I’ve revisited my music writing and production skills, for some reason I wasn’t able to drag and drop “Components” on GuitarRig. Unable to find any solution I started to look for anything suspicious.
The drag and drop sometimes worked but to an arbitrary dropzone. So I considered that it was a miscalculation of the coordinates due to the Retina Display.
Opening both Reaper64(DAW) and GuitarRig5(Stand Alone) “Get info” window and setting the “Open in Low Resolution” checkbox fixed the issue.
Back in 2009, I became aware of the existence of Arduino(through TuxRadar Podcast). The idea of open hardware and open software platform aroused my interest in electronics.
I got myself a kit and built a Serial RS232/DB9 board. That was my first soldering experience and really started my relationship with electronics as a hobbyist. Soon after, I got a counterfeit Arduino Mega from China and my Serial one was put aside.
This weekend I was testing a sketch and it was incompatible with Arduino Mega. Unfortunately, I was unable to find the right drivers for my serial adapter. Enough story, I ran into a few issues and here is a checklist to avoid them:
- Don’t forget a 10μF cap between Reset and Ground.
- External PSU, don’t rely on the programmer’s 5V.
- Check USE_OLD_STYLE_WIRING constant on ArduinoAsISP sketch (when not using the ICSP header).
- Install MiniCore boards on your Arduino board-manager (Check MiniCore GitHub for more information)
A while ago I slowly started experimenting with 6502 assembly while I read a bit about the subject. After some tinkering around, I really got excited with the idea of creating a NES game.
I sketched some ideas and ended up with a fantasy roguelike(so original!) and choose to use CC65(a C compiler for machines with a 6502-compatible CPU).
However, I ended up dealing with some pitfalls during development, like: 2 axis map scrolling, random map generation… heck! I wasn’t even able to export the music from FamiTracker into the code.
It was a new experience and provided me a lot of epiphanies, but nearly all tools are designed for Windows(even the emulator with debugger) and such difficulties really slowed my other ideas.
I am going to move the project to C#/SDL2, trying to keep as much as possible the NES limitations (pallete, resolution, sound) and on a future resume the NES version.