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Bad Apple but it's 6,500 regexes that I search for in Vim (eieio.games)
adityaathalye 16 days ago [-]
Hah, trust nolen to 1,000x something :))) I have used similar tactics in the past, but separately and definitely not in one day! For the interested:

- Bad Matrix (tput blocks to the terminal): https://www.evalapply.org/posts/bad-matrix/

- Animating Text Art in Javascript (print text into fixed grid, flipbook-style): https://www.evalapply.org/posts/animate-text-art-javascript/...

- oxo (format and print tic-tac-toe board to terminal, so I can regex-match for win/loss/draw results): https://github.com/adityaathalye/oxo/blob/7681e75edaeec5aa1f...

But, I mean, that Bad Apple takes the cake!

(edit: add missing link)

DiggyJohnson 15 days ago [-]
Ahaha `oxo` is an unhinged project to actually execute. Thanks for sharing all of these projects.

Brb forking and integrating ascii-text third party ads

adityaathalye 14 days ago [-]
Thank you for the kind appreciation. ascii-text third party ads adds a whole commercial dimension... Now, to make it really 21st century, someone can replace the "randumb" computer player with an LLM adversary :)
jordigh 16 days ago [-]
The tech demo that really made me fall in love with Bad Apple was getting it to run on the NES.

https://somethingnerdy.com/downloads/

Here it is running from my Everdrive.

https://inversethought.com/jordi/video/badapple.mp4

Yes, with full audio. It's about one gigabyte of data. On a system where the typical game size is no more than a couple hundred kilobytes, and your CPU only has three 8-bit registers for you to do any calculation with.

junon 16 days ago [-]
Very cool. Having done a bit of NES dev I can imagine this wasn't super straightforward to make performant for the graphics, given you can typically only have a few sprites on a row before the NES starts to 'dissolve' them (not sure the term).

I wonder if it's using the background tile map for this instead of sprites, though that's also an impressive amount of graphics bandwidth.

> with full audio playback rate (44.2kHz)

The audio being so clear is also impressive, is that something that the card extends? IIRC the PCM channel on the NES isn't anywhere near that bitrate, and is also 8-bit sample size.

Dylan16807 16 days ago [-]
The channel can either play back delta-modulation samples from memory, or you can directly set the output as a 7 bit value.

So by burning a lot of CPU cycles, you can keep up a perfectly good sample rate using the latter method.

godd2 15 days ago [-]
The bitrate of the PCM is determined based on how quickly you can write a byte to the register. The fastest you could write general data is once every 6 cycles, which gives ~298 MHz of sample rate, so 44.2 kHz is easily doable if that's all you want to do with the CPU.
junon 13 days ago [-]
Do you mean 298 KHz? I thought the 6502 on the NES was slightly over 1MHz
godd2 15 days ago [-]
> I wonder if it's using the background tile map for this instead of sprites

Yes, it's all background tiles being loaded continuously from the SD card. We created the tiles with a custom tile de-maker.

junon 14 days ago [-]
Very cool, thanks for the info :)
Wii2 15 days ago [-]
Depending on what aspects of that you enjoyed, you might also enjoy this similar Bad Apple implementation on the NES. With the extra challenge of it being done through ACE in Super Mario Bros. and all data being streamed in through the controller. https://www.youtube.com/watch?v=lfG8DbxFibY

They also made an accompanying breakdown video. https://www.youtube.com/watch?v=Wa0u1CjGtEQ

eieio 15 days ago [-]
This is really neat - did you do any kind of writeup on it? I’d love to read it if you did.
jordigh 15 days ago [-]
It's not my work. I'm just a script kitty.

There are some details in the description and comments here.

https://www.youtube.com/watch?v=WPUYjDNks9Y

panzi 15 days ago [-]
That is glorious!
rav 16 days ago [-]
Regarding the Vim macro that ends by going to the next line to be "replayable": You can also use the following command to run the macro once per line:

        :%norm @q
eieio 16 days ago [-]
oh wow, TIL, I'm pretty surprised I didn't know this trick!

back when I was vim golfing the normal solution was to make the macro recursive. So you'd record your macro, and you'd end it with '+@q' (move to next line and run the macro again). Then you run the macro once and it runs over every line.

This ends up being really efficient in terms of keystrokes but in practice I think it's hard to think about and not very ergonomic, so I don't end up using it much. But it's a fun trick for golfing.

rav 16 days ago [-]
There's also the no-macro solution where you just use ":%norm [series of keystrokes]" to run the given keystrokes on each line, but that comes with the added difficulty of not giving any visual feedback of what the keystrokes will do before you submit the entire line.

