Inspired by all the custom firmwares popping up lately, I built my own and turned the synth into an RPG: FM1 Quest

Haha, sorry in advance for the excitement!

It might sound like a joke, but this thing is actually running buttery smooth on my FM1.

I just pushed the deployment to GitHub and ran my first test, and I’m still blown away that everything is actually working!!

Obviously, this is just an early concept/beta prototype, so I haven't done anything too crazy yet. I based it on SLOOP and used sloop-web-emu for testing before flashing... (thanks u/sabliran93)

But this project is already giving me so many ideas on how to push this synth way beyond what it was originally designed to do.

In terms of new functionality, I didn't add anything extra yet.

Overall, what my code does is swap in a series of sprites that re-skin the entire SLOOP interface into something much more visual:

  • Each track represents a different character.
  • If I solo a track, I enter a battle/duel with a secret enemy.
  • If I record a track, I have to fight a boss.
  • If I edit a sound, it opens that character's inventory.

So basically, these are simple visual mappings to features that are already there.

The complex part I wanted to experiment with was enemy density, frame rate performance, and overall potential... for example, tweaking audio fx, impacts the environmental weather (like intensifying rain, adding fog to the scene, etc.).

And through all of that, CPU usage never even went past 32%, which blew me away... That definitely showed me there's plenty of headroom to add more complex features down the road!

Just to be completely upfront and avoid any friction: full disclosure, I vibe-coded this (used Opus 5.5). I already work full-time as a developer, so I had to make the most of my free time tonight.

Huge respect to everyone writing code from scratch by hand.
I definitely don't mean to disrespect the real grind!

I'm mostly sharing this because of how insane this whole trend is! Honestly,
the only limit right now seems to be the creativity of everyone making these custom firmwares.

I reckon we're going to see a flood of new firmwares over the next few weeks, and eventually only the best ones will stick around. But I think that's good! It leaves so much room for creative ideas that can inspire other projects. I totally get it if this kind of stuff feels a bit crazy or overwhelming; using AI to re-imagine something this complex is surreal.

By the way, the video I uploaded here was mostly to walk through what I had in mind for the design.

I haven't designed every single screen yet, just the main ones. But I had so much fun with this that tomorrow morning I’m going to start drawing (by hand) better sprites for everything and hand-animating a few of them so it feels more handcrafted and less "AI-generated."

The link below leads to GitHub if anyone wants to test it out (I'll drop a video of it working in the comments as well). The main bug/issue I noticed is UI sizing: everything looked great in Figma and in the web simulator, but on the physical FM1 screen, a lot of stuff ended up too small and hard to read.

https://hericdk.github.io/fm1-quest/webapp/installer

If you have any suggestions, feedback, or ideas, feel free to drop them! This is only the second time I’ve shared a project like this on GitHub, so I’m still pretty new to all this, but feel free to suggest improvements or open issues over there and here too.

u/hericdk — 8 days ago
▲ 31 r/Vinil

Fui pra MG e voltei com os primeiros 10 discos da Minha coleção

Comprei meu toca discos no mês passado e só tinha um Frank Sinatra em casa. Mas esse fds fui pra Santa Rita do Sapucaí num evento chamado hacktown e ontem estava rolando uma venda de vinil. Dei sorte e cheguei cedo e comprei essas lindezas aí.

Reconheci a maioria dos álbuns e tô ouvindo desde que cheguei em casa. Agora tenho que ir pra casa dos meus pais buscar um disco da trilha do filme Loucademia de polícia e afins Roberto Carlos rss

u/hericdk — 1 month ago

Agora é aprender a fazer um café decente

É isso. Saindo da cafeteira italiana e filtro de papel pra minha primeira espresso.

Ainda estou errando na quantidade do pó mas já começou a sair com uma pressão legal desejos e uma semana usando.

u/hericdk — 1 month ago
▲ 74 r/threejs

Improving ocean water quality and wave breaking (tubes) in Three.js. Any tips? (Live data-driven project)

Hi everyone!

I’m currently building a web app, a live-data-driven surf platform for my local surf spots. The main feature is a 3D Swell Projection that takes real-time marine data (swell height, wave period, wind speed/direction via API) and renders the current sea conditions.

I’m sharing a video of the current state of the project, but I’ve hit a wall regarding ocean quality and realistic wave breaking (tubes), and I would love some advice from the community!

How it currently works:

  • The Waves: The ocean mesh is initially based on Gerstner Waves. To create the tubing effect, I’m trying to implement an analytical model for breaking waves (similar to the Gamito/Fournier research papers), applying a skewness factor to push the wave crest forward.
  • The Shoreline: Right now, the code automatically decreases both the wave height and the tube factor as the vertices get closer to the beach.
  • The Environment: I implemented a dynamic time-of-day system (sun/moon position shifts). I also have a weather system hooked to the API that changes the water color dynamically to simulate dawn, stormy days, or bright sunlight. To keep it performant, I’m avoiding heavy real-time shadows/lighting for now and relying mostly on color shifting.
  • The "AI" Surfers: As a fun feature, I coded a simple state-machine AI for the tiny surfers. They detect the crest, ride the wave all the way to the shallow water, and then turn around to paddle back to the outside to wait for another wave at a random position.

The Problem: Even though the math bends the wave forward, the tube doesn't look fully realistic or fluid, and the water texture feels a bit static.

My questions for you:

  1. What is the best approach in Three.js/GLSL to achieve a smooth, realistic "plunging breaker" (tube) without having geometry artifacts or self-intersection on the mesh?
  2. Any performance-friendly tips to make the ocean surface look more alive and realistic (foam placement, normal maps manipulation, vertex displacement tricks) without relying on heavy shadow maps?

Would love to hear your thoughts, math suggestions, or examples if you've done something similar! Thanks in advance.

u/hericdk — 3 months ago
▲ 9 r/carros

Abarth/26, melhor abastecer sempre no àlcool ou gasolina?

Fala, pessoal! Sempre usei 100% gasolina aditivada no meu Kwid, mas estou trocando por um Abarth (1.3 Turbo). Como é meu primeiro carro esportivo, tenho três dúvidas:

  1. Desempenho: O Abarth vai de 180 cv (gasolina) para 185 cv (etanol). No Kwid a diferença é imperceptível, mas no motor turbo o carro muda muito de comportamento com álcool?
  2. Durabilidade e Limpeza: Como ele tem injeção direta, qual combustível protege melhor contra a carbonização dos bicos a longo prazo? Gasolina aditivada ou etanol?

Vale a pena mudar ou continuo na aditivada? Valeu!

reddit.com
u/hericdk — 4 months ago