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anup34343

WinOS v1.7 - System Tweaks & “Totally Safe” Apps! 🛠️💻

I’ve been diving back into the code to make the interface even smoother. This build focuses on a cleaner look and a… very interesting new addition.

What’s new:
Settings App Redesign: I completely overhauled the CSS for the Settings app. It now features a more modern, streamlined layout that matches the Windows 11 aesthetic perfectly.
Added Cheats++ App: I’ve integrated a new app called Cheats++. (And don’t worry, it’s definitely not a virus). It’s there for all your “enhancement” needs within the OS environment.

I’m really happy with how the “definitely safe” Cheats++ app looks on the taskbar. Peace out

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divpreet

worked on interface, and got a mvp, i do plan on exposing the functions to a api, then making an ios app! but for now, this works pretty well, and is ready to ship! now the app has a terminal interface, you can set up a spotify app and then export your client secret and id and the app would recognize it, but it does use deezer as a fallback, which works well, you can also just skip the metadata entirely! overwrite functions also work, and orgnanize works too! js need to pull this on the pi now!

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Mehmet

Fixed alot of nasty bugs!

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Luke

Still haven’t had a lot of time to work on this because of school but I have made a bit of progress.

I finally figured out why CD audio was making a buzzing noise, it was a really stupid bug lol: When I was reading the audio sector, I wasn’t including the first 12 bytes, since in data sectors those bytes aren’t included in reads, but CDDA audio uses the entire sector, so I was skipping 12 bytes of every 2352 byte sector, causing a high-pitched buzzing noise. I thought it was something complicated like an issue with volume clamping or the SPU (PS1’s sound chip), but no it was super simple and was just a 4 line fix lol.

Another stupid bug that I’ve been stumped by for months is this issue where a game will start sending garbage data to the GPU, overwriting all the textures. Again, I thought it had to be something super complicated, so I combed through all my CDROM code to try and find an issue with how I was reading data from the disc, and I found a few minor bugs but it didn’t fix what I was trying to fix (I was stuck on this for ages lol). I Also looked at the DMA controller but still nothing (although I did find some clues).

By this point its 4am so I went to bed, but in the morning I discovered the actual cause of the bug, and it was literally two characters that were causing this whole thing. In the GPU, I was storing the length of the transfer in a u16 instead of a u32, so if the transfer length was two large it would just truncate the value to 16 bits and the GPU would go out of sync with the DMAC, causing it to interpret DMA data as GPU commands, corrupting VRAM. To fix this I just changed it from u16 to u32. I stayed up all night trying to fix this and the fix was just 2 characters >:(

This fixing this one issue fixed most of the games that weren’t working before (to some degree at least)! Next I’m going to work on the video decoder (MDEC).

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Comments

Luke
Luke 14 minutes ago

Things i couldn’t add because it wouldn’t let me post the full devlog even though it was under 2000 chars:

  • One of the reasons I thought it was a CDROM issue for so long was that Wipeout 2097 kept printing CDROM read errors which I thought was related to this
  • A lot of bugs are super agonising like this in emulators because there are so many complicated, interconnected systems that can cause issues and its very difficult to debug them when something goes wrong.
  • Some of the games that have been fixed include: Spyro, Gran Turismo 1, Wipeout 2097, Quake II, Colin McRae Rally, and Driver (gets to the menu)
ChefThi

🤖 The End of Manual Labor (Autonomous Mode)
I’ve officially implemented Option 99 (Autonomous Mode). The engine now runs in a continuous loop,
watching for script files or backend signals. If a new idea hits the queue, the engine captures it,
renders it, and delivers the final video without me touching a single button. This is the foundation for
scaling production on mobile.

🎨 The “Absolute Cinema” Look (v1.6)
I wasn’t happy with “raw” renders. To give the videos a signature look, I added a post-processing layer
directly in the FFmpeg chain:

  • Color Grading: Dynamic contrast and saturation boosts.
  • Vignette Effect: That classic “cinema” dark-border focus that draws the eye to the center.
    The output now feels like a finished product, not just a test render.

🔊 Studio-Grade Audio (EBU R128)
Consistency is key. I implemented Audio Mastering (Loudnorm) to hit the industry standard of -14 LUFS
(the same used by YouTube and Spotify). No more videos that are too quiet or clipping—everything sounds
professional and balanced.

