;quot;scale=1080:-1&amp;quot; output.png&lt;/code&gt;&lt;/p&gt;&#xA;&lt;h3 id=&#34;make-instragram-friendly-mp4-from-png-wscrolling&#34;&gt;Make instragram friendly MP4 from PNG (w/scrolling)&lt;/h3&gt;&#xA;&lt;p&gt;&lt;code&gt;ffmpeg -loop 1 -i input.png -vf &amp;quot;fade=t=in:st=0:d=3,fade=t=out:st=15:d=3,scroll=vertical=0.001,s cale=-1:1920, crop=iw:1080:0:0,format=yuv420p&amp;quot; -t 20 output.mp4&lt;/code&gt;&lt;/p&gt;&#xA;&lt;h3 id=&#34;pause-video-at-the-beginning-create-intro&#34;&gt;Pause video at the beginning Create intro&lt;/h3&gt;&#xA;&lt;p&gt;&lt;code&gt;ffmpeg -loop 1 -i judgedredd1080.png -vf &amp;quot;crop=iw:1920:0:0,format=yuv420p&amp;quot; -t 4 judgedredd-intro -1080x1920.mp4&lt;/code&gt;&lt;/p&gt;</description>
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      <title>telehack telebasic float to int cast rounding observations</title>
      <link>https://tilde.club/~stoned/posts/telehacks-telebasic-float-to-int-cast-rounding-observations/</link>
      <pubDate>Sun, 10 Aug 2025 21:49:50 -0700</pubDate>
      <guid>https://tilde.club/~stoned/posts/telehacks-telebasic-float-to-int-cast-rounding-observations/</guid>
      <description>&lt;p&gt;I noticed there are two float to int casts in Telehack&amp;rsquo;s Telebasic. I was curious about the differences under the hood.&lt;/p&gt;&#xA;&lt;p&gt;Instead of asking the great oracle search engines, I decided to do some simple blackbox testing CINT() and NINT() to gather observations&lt;/p&gt;&#xA;&lt;p&gt;&lt;code&gt;10 ? &amp;quot;NINT()&amp;quot;:? &amp;quot;nint(3.4)=&amp;quot;;:? nint(3.4):? &amp;quot;nint(3.5)=&amp;quot;;:? nint(3.5):? &amp;quot;nint(3.6)=&amp;quot;;:? nint(3.6)&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;code&gt;20 ? &amp;quot;CINT()&amp;quot;:? &amp;quot;cint(3.4)=&amp;quot;;:? cint(3.4):? &amp;quot;cint(3.5)=&amp;quot;;:? cint(3.5):? &amp;quot;cint(3.6)=&amp;quot;;:? cint(3.6)&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;Results&lt;/p&gt;&#xA;&lt;p&gt;NINT() - rounds down&#xA;nint(3.4)= 3&#xA;nint(3.5)= 3&#xA;nint(3.6)= 4&lt;/p&gt;</description>
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