From 8f32fd58cafe677c07d9ed9fff84f6e255156d37 Mon Sep 17 00:00:00 2001
From: darkuss <darkussdelta@gmail.com>
Date: Sat, 22 Aug 2026 01:58:37 +0200
Subject: holy shit i'm finally done

---
 src/desktop/files/internetExploder.tsx | 54 ++++++++++++++++++++++++++++++++++
 1 file changed, 54 insertions(+)
 create mode 100644 src/desktop/files/internetExploder.tsx

(limited to 'src/desktop/files/internetExploder.tsx')

diff --git a/src/desktop/files/internetExploder.tsx b/src/desktop/files/internetExploder.tsx
new file mode 100644
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--- /dev/null
+++ b/src/desktop/files/internetExploder.tsx
@@ -0,0 +1,54 @@
+import { VirtualTextFile } from "$/apps/source";
+import { Hr } from "../hr";
+import { Link } from "../link";
+
+export default {
+    name: "Internet Exploder.txt",
+    type: "text",
+    content: (
+        <>
+<h1>Free Download</h1>
+<h3>100% working no virus</h3>
+<Hr />
+<h2>Sound design</h2>
+<p>I remember watching <Link link="https://www.youtube.com/embed/U4FNBMZsqrY" type="link">a GDC talk by Mick Gordon</Link> about his workflow when making the music for <Link link="https://en.wikipedia.org/wiki/Doom_(2016_video_game)" type="link">DOOM (2016)</Link>. Mick showed how he started the sound design chain with a sine wave, because it is “the most pure representation of what sound can be”. He then started experimenting by putting different guitar pedals in series and created feedback loops.</p>
+<Link type="image" link="https://sunnexo.moe/music/internet-exploder/mick-gordon-chain.png" />
+<p>It sounds pretty awesome and unlike anything I had heard prior to playing the game, and I liked it so much I tried creating a similar bass sound in <Link link="https://kilohearts.com/products/phase_plant" type="link">Phase Plant</Link>. Also starting with a sine and adding different effects on top of it just to see what would happen. The end result is very different but still cool in its own way.</p>
+<p>This is what the patch sounds like with and without effects:</p>
+<Link type="audio"  link="https://sunnexo.moe/music/internet-exploder/bass-no-fx.ogg" />
+<Link type="audio"  link="https://sunnexo.moe/music/internet-exploder/bass-with-fx.ogg" />
+<Link type="image" link="https://sunnexo.moe/music/internet-exploder/phase-plant-mick-gordon-impression.webp" />
+<p>I started with a simple sine and wavetable, and added a big chain of distortion after it. It’s a pretty huge difference before and after. One thing I really like about this experiment is the Multipass instance called “ring air convolver”, which is just a convolution reverb that only affects the high end. The impulse response it’s using is just the tail of a random dubstep snare I found and it works surprisingly well to add top end to the bass. I also have a frequency shifter at the end of the chain that gets automated later on in the track.</p>
+<Link type="image" link="https://sunnexo.moe/music/internet-exploder/ring-air.webp" />
+<Hr/>
+<h2>Rhythm</h2>
+<p>I kept getting samey results in my own music, and wanted to make something a little more daring and different, so I ended up taking inspiration from the way Mick tackled music production as well. He discussed how changing your process is necessary if you want to change the outcome, and that’s exactly what I did!</p>
+<p>This time, I paid a lot of attention to the rhythmic pattern. I started by making an irregular rhythm, where some notes are offset by a 16th note so they hit just after the spot you expect them to be in, as if they’re lagging behind and catching up. I don’t usually make rhythms this way, and thought it would be interesting to try making an entire song around it.</p>
+<Link type="image" link="https://sunnexo.moe/music/internet-exploder/internet-exploder-rhythm.webp" /> <Link type="audio"  link="https://sunnexo.moe/music/internet-exploder/rhythm.ogg" />
