Day 9 https://adventofcode.com/2018/day/9 was so much fun to solve !
I also really enjoyed day 3 https://adventofcode.com/2018/day/3 and day 6
https://adventofcode.com/2018/day/6
Do you guys have a favorite so far?
Even if you get the sprites they might be all jumbled up like this:
[http://www.gamasutra.com/db_area/images/news/253377/fig03.png](http://www.gamasutra.com/db_area/images/news/253377/fig03.png)
Older games tent to reuse/recolor spires. Even when you get spires it might be
really hard to put
Hello,
i really like OOP macro from
[https://github.com/jyapayne/nim-extensions](https://github.com/jyapayne/nim-extensions).
There are so far two problems
* Cant figure out how should i define class as exported however this is kinda
solvable by changing oop.nim code to export all
*
FWIW I had a look at D multiple times and learned to fervently dislike it. My
personal summary is that D is but yet another better C/C++ attempt with funny
gadgets added and an utter lack of consistence in concept and design.
To even put Nim and D next to each other is ridiculous.
> What's also possible, is that multiple pixels are stored in one byte. I don't
> know the exact specs, though it might be possible that if a sprite can only
> have four colors, each pixel is a palette color index stored in two bits
> therefore a byte holds four pixels and the palette selector
" **I believe we are the language with the best static introspection in the
world** " — [AA](https://en.wikipedia.org/wiki/Andrei_Alexandrescu) @ [Dconf
2018 in Munich](http://dconf.org/2018/index.html), three minutes into "[Ask Us
I'm curious as to know how exactly does --gc:stack work? I looked over the
documentation but couldn't find much details. Is it similar to C++
constructors/destructors? Does GC still run in the background?
Note that casting to a ref is dangerous, as ref's interfere with the
Garbage-Collector. I guess when you really need a cast, you may want to cast to
ptr instead of ref -- ptr is Nim's untraced pointer, similar to C's pointers.
I understand my mistake.
t = cast[ref Raw_Frame](addr c)
Run
should be
t = cast[ref Raw_Frame](addr c[0])
Run
Hi,
I just discovered Nim and already doing little toy projects with it to get used
to it. Love it.
I am playing with networking. But reading from raw sockets, I need to cast the
string to a tuple which represent the headers fields. That would enable me to
select any field of the
I'm not very familiar with MS-DOS games, but I have a bit of knowledge about
NES games.
It might be possible that the data you're looking for is compressed. Something
like RLE with small modifications wasn't uncommon on the NES, especially for
storing level data. What's also possible, is that
Thank you, that means a lot :)
Getting sprites out old dos game can be hard. You will not find standard images
formats like png, jpg or dds. It can be stored in extremely convoluted way. One
game I ripped the sprites from (Panzer General) used a strange pen method where
it stored all images as move pen left, right, draw
Hi guys,
I have a couple resource files from an old MS-DOS game called `Zeliard`. The
files have a `.sar` extension, if that is of any help.
I would like to find out how the sprite information is stored in these files,
but I have no knowledge of how it is `packed`. Some data for the game text
> My intention was to check to see if a proc hello exists in the current scope
> that doesn't conflict with the proc I'm about to create.
A simple test call to the proc would do (`when compiles(hello()): ...`). But
then, the compiler would issue an error anyway if there's a conflict with an
> I'm still learning Nim (...) Not a programmer by trade and it might show.
I really like your solutions so far!
And if you didn't explicitly tell, I wouldn't ever have guessed that you're
just learning Nim nor that you're not a programmer.
Here is my repository:
[https://github.com/filipux/adventofcode2018](https://github.com/filipux/adventofcode2018)
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