lunasorcery

as seen on cohost!

30-something poly kinky queer mess
recovering former game dev
dating: @estrogen-and-spite & @RobinProblem


personal blog (with rss!)
moonbase.lgbt/
other website
tiredand.gay/

nes-pictionary
@nes-pictionary

Alright folks, you’ve seen a handful of custom drawings created by me over the last few months, and now it’s your turn:

here’s the drawing tool!

If you’d like your drawing added to the bot’s random rotation, here’s what to do:


RobinProblem
@RobinProblem
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in reply to @nes-pictionary's post:

so the drawing rules seem to be that each tile can contain a circle or curve, xor any combination of ─│╲╱ plus exactly 1 of the other 8 shallow/steep lines? now i’m curious how exactly the game stores this data

ah i guess the clipboard export just has raw hex data, one byte per tile. REing is work though. plus it wouldn’t tell me if the game uses some kind of compression

This makes so much sense! I’ve been puzzled about some of the choices that were apparently made in some of the drawings. Now I see that the system has stricter limitations than I had thought!

I’ve just created an experimental format for these drawings utilizing base32 instead of hex to store tiles pairwise on 15 bits each, thus saving a bit of space. :-)
basically:
alphabet is ‘0123456789abcdefghjkmnpqrstvwxyz’ (0–9a–z minus i, l, o, u = Crockford’s base32)
of every 15-bit word, the last two characters are always the five least significant bits of the two tile IDs.
while the first one is:
if both tiles have their high bit set:
0x10 | ((left & 0x60) >> 3) | ((right & 0x60) >> 5);
if only the left tile has its high bit set:
0x08 | ((left & 0x60) >> 5);
if only the right tile has its high bit set:
0x04 | ((right & 0x60) >> 5);
if neither:
always 0x00.
I’ve seen the commented-out base64 encoder in the drawing tool’s source, this is something similar but hopefully just a little bit closer to human readability than standard base64.