🧹 Clean House, Clean Mind
I did a deep cleanup of the GitHub repository. I used git rm –cached to strip away internal roadmaps
and simulation logs an tests of the pipeline. The public repo now holds only the pure Engine Core, keeping my portfolio sharp and focused on the code that actually matters.
P.S. Ieave the screen turn-off and paused the recording

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Lisha

(69% work done)

today was so frustrating but also so satisfying by the end. phase 6 was about making the satellite actually interactive. built a clickable registry using a reg() function that stores every mesh by name so the raycaster knows which part got hit. then added hover detection inside the animate loop using Raycaster. had lots of bugs and the worst one was the highlight appearing in the completely wrong position, hovering near a part but not on it. turned out mouse coordinates were being calculated relative to the whole window instead of just the canvas, fixed it with getBoundingClientRect(). now hovering works perfectly on every part and it feels like a real interactive app :3

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Comments

hridaykrishna2007
hridaykrishna2007 20 minutes ago

Nicee!

Raqeeb

Finished the login page and reused the left/right layout from the signup page.
Fixed issues with Axios base URL and corrected imports from react-router to react-router-dom.
Set up and tested Vercel deployment, including adding and updating the vercel.json configuration.

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Pz

Created Dashboard UI.
I have used some if AI to create UI part apart from that in backend AI is not used.
Still fixing UI bugs.

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Pragnyan Ramtha Adapa

finally coded up the attention part in “attention is all you need paper”

how was the experience ? awful

how many times did it fail ? near infinity,

but finally it work as the matplotlib graphs were showing up correctly.

tho i havn’t uploaded anything yet, but ill make all of this public soon ! 😭

but since i’m done with this, im thinking to build with somthing only via this library,

i’m thinking to build an sdk of kind. so others can just use it, also i wanna also train the model themselves without that much compute, ideas are invited.

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naveenkarthi.mn

i have created the feature function, and also the anti gravity function has enhanced with the blast effect while clicking the antigravity power and also enhance the bird falling effect

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Shish

(v0.5.2-alpha) Fixing UI


Updates

  • No major updates, just implemented @qwik’s suggestions
  • Fixed UI

What next?

  • I am planning to develop another feature where users can compare prices of two different commodities

Changelog

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speedhawks

Changes

TOO MUCH DEBUGGING!!!
Woo! we got it working, the relay mesh is working perfectly , I did some changes for offline decryption like fallback to noise_x instead of noise_xx , like one way encryption
Fixed multiple connections bugs, so now your connection is stable and does not overload the relay.
Almost all bugs have been fixed and with improved latency stability.
Now its almost time to publish on PyPi

Changelog

  • fix: daemon bugs (1e1e809)
  • Revert “fix: daemon bugs” (fc5ad52)
  • fix: bugs of daemon (2ba7f90)
  • fix: send “stored” message (c71b918)
  • fix: relay mesh conn drops (1a7e89b)
  • fix: mesh forwading (c56f89e)
  • fix: mesh delivery, daemon tasks, ui hangs (b866904)
  • fix: client side bugs (6866303)
  • fix: daemon multiple connections (0050e04)
  • refactor: daemon startup and management (a97f2d2)

TODOS

  • allow easier user setups
  • encrypt sqlite db
  • store messages on db instead of memory (for relays)
  • refactor tui for more smooth looks
  • publish to pypi
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jacobjraaff

Ok, so I took some time away from the action script, and I’ve been working on video tags, so hopefully I will have a ship soon of a proof of concept, I will add more updates when I am done with the video rendering…

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prakashpvp2007

change the lobby style and add flying speed, show the flappy bird heading,the bird is flying in middle of the screen up and down in lobby after start it goes to the position .i fixed the bird speed and amplitute in lobby use everywhere in my code ,the game is also suitable for mobile.

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HelloFaizan

Coded the country flag component also, used flagcdn api for flags at low quality, removed the decimal of percentage for all other cards

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bhimesh

Alright i saw a bug in the website so i went in and fixed it. took awhile. i Made the game start with a 5 second delay and now you wont lose in like 10 second in the hardcore game

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tanishathakur25

Project Name:

User Details Form

Date:

March 18, 2026

Description:

This project is a simple user form built with HTML, CSS, and JavaScript. The form takes multiple inputs from the user, such as name, age, place, father’s name, hobby, gender, mobile number, email, skills, and favorite subject. Upon submission, the entered data is displayed dynamically on the page.

Features Implemented:

Created a clean and user-friendly form interface

Took multiple inputs from the user

Added JavaScript DOM to handle form submission

Displayed the user’s details dynamically after submission

Styled the form with CSS to make it visually appealing

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toby2

I made the reward system use a table rather than a single reward, and also added a description to the full inventory notification because it looks better

next I’m going to try to build in selling

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Lakshan J

Try to add a sub-sprite to the spaceship so when it fly it will appear and whne you fall it will disappear

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vikram26

So when i was moving the top icon the icons below it shifts to top to fill the vacancy to add that i made so that when placing the icon on viewport i am also adding a invisible icon that is exact dimension of real icon so even when moved it the below icons doesn’t shift and instead of flexing the div i made a grid system i calculate maximum icons placed per col and after placing it the col gets filled i move to another col to fill the rest.

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