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Limited edition! Last day to order is February 13.

Forum comments in chronological order

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Jag tar inget ansvar för det som skrivs i forumet, förutom mina egna inlägg. Vänligen rapportera alla inlägg som bryter mot reglerna, så ska jag se vad jag kan göra. Som regelbrott räknas till exempel förolämpningar, förtal, spam och olagligt material. Mata inte trålarna.

Feb 2026

Quondam Tunneling

Anonymous
Sun 1-Feb-2026 10:01
Hello Linus,

You're still a genius with this one. Repeating the same screen row, switching just the charsets(banks) and color registers to create the illusion of panning thru the tunnel with sprite masking in the middle.

Good job,
BiGFooT
Anonymous
Sun 1-Feb-2026 15:52
It is fantastic and very creative. Congratulations, you are great!

Kernighan's lever

Anonymous
Mon 2-Feb-2026 16:53
From a very recent experience debugging complex but old multithreaded C code, which was not particularly clever, I can say that quality should be measured through clarity first.
The only way to maintain obscure or overly clever code is to expose yourself to it, to instrument it, to be humble about what you do not know, and eventually it will be understandeable.
To avoid having to go through such pain, it would have been better to use some clear patterns, like state machines, or good mutex hygiene, or well-tested and dcoumented and named C macros that do one thing well and reliably.
Unfortunately the code was not clever, it used lots of if's, very long chains of them, and simplistic approaches to threading that did not factor commonalities.

Code can be clean, mathematical, clever, so long as it builds on itself, like lemmas towards proofs. Staying flat and simple can be problematic sometimes as well.

I get Kernighan's comment, and I think clever means tricky, like using bit twiddling or taking advantage of peculiarities of the machine or language rather than letting the compiler do simple optimizations.
Thompson wrote something similar about preferring the straighforward algorithm to the overly optimized obscure one in most cases.

Autosokoban

Anonymous
Tue 3-Feb-2026 14:21
it is Feb 2026 and i am still looking at this game. such a peak game and developer
Anonymous
Tue 3-Feb-2026 16:39

MatthiasMeger wrote:

I have spent about thirty hours on this one and cannot solve it.

https://www.linusakesson.net/games/autosokoban/?v=1&seed=1809795062&level=23

This is a solution: UUUruuulldLurrrdddlddllUUUdddrruuruuulllllddddRluuRDluuurDurrdLulldddrrUUrurrdddlddllULuluuurRdrRurDDulllulldRRllddrdrdrruuUruulDDuuLLdRlllddrdrUUdlluuuRdD

159 moves! No wonder I couldn't work it out. Did you do that by hand, or with a solver?

153 !!!!!!!
UUUruuulldLrurrdddlddllUUUdddrruuruuulllllddddRluuRDuluurDurrdLulldddrrUUrurrdddlddllULuluuurRdrRurDDulllulldRRllddrUddrdrruuUruulDDuuLLdRldlddrUUlluuRDD

The hardware chiptune project

Anonymous
Mon 9-Feb-2026 11:32
Hi Linus, just some few words to thank you for your hardware chiptune tracker that we used for making the Gamebuino sing for our tiny demo GbFx https://www.pouet.net/prod.php?which=105576

<3 / Glafouk.