Finishing touch on the Jurl cartridges. And because I’ve used such cheap address labels to print them the labels already look old and are starting to peel off - authentic #IndieDev #RetroDev #RetroGaming
Finishing touch on the Jurl cartridges. And because I’ve used such cheap address labels to print them the labels already look old and are starting to peel off - authentic #IndieDev #RetroDev #RetroGaming
Javascript auf MS-DOS? Ja, du hast richtig gelesen.
Mit DOjS wird der 386er zur Bühne für Creative Coding inkl. SVGA, Sound & Voodoo-Grafik!
Andre Seidelt zeigt auf dem #vcfe wie DOS zum Pixel-Playground wird.
Blue Submarine No.6: Time & Tide Navigation Menu Music (SEGA - 2000)
I wrote a tutorial for text-based coding in GB Studio — Hello World Four Ways
Learn how to use the GB Studio engine directly from GBVM, C, and Assembly! Along the way, learn a bit about the tech stack and tool chain!
This scummy arsehole is giving away the SMS version of Jurl, I charge $1 for it to help with development costs, and frankly it's slimey tossers like this that ