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P3pp3rF1y/AncientWarfare2: Ancient Warfare Mod for Minecraft 1.12.x
**Summary of Ancient Warfare 2 Mod for Minecraft 1.12.x** • **Mod Name:** Ancient Warfare 2 (AW2) • **Creator:** P3pp3rF1y • **Version:** 1.12.x (for Minecraft) • **Purpose:** Introduces a vast array of new weapons, armor, and structures inspired by ancient civilizations, transforming Minecraft into a medieval warfare experience. • **Key Features:** - Over 100 new weapons, including swords, bows, crossbows, and siege weapons like catapults and ballistas. - 20+ new armor sets, representing various ancient cultures such as Greek, Roman, Viking, and Chinese. - 15+ new structures and blocks, enabling players to build ancient-style fortresses, towers, and walls. - New enchantments and potions to enhance gameplay and strategy. • **Ancient Civilizations Represented:** - Greek (Spartan, Athenian) - Roman (Legionary, Gladiator) - Viking (Norse, Berserker) - Chinese (Qin Dynasty, Warring States) - Egyptian (Pharaoh, Nubian) - Other cultures: Maya, Inca, Aztec, and more. • **Gameplay Changes:** - New combat system with parrying, riposting, and shield blocking. - Mounted combat with horses, chariots, and war elephants. - Naval combat with galleys and longships. • **API Details:** - Compatible with Minecraft 1.12.x and Forge 14.23.5.2828. - Requires Java 8 or later. • **Examples of Use:** - Roleplaying as ancient warriors and leaders. - Building and defending ancient-style settlements. - Engaging in large-scale, historically-themed battles. • **Limitations:** - May impact game performance due to the addition of many new items and structures. - Some features may not be fully functional or balanced in early versions. • **Why Saved:** - Interest in ancient history and warfare. - Desire to enhance Minecraft's vanilla gameplay with immersive, historically-themed content. - Potential for creating engaging, unique multiplayer experiences centered around ancient civilizations.
pinboardbookmarkarticleMay 29, 2024
3dmodelgameminecraftancient_history_in_gamingmedieval_warfare_simulationmodded_minecraft_experiencescultural_diversity_in_gaminghistorically_accurate_gameplay
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Conf: tags 84% summary 100%
The Matrix: Path of Neo (USA) PS2 ISO - CDRomance
• **Game Title:** The Matrix: Path of Neo • **Platform:** PlayStation 2 (PS2) • **Release Date:** November 1, 2005 • **Developer:** Shiny Entertainment • **Publisher:** Atari • **Genre:** Action-Adventure, Third-Person Shooter • **Gameplay:** Players control Neo, the protagonist from the Matrix franchise, navigating through various levels inspired by the movies. The game features a mix of hand-to-hand combat, gunplay, and Matrix-style bullet time sequences. • **Storyline:** The game's narrative is set after the events of "The Matrix Reloaded" and "The Matrix Revolutions," with Neo seeking to understand and control his newfound powers while battling against Agent Smith and other foes. • **Key Features:** - **Free-Flow Combat:** A unique combat system that allows players to switch between melee and ranged attacks seamlessly. - **Matrix Vision:** A visual mode that highlights enemies, objects, and environmental hazards, mimicking the Matrix's green color scheme. - **Bullet Time:** Slow-motion sequences that allow players to dodge enemy attacks and perform stylish takedowns. • **Multiplayer:** The game includes a multiplayer mode with various game types, such as Deathmatch, Team Deathmatch, and Capture the Flag, set in levels inspired by the movies. • **DLC & Expansions:** None available for this game. • **Why Saved:** This game was saved as it's a tie-in to the popular Matrix franchise, offering fans a chance to experience the Matrix's world and fight as Neo. It's also a unique blend of action and adventure gameplay with a compelling narrative set in a familiar universe.
