backburnt
letters
01.04.2026 | ehhhhoeheohoehhoeeeeee

Graphics

There is nothing here yet, still only testing.

Click the images to zoom them in and out

Pixels

To be collection of pixel art goes here.

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Sharky
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Stepping with a yoyo
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Chill, please
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Overwatch, Waterfall
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Bruh
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Animation engine

I'm currently making my own pixel animation engine that I can directly manipulate pixel by pixel without any restrictions. Even memory access is unrestricted, which leads to fun visuals. The engine is totally unfinished and the codebase is bad, but it's more of a learning process than anything. It currently supports only a few things. If I used an existing engine it would not be as engaging and creative than what I'm trying to do. There is currently no way to save the bitmaps to file, so I must use a screen recorder to take images. (UPDATE: now there is) I chose a canvas of 240x135 pixels as my target since it's widescreen 16:9 and large enough to have cool and detailed pixel art. Of course, first I need to learn how to draw the art in the first place. There is much to do...

Gifs are like 10 FPS, but real framerate is configurable
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Playing around with memory. Welcome to Lavender Town. Now I wonder where 69 brings me to...
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Low quality test gif recording, makes me think: can I use low quality artifacts as effects?
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Test scaling with delayed loading of multiple things
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Test pix with 4 segments
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Test movement pix

Sample code for box


// FRAME(FROM-TO) COMMAND ARG1 ARG2 ARG3 ...
1-50 move 0 0 64 0
50-100 move 64 0 64 64
100-150 move 64 64 0 64
150-200 move 0 64 0 0
200-250 move 0 0 64 64
250-300 move 64 64 0 0
300-350 move 0 0 -32 -32
350-400 move -32 -32 128 192
400-450 move 128 192 0 0
450-500 move 0 0 -32 -32
500-550 move -32 -32 -32 -96
1 scale 1.2
50 scale 0.8
100 scale 1
150 scale 1.5
200 scale 2
250 scale 1
300 scale 1
350 scale 1.5
400 scale 2
450 scale 1
This page was last updated on: 01.04.2026