One thing to keep in mind is that ":%norm" will place the cursor at the start of each line, before any indentation, whereas the trick of ending the macro with "+" will place the cursor at the start of each line after the indentation. But this can be worked around with ":%norm ^@q", using ^ to skip indentation before running macro q on each line.

Izkata 15 days ago [-]
Related to that, macros are just recorded into normal registers. You can get it out with:

  "qp
Edit it, and put it back into the register with

  "qdd
rav 15 days ago [-]
Heads up - you should use "qD instead of "qdd to avoid an extra newline at the end of the register contents. (In fact the current Vim 9.1.954 behavior seems a bit odd in that it moves the cursor down, but not to the start of the line, as if j is pressed... Seems like a bug to me.)
Izkata 15 days ago [-]
And D goes from cursor to end of line instead of the whole line. Wasn't sure how complicated I wanted the description to be.
cryptonector 16 days ago [-]
Most often when I run a macro it's to change lines matching searches, so I just start the macro with the search (or `n` if the macro doesn't do additional searches) then I end the macro with `@q` (or whatever register), then execute the macro. I don't think I've ever had occasion to run a macro on every line, though I've had occasion to run macros over line ranges (but still, all matching a specific pattern).
rav 15 days ago [-]
To run a macro on the start of each line matching your search, you can use:

    :g//norm @q
Here, g// repeats the most recent search, and norm @q runs the q macro on each matched line. This is not quite the same as starting the macro with a search, since the cursor is at the start of the line and not at the start of the match, but it's often good enough.

You can also restrict it to just the matches inside a range of lines: First select the lines in visual mode, then type :g//norm @q, which will cause Vim to insert a range before g, as in: :'<,'>g//norm @q, which means "between line '< and '>, find lines containing a match of the most recent search, and run @q on each such line".

cryptonector 15 days ago [-]
Thanks!
PaulHoule 16 days ago [-]
These were on sale last month

https://us.govee.com/products/govee-curtain-lights

and my understanding is that you can upload an animated GIF to it... I just added making a "bad apple" GIF for it to my Kanban board though I don't know how much memory the device has and how well I can get it to work.

(Sometimes that part where Remmy Scarlet spreads her wings still makes chills go down my spine)

nokeya 16 days ago [-]
Someone definitely need to shoot Bad Apple using a kanban board!
PaulHoule 16 days ago [-]
Another project on my Kanban board is a plan to big spread of Touhou characters linked with QR codes. Here's a prototype card

https://bsky.app/profile/up-8.bsky.social/post/3lbqfh7pesc2x

and the spreads I make are like

https://bsky.app/profile/up-8.bsky.social/post/3latxcwmkpk2w

I have a list of 20 that I need to fill out a little (somehow I missed Koakuma) and then I have to have my image sorter find a good set of images that fit together stylistically. (A friend of mine was talking about how RA's in dorms would make picture sets for all the rooms, seemed to me Touhou would be the ultimate basis for this)

a_t48 15 days ago [-]
I've done this with Twinkly lights, but the lights sadly don't have enough memory to run more than a few seconds.
panki27 15 days ago [-]
I have a GIF of Bad Apple at 64x32, just under 1MB.

Big shout out to https://ezgif.com/ !

nl 15 days ago [-]
I have one of these curtain lights and they are great!
krick 16 days ago [-]
I never get tired of Bad Apple. The best thing on the internet. And almost every time I get somewhat jealous I didn't come up with that idea myself.

Also, I really like how footnotes are implemented in this blog. I guess I'm gonna steal it.

eieio 16 days ago [-]
I stole the footnotes from my very talented friend Jake (https://jakelazaroff.com/), whose work you might have seen on here in the past. Note that they’re sidenotes on large screens but on small ones they swap to inline footnotes that expand when you click on them.

Anyway steal away!!

sltkr 16 days ago [-]
For the rectangle minimization problem: your problem seems to differ from the one discussed on StackOverflow in that the SO thread discusses partitioning into non-overlapping rectangles, while your Vim project allows overlap.

I wouldn't be surprised if your problem turns out to be much easier to solve optimally.

rav 16 days ago [-]
Actually, from an algorithmic standpoint it's the opposite: the minimum cover problem (where overlap is allowed) is NP-hard whereas the minimum partition problem (where overlap is NOT allowed) has polynomial-time algorithms. "An Algorithm for Covering Polygons with Rectangles" by Franzblau and Kleitman 1984: https://core.ac.uk/download/pdf/82333912.pdf

However, that's of course just an academic tangent - the theoretical results don't necessarily imply that one problem is easier than the other when you're just getting something to work for an afternoon project.

eieio 16 days ago [-]
oh this is a really good point! You're totally right, I had completely skipped over the fact that the rectangles were allowed to overlap. I think I'm probably done with this project / I'm pretty happy with the solution as it stands, but I think you're right that this simplifies the problem considerably. Thanks!
vidarh 16 days ago [-]
I think my attempt would've been to flood fill to create an ordered list of spans, then use roughly the same method as the Lebesque integral, using the data from the flood fill as the function.
3eb7988a1663 16 days ago [-]
The parallel candidate solution generator is such a good idea, but it usually takes me a long time to realize I do not need to make the uber algorithm. Just one-more-tweak, and I know that I can make this solution work in all cases!
eieio 16 days ago [-]
it's probably my single favorite trick for making a prototype performant enough! I'm delighted every time that it works.

but agree that it can be really hard to take a step back and realize that you can employ it instead of writing something "perfect"

codeguro 16 days ago [-]
This is pretty cool! I like the creativity. The games this is based on are pretty good too. Danmaku are hypnotic
29athrowaway 16 days ago [-]
The people running Doom or Bad Apple in different unexpected ways are such champs.

There are some really interesting ones, like running Doom on a pregnancy test.

saagarjha 16 days ago [-]
Strongly disagree on that one; it was basically Doom on some random microcontroller stuffed into a pregnancy test shell.
jordigh 16 days ago [-]
The pregnancy test was the greatest drama to ever hit the r/itrunsdoom community.
29athrowaway 16 days ago [-]
Good point
manosyja 16 days ago [-]
I remember watching the Soccer World Cup 2006 at work. I logged in my home server via ssh and could watch it in the terminal. Not enough bandwidth for something else.
lupire 16 days ago [-]
As the author admits, it's Vim but it's not regexes. It's "searching" for screen coordinates.

It's drawing in Vim, but not pattern matching.

panzi 15 days ago [-]
This is amazing! Also made me write my own version for the terminal using legacy symbols for computing:

https://youtu.be/lDLFhQTFcTk

Details: https://github.com/panzi/bad-apple-terminal

perpetualchange 16 days ago [-]
Roughly how long did that take?
eieio 16 days ago [-]
Hi! I'm the author.

Like jchw said, this was a single-day project (although I did the writeup for it the next day).

I went from 0-prototype in one sitting; I think that was around four or five hours of work? Then I went home, had dinner, and spent maybe three hours optimizing and cleaning it up.

edit: I should say, i have done a lot of dumb things like this and I'm pretty sure it would have been at least a week of work for me 2 years ago. "making the computer do dumb stuff" is a skill like any other!

perpetualchange 16 days ago [-]
Thanks for taking the time to respond, pretty impressive stuff!
panzi 15 days ago [-]
Doing that in a single day is impressive. Took me two days to do my much simpler version that just prints it using Unicode symbols for legacy computing.
jchw 16 days ago [-]
From the article:

> I didn’t have the time to find a good general-purpose algorithm: I was working on this the night before weekly presentations at the Recurse Center and I wanted to present it the next day!

...

> I built this in a single day

No estimate of hours, though.

perpetualchange 16 days ago [-]
My browser was apparently bugged, and it didn't show the article the first time... I see it now and am going through it. Thanks for mentioning! :)
sharyphil 15 days ago [-]
Awesome. One can never have enough Bad Apples!
GZGavinZhao 16 days ago [-]
... this is why we love bad apple!
yeahbutonly 16 days ago [-]
[flagged]
laurentpm 16 days ago [-]
[dead]
thatxliner 16 days ago [-]
Nah what ads in HN is crazy
summeroflove20 16 days ago [-]
[dead]
wistle 16 days ago [-]
[flagged]
codeguro 16 days ago [-]
Touhou is just a bullet hell game, relax. Being this upset over it is more a reflection where your mind is at rather than everyone else's.
wistle 16 days ago [-]
[flagged]
fluoridation 16 days ago [-]
Can you say what exactly it is that puts it in the genre of lolicon?
codeguro 16 days ago [-]
Either you can't distinguish bullet hell games from porn or you're projecting.
saagarjha 16 days ago [-]
Seems better than using a literal Playboy centerfold.
wistle 16 days ago [-]
Both are objectionable.
saagarjha 16 days ago [-]
Ok, but one of them is literal pornography, and one is…clearly you actually know what the word "hentai" is given you have used it in your comment. What part of this is hentai?
wistle 16 days ago [-]
[flagged]
jacoblambda 16 days ago [-]
It's not though? It's a music video for a 100% safe for work video game where small sprites of witches and yokai (supernatural entities/spirits) play what is in effect a much more complicated version of space invaders.

There is nothing even remotely close to sexual or NSFW in it.

https://www.youtube.com/watch?v=AY7QEEnSGVU

sososocontext 15 days ago [-]
[flagged]
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