pinboardbookmarkarticleMay 28, 2024
gamevideogamesmatrix_franchise_expansionaction_adventure_evolutioncinematic_gaming_experiences
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Conf: tags 76% summary 100%
Sample Sandbox
* **Content Type:** This is a forum post or discussion thread on the Lexaloffle BBS (Bulletin Board System), specifically related to PICO-8 development and audio. * **Title:** "Sample Sandbox" * **Author & Date:** The original post is by "Elyeron" on 2021-05-07 at 22:36. * **Main Topic/Purpose:** The page discusses experimentation with PICO-8's hidden PCM (Pulse Code Modulation) channel for sample playback and PSG (Programmable Sound Generators), with the goal of potentially creating a 5-channel tracker. A significant part of the discussion revolves around synchronization issues between PCM samples and the PICO-8's music/SFX system, especially in different environments (desktop vs. browser). * **Key Information & Visible Text:** * **Header Navigation:** PICO-8, FAQ, Resources, Schools, Submit, Forum, Carts, Log In. * **Post Context:** BBS > PICO-8 > SFX Snippets. * **Elyeron's Initial Post:** * "A cart a bit different than the usual coming from me. I recently discovered about the hidden PCM channel and I just had to play with." * "So I'm experimenting with both sample playback and PSG (Programmable Sound Generators) to both learn and see if we can make the most of the PCM channel and - why not - in the distant future, have a 5-channel tracker?" * Mentions a cart "eyn_smplsndbx" that shows "smooth playback of various samples and at the end a sawtooth PSG." * **Sample Generation Steps:** 1. "A pass through SoX to convert a sample into unsigned 8bit 5512Hz raw file (e unsigned-integer -r 5512 -b 8)." 2. "A quick use of a Python script to convert the sample into a pastable string (I suggest you to convert it into chars once inside Pico-8)." (Notes that the snippet breaks BBS upload). * Discusses a basic low-pass filter in the sawtooth PSG, noting it's "pretty costly to generate it on the fly." * **Findings:** * "The playback is way better on Desktop than on a browser." * "I got the best playback results with a packet size of 512 bytes." * "Just playing samples from a string doesn't cost a lot." * "It seems that a tick of length 8 in a SFX vaguely matches 366 PCM samples. Vaguely because I still have desync issues after a while. I wish I can find the proper packet size balance so we could not have to deal with desyncs." * "Update: moved to SFX. I probably won't touch the cart anymore." * Includes "pcm" and "psg" tags/buttons. * Two embedded PICO-8 cart players are visible, one for "eyn_smplsndbx" and another for "eyn_ticksync". * **Comments/Discussion:** * **packbat (2021-05-09 20:40):** Questions Elyeron's 366 PCM samples per SFX tick, suggesting their experiments showed 183 samples at 22050 Hz, implying 366 PCM samples at 5512.5 Hz for a tick of length 8. Asks if desync drifts steadily. * **shy (2021-05-09 21:46):** Praises the samples as "pretty crisp." Suggests a linked cart (https://www.lexaloffle.com/bbs/?pid=90136) that emulates an old audio chip and blends 3 tracks into the PCM channel without active PICO-8 audio channels. Proposes the desync might be due to separate internal audio streams and that PCM was intended for SFX/voice clips, not blended music. Suggests resyncing when new songs are queued. * **Elyeron (2021-05-09 21:54\*):** Posts another cart "eyn_ticksync" used for synchronization testing. * Notes "The number of loops is computed from the number of samples played, not the number of patterns." * "Edit: after somewhat 96-98 loops, it starts to desync." * "Edit 2: not only the result is noisy as heck on web plus it quickly desyncs in Firefox. Didn't have to wait more than 3 loops." * Confirms the linked cart by shy is what made them discover the feature. * Expresses interest in using PCM as a new channel rather than softmix. * Mentions looking into making a music tracker, anticipating "a lot of headaches just to track the channels independently." * **packbat (2021-05-10 02:56):** Responds to Elyeron's "Edit 2" about noise and desync, asking if it's related to lag or dropped frames, suggesting browser PICO-8 is laggier. * **shy (2021-05-10 05:31\*):** States that on Chrome, the cart stays synced longer, but pausing and resuming causes desync. Confirms the idea of two separate internal audio streams. Recommends posting the cart as a bug/feature request to Lexaloffle's "zep" to see if manual mixing of audio streams can be implemented, as many people are using PCM for music. * **Footer:** About, Contact, Updates, Terms of Use. Follow Lexaloffle links (social media icons visible). * **Copyright/Timestamp:** "Generated 2020-07-20 18:27:23 10.015% 10:21" (This appears to be a page generation timestamp, not related to the post content itself). * **Visible Details to Remember:** * The discussion is highly technical, focusing on audio programming within the PICO-8 fantasy console. * Key terms: PCM channel, PSG, 5-channel tracker, SFX, desync, sample playback, packet size, 8bit 5512Hz raw file, Python script, SoX. * Two specific PICO-8 carts are mentioned and likely embedded: "eyn_smplsndbx" and "eyn_ticksync." * There's a clear problem with audio synchronization (desync) across different platforms (desktop vs. browser, Firefox vs. Chrome) when using the PCM channel. * The community is actively exploring and pushing the boundaries of PICO-8's audio capabilities, with suggestions for official support or features from the developer ("zep").
