Error: entity released
...horrifying message without context, thank you
02.02.2026 10:42 β π 4545 π 1640 π¬ 45 π 76@maddylnstasis.bsky.social
queer (she/they) mediocre "game developer" pfp picrew by @reelrollsweat on tumblr my site of the web: https://maddyinstasis.neocities.org/ professional nouns: https://en.pronouns.page/@maddyInStasis
Error: entity released
...horrifying message without context, thank you
02.02.2026 10:42 β π 4545 π 1640 π¬ 45 π 76just realized i share a birthday with celeste and i think that's awesome and very fitting considering who i stole my name from :3
26.01.2026 02:30 β π 0 π 0 π¬ 0 π 0Celeste is 8 years old wow
25.01.2026 22:00 β π 2009 π 273 π¬ 85 π 27Celeste 8th Anniversary!π
#celestegame
died to second sentinel at 90% game completion just before act 3. random side boss is harder than 99% of the game. noted
16.01.2026 09:12 β π 0 π 0 π¬ 0 π 0A Hollow Knight: Silksong Steel Soul save slot. Text reads "DEFEATED", and the only option is to delete it.
savage beastfly 2 :(
13.01.2026 19:09 β π 0 π 0 π¬ 1 π 0100% is still a long ways off. i've had some close calls, even while making sure to power up as much as possible before the game got tricky, so there's a high chance i end up choking somewhere. wakeup enemy gauntlet, please be nice
13.01.2026 02:26 β π 0 π 0 π¬ 1 π 0The end screen for Hollow Knight: Silksong. It reads "You played masterfully and proved you have a Steel Soul. Thank you for taking the time to explore and conquer the world of Hollow Knight: Silksong. We'll meet again with a new challenge for you..." Below is Team Cherry's logo.
:3 (no save & quit cheese)
13.01.2026 02:26 β π 0 π 0 π¬ 1 π 0despite everything,, make video game
12.01.2026 17:23 β π 271 π 27 π¬ 10 π 1FUCK ICE
09.01.2026 22:15 β π 43 π 14 π¬ 1 π 0i'll push and release the new code once i polish it and make it generic to sample rate and buffer sizes, and make it its own class so other emulator systems can use the same code whenever i get around to making a snes emulator or whatever
02.01.2026 08:04 β π 0 π 0 π¬ 0 π 0i changed the audio output code for my emulator back to outputting audio by the frame, and this time it kinda just works for some reason? no gaps in the audio or anything, just a fairly smooth output save for popping when there's lag or a freeze. no idea why it works this time, but i'll take it
02.01.2026 08:04 β π 0 π 0 π¬ 1 π 0guy who pronounces ".png" as "dot pinge"
02.01.2026 00:23 β π 29550 π 5262 π¬ 579 π 203added savestates to my emulator. was very tedious, but they're nice to have
01.01.2026 04:42 β π 0 π 0 π¬ 0 π 0oh okay we can just skip the majority of farewell now?????????????????? wtf??
04.12.2025 05:58 β π 0 π 0 π¬ 0 π 0also as of right now the 404 pages may not display correctly on mobile devices or lower resolutions, basically just stuff getting cut off screen, or while maybe not completely off screen, positioned far down enough to look weird
27.11.2025 05:50 β π 0 π 0 π¬ 0 π 0the vblank flag is set on dot 1 of scanline 241, and cleared on dot 1 of scanline 261. i've never actually heard of any delays with nmi, or enabling nmi. i've only ever heard about when interrupts are polled. but implementing nmi like this fails the timing tests. i don't get it
27.11.2025 00:24 β π 0 π 0 π¬ 0 π 0everything i've read about how nmi works is that when the vblank flag is set, and nmi is enabled, the nmi line is pulled low, and the cpu uses a level detector to detect the falling edge of the nmi line. this is polled before the last cycle of most instructions, and then the cpu handles the nmi
27.11.2025 00:24 β π 0 π 0 π¬ 1 π 0like what do you mean you should be able to enable nmi at the end of the vblank and have it run, but also making that work breaks an earlier test. "it should happen but also it shouldn't" like what. am i missing something???
26.11.2025 23:07 β π 0 π 0 π¬ 1 π 0oh and i'm also nowhere near passing timing tests for irq or dmc dma either
26.11.2025 06:58 β π 0 π 0 π¬ 1 π 0A result from AccuracyCoin which reads "FAIL 1" "NMI SUPPRESSION"
A series of test results from "06-suppression.nes" from the "ppu_vbl_nmi" test suite for reading from $2002 PPUSTATUS on different PPU cycles, testing to see if reading on a given cycle prevents NMI from occurring. The test reports as having passed.
or the seemingly contradictory delays which happen one way but not the other, or the test results from the same tests on different roms which contradict with each other
26.11.2025 06:42 β π 0 π 0 π¬ 1 π 0trying to get these nmi timing tests to pass is a pain in the ass. i can't find any information related to funky timing with enabling/disabling nmi, or this 2 ppu cycle offset that seems to exist (outside of the bizhawk code which does seem to add 2 to the nmi time)
26.11.2025 06:42 β π 0 π 0 π¬ 1 π 0there are 3 stylized 404 pages which load randomly
23.11.2025 07:05 β π 0 π 0 π¬ 1 π 0it's up now!
23.11.2025 06:43 β π 0 π 0 π¬ 1 π 0as it turns out, making multiple 404 pages stylized based on games i like is really time consuming. i have two done so far (still not up)
23.11.2025 02:51 β π 0 π 0 π¬ 1 π 0i'm editing the website locally btw, the changes aren't up yet
22.11.2025 04:36 β π 0 π 0 π¬ 1 π 0website overhaul is almost done, but i have some ideas for the 404 page :3c
22.11.2025 04:31 β π 0 π 0 π¬ 1 π 0Images of my Deltarune Battle Engine project spread around weirdly when they should be horizontally centered
sure, just throw them anywhere
22.11.2025 01:51 β π 1 π 0 π¬ 0 π 0css has me crashing out rn (cascading style sheets not counter strike: source)
22.11.2025 01:48 β π 1 π 0 π¬ 1 π 0and on top of that, i handle addressing separately from instructions, so even if i haven't added an unofficial instruction, the pc should still advance the correct number of bytes
20.11.2025 00:11 β π 0 π 0 π¬ 0 π 0