deadline: thurs 9 feb 6pm EDT 128B and higher count disk header categories: 1k old/new 512B bootsector 256 old/high/fantasy 128 old/high/fantasy 64 old/high 32 16 actual 256B game 256B executable graphic CGA 32x32 Apple II: 32: hgr/transitions/ooze32 32-byte hgr/shape_table/line32 32-byte interesting pattern * hgr/shape_table/agony17 32-byte interesting pattern hgr/shape_table/square_wave 33-byte (odd) 64: * gr/parallax/boxes 62-byte (cool) hgr/parallax/boxes.s 69-byte (boring) hgr/shape_table/apple2.s 63-byte apple2 logo (so-so) 128: hgr/transitions/rectangle 139-byte (??) gr/parallax/large 111-byte dir-switching parallax * gr/parallax/par 127-byte parallax scrolling hgr/parallax/par 139-byte hires-parallax (boring) hgr/parallax/wierd2 118-byte oddly compelling hgr/parallax/sier 120-bytes sierpinski parallax hgr/shape_table/pattern_logo.s 125-bytes (so-so) * hgr/shape_table/gears.s 138-byte gears (cool, good with music?) gr/sprite/stars_128.s 133-byte bouncing stars (cool) (heart?) 256 * aiibot/lemm.bas 251-byte (cool) lemming animation dsr logo both/gears/dsr_bot.s 133-bytes (spinning dsr) a2 bot both/gears/a2_bot.s 140-bytes (][ with animated bg) gr/particle/particle_bot 140-byte particle effect targeting computer 256 -- procedural graphics planet_lores? 1k -- keep working on budge3d moon over water effect TODO: image stuff but raw hex bytes instead of text ARM/Linux: ray-marcher textmode Atari 2600: parallax scroll? game? apple II logo. Maybe with apple ii forever music?