+<p>As of writing this I’m in art university studying music and technology, and I’ve learned a bit about sheet music. Now I actually know how to transcribe simple rhythms, so I did this one for fun!</p>
+<Link link="https://www.youtube.com/embed/iW9F3rifPzY"type="link" block />
+<Hr/>
+<h2>Artwork</h2>
+<p>For this cover art I worked together with <Link link="https://x.com/Rokushini" type="link">Rokushini</Link> and <Link link="https://code.textmode.art/" type="link">humanbydefinition</Link>!</p>
+<p>Rokushini is an illustrator, character designer and 3D artist, and I’ve always wondered what their artstyle would look like in pixel art. So I reached out and we decided to make something inspired by <Link link="https://en.wikipedia.org/wiki/Flipnote_Studio" type="link">Flipnote Studio</Link>. It’s characterized by messy pixelated brush strokes, limited colors and dithering effects. They had not done pixel art prior to this project so it was a little challenging to get started, but the end result is almost exactly as I had hoped!</p>
+<Link type="image" link="https://sunnexo.moe/music/internet-exploder/INTEXPL_Blink_Loop.gif" pixelated /> <Link type="image" link="https://sunnexo.moe/music/internet-exploder/figma-board.webp" />
+<Hr/>
+<h2>Textmode</h2>
+<p>Humanbydefinition is the creator of <Link link="https://code.textmode.art/" type="link">textmode.js</Link>, a creative coding library designed to make textmode graphics using JavaScript. At first I reached out to them because I had some issues with my code for an entirely unrelated project. Eventually we figured it out and I started experimenting more with the textmode.js library. Humanbydefinition actually went and made some tools for me that interpret video footage as textmode tiles, which I’ve used extensively throughout the music video. Huge thanks to them for the effort, this video wouldn’t have looked as cool without the tools.</p>
+<blockquote>
+    <p>my contribution was mostly about tooling rather than direct creative decisions. i onboarded sunnexo to textmode.js and put together a few basic sketches to convert video frames into textmode representations. to make the visuals work with the video’s palette and overall vibe, i added a small shader that remaps the source image colors to a limited palette by picking the closest match per pixel.</p>
+    <p>after that it was mostly just testing, tweaking, and making sure nothing got in the way. working with sunnexo was genuinely pleasant, especially because everything felt open and uncomplicated. (っ◔｡◔)♪♬</p>
+</blockquote>
+<p class="credit">Written by @humanbydefinition</p>
+<p>I used a bunch of random footage for the background, such as <Link link="https://paveldogreat.github.io/WebGL-Fluid-Simulation/" type="link">fluid simulations</Link>, Garry’s Mod gameplay and recordings I made using my camera.</p>
+<Link type="image" link="https://sunnexo.moe/music/internet-exploder/fluid.webp" />
+<Hr/>
+<h2>Typography</h2>
+<p>Inspired by the art from <Link link="https://www.desktopgeneration.com/" type="link">desktopGeneration</Link> and <Link link="https://polyducks.co.uk/pages/what-is-textmode/" type="link">textmode</Link> I made my logotype using a font called <Link link="https://blog.glyphdrawing.club/moebiusxbin-ascii-and-text-mode-art-editor-with-custom-font-support/" type="link">TES-GIGR (created by hlotvonen)</Link>. I used a program called <Link link="https://lvllvl.com/" type="link">lvllvl</Link> to assemble the typography. I started by copying another logo I saw called “angel” so I could understand the way the original creator used the tiles. From there I started iterating on my own logo. It was a painstakingly long task to find each tile to place in the right spots, but I think the end result is worth it.</p>
+<Link type="image" link="https://sunnexo.moe/music/internet-exploder/lvllvl.png" /> <Link type="image" link="https://sunnexo.moe/music/internet-exploder/logotype.png" />
+
+        </>
+    ),
+    height: "70vh",
+    width: "70vw",
+} as VirtualTextFile;
-- 
cgit v1.2.3