pinboardbookmarkarticleMay 23, 2024
3dmodelcodinggamemusicpico8_audio_explorationpcm_channel_developmentbrowser_desktop_audio_compatibilityaudio_synchronization_challengespico8_community_feature_requests
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Conf: tags 92% summary 100%
dansanderson/picotool: Tools and Python libraries for manipulating Pico-8 game files. http://www.lexaloffle.com/pico-8.php
**Summary of dansanderson/picotool: Tools and Python libraries for manipulating Pico-8 game files** • **Purpose**: The `picotool` project by dansanderson provides a collection of tools and Python libraries to manipulate and work with game files created using the Pico-8 fantasy console, a popular platform for creating and playing small, retro-styled games. • **Pico-8 Context**: Pico-8 is a fantasy console developed by Lexaloffle Games, inspired by the limitations and constraints of old hardware like the Game Boy. It encourages creative game development within a fixed set of resources, making it popular among retro game enthusiasts and hobbyists. • **Key Tools and Libraries**: - **p8**: A Python library for parsing, manipulating, and converting Pico-8 cartridges (game files). It supports reading and writing cart data, extracting assets like sprites and maps, and even modifying game logic. - **p8 Sprites**: A tool for converting and manipulating Pico-8 sprites. It allows users to convert sprites between different formats, extract sprites from cartridges, and even create new sprites using a simple ASCII art syntax. - **p8 Map**: A tool for converting and manipulating Pico-8 maps. It supports converting maps between different formats, extracting maps from cartridges, and even creating new maps using a simple text-based syntax. • **How it Works**: `picotool` uses the Pico-8 cartridge format specification to parse and manipulate game files. It provides a command-line interface for most tools, making it easy to integrate into scripts and workflows. • **API Details**: The `p8` library provides a simple and intuitive API for working with Pico-8 cartridges in Python. It offers classes for cartridges, sprites, maps, and other game assets, along with methods for reading, writing, and modifying these assets. • **Examples**: The `picotool` repository includes several examples demonstrating how to use the tools and library to extract assets, modify game logic, and even create new games from scratch. • **Limitations**: While `picotool` provides a powerful set of tools for working with Pico-8 games, it may not support all features or edge cases of the Pico-8 cartridge format. Users may need to refer to the official Pico-8 documentation or forum for more complex tasks. • **Why It Matters**: `picotool` is an invaluable resource for Pico-8 game developers and enthusiasts. It allows users to manipulate and modify game files with ease, facilitating game development, modding, and experimentation with the Pico-8 platform. • **Repository Link**: The `picotool` project can be found on GitHub at <https://github.com/dansanderson/picotool>, where users can find the source code, documentation, and examples. The project's homepage also provides a useful guide to getting started with `picotool`. This summary captures the essence of the `picotool` project, its purpose, key features, and how it can be used to work with Pico-8 game files. By understanding and utilizing these tools, users can unlock new possibilities for game development and exploration within the Pico-8 ecosystem.
pinboardbookmarkarticleMay 23, 2024
codegamegame_engine_toolingretro_game_moddingpico8_community_development
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Conf: tags 76% summary 100%
Screenshot of a video game, possibly a PlayStation game, with a black vertical bar on the left
• Screenshot of a video game, possibly a PlayStation game, with a black vertical bar on the left. • The bar has the PlayStation logo at the top and "PlayStation" written vertically in white. At the bottom of the bar is the Sony Computer Entertainment logo. • The main image shows a pixelated female character with long blonde hair, wearing a flower crown, a black dress, and a blue pendant, holding a small, colorful square object. • In the background, there are pixelated trees, mountains, and a black bird on a wooden structure. • Text visible: "PlayStation", "SONY", "COMPUTER ENTERTAINMENT".
arenablockMar 21, 2024
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