I learned way more about computer graphics here than I expected. Kudos to the author.
One nit: the picture that the author called "The sun" is actually Eirin [0] looking at the moon. In that scene [1] she's reaching for the moon, where she was exiled from, only to hesitate and retract the hand. In the next scene, Kaguya [2] also reaches for the moon, but does not hesitate. I'm not sure what the symbolism here was supposed to mean, as according to Touhou wiki it was Eirin's plan to steal the moon.
[0] https://en.touhouwiki.net/wiki/Eirin_Yagokoro
> One nit: the picture that the author called "The sun" is actually Eirin [0] looking at the moon.
I always think 'the sun' when I see it because of this goofy video: https://www.youtube.com/watch?v=ReblZ7o7lu4
You may have misread, the wiki says her plan was to 'seal', not 'steal' the passageway between Earth (or Gensokyo) and the Moon. Eirin deliberately chose to break her connection to the Moon in order to protect Kaguya.
I don't really understand how or why Bad Apple is becoming the de-facto graphics rendering "hello world" but it's fun to see in real time. I came across this demo which uses Bad Apple for demonstrating high FPS hypermedia:
2 reasons:
1. The creator is extremely cool about remixes and fanuse. In many ways touhou is the OG modern internet fandom in a way that previous ones weren't. Your bad apple video will not be taken down even though it has the same audio as all the others.
2. The shadow puppet format is recognizable at seemingly any resolution. I have seen examples in a 3x3 grid even. On top of that, it only has two colors (black/white, 1/0) so its dead simple to convert the video frames into any other format you can imagine with only a 'hello world' understanding of what you're doing.
> its dead simple to convert the video frames into any other format you can imagine
Maybe read the linked article about that. ;)
"It’s grayscale, not just black-and-white."
Just in case reading TFA is too daunting for those only reading comments
I was alluding to the difficulties of frame-rate conversion, dithering, and compression artifacts in the original source being amplified by the conversion. Grayscale by itself isn’t the issue.
But the person you replied to "it only has two colors (black/white, 1/0)" which is what I was referring
Yes, but I don’t think that black & white vs. grayscale makes a significant difference. Naively converting grayscale is virtually as “dead simple” as converting black & white.
You seem to be interpreting my reply as a challenge to your comment rather than taking as support to it. The original comment made an incorrect statement-as-fact with b&w 1/0, yet TFA clearly stated it was grayscale. Your comment challenged implying TFA was not read, so I just backstopped your comment.
Your comment implied that your citation makes reading the article unnecessary, in the context of my initial comment. Since your citation didn’t mention the difficulties I was alluding to, your comment seemed to be missing my point, and to those who didn’t read the article would give the wrong impression that my comment was about grayscale.
The DOOM standard is here: https://www.reddit.com/r/Doom/comments/1c0g0mi/i_made_doom_i...
built on a fully programmable cpu in redstone
IRIS Computer Specs:
- Custom 16 bit CPU
- 8 kB of RAM
- 64 kB of ROM
- 1 kB texture ROM
- 96x64 pixel screen - 16 colours
- Floating point unit (add sub mult div sqrt)
- 173 redstone tick clock
- No 3D graphics hardware acceleration (entirely done in software)
- Runs programs written in URCL
- Runs at 1 million ticks per second thanks to MCHPRS server - which is 5.8 kHz clock speed
That the video is entirely monochrome while also extremely fluid and intricate makes for an interesting duality when applying it to a technical problem, and that it's also a very pleasing and impressive work of art in of itself, I would think gives it many of the qualities that demosceners in particular appreciate.
I think it's simply that it's (mostly) black and white.
"Bad Apple on all the things!" is one of my favorite geek trends. I remember the first time I saw it on the Genesis/Mega Drive I was astounded that such a thing was possible on such weak hardware.
I love seeing the new ports that people make for underpowered stuff. I'm afraid that I'm not smart enough with low-level programming to ever do one myself, but I have a lot of respect for people that can.
I haven't been addicted to Minecraft / building serious redstone stuff since high school. Now I just play a few times a month with some friends when the craving randomly comes back to just build and explore. Looking at the redstone landscape now it has completely changed and it's unrecognizable to me - I wonder if that's how I'll feel as I slowly become a senior software engineer, years pass by and I look at stacks I haven't touched professionally in years and wonder in awe just how rapidly things change in tech and what new things people are creating with it.
Kind of amusing how much effort this puts on the actual video itself. When I’m done with implementing a Bad Apple I’m usually too tired to think about dithering or frame rate Instead I just run it though ffmpeg and call it a day.
> And… that’s it? Looking back, the result looks almost trivial to achieve, which raises the question of why no one has done it before.
Umm, wow. I do not share that reaction to the work. This is an awesome dev log and closet lesson in splitting up what seems like an insurmountable task into nearly-impossible-but-doable chunks. Love it.
For reference, this renders Bad Apple at 20fps in vanilla minecraft, with only a custom texture and some custom object definitions changed to allow more textures. The rest is (very exotic) vanilla.
ACHIEVEMENT UNLOCKED: "Get'r Done" -- The ability to interate and solve individual hurdles and issues within the constraints of a system to achieve a grand idea.
Also check out Bad Apple but it's a Minecraft world: https://www.youtube.com/watch?v=RN3QW9SVnds
> Looking back, the result looks almost trivial to achieve
I wish the author was a bit more gentle on herself! What a ride.
Prior art is missing the one I worked on, using Sheep and Bukkit plugin, although that might be considered out of scope since it's not entirely in-game.
In any case this is great work! I find it hard to imagine anyone improving on it.
> Resource packs can change the music played by discs. The duration of the music disc stays fixed even if the audio is replaced
You can change the music disc duration with data packs since Minecraft: Java Edition 1.21, you can even add new music discs definitions without replacing any of the vanilla music discs.
I know that one of the rules was "no data packs", but hey, it is a cool thing if someone doesn't know about it. (also, in my opinion this wouldn't break the "no data packs" rule, because the "no data packs" rule seems mostly related to not using data packs to set blocks in the world)
Off topic: I was excited to see the demo video, but when I pressed play YouTube accused me of being a bot and refused to play. Apparently it protects their community. There are some privacy respecting alternatives, it might be good to see those gain traction. I'm going to try to do so myself, if i ever make or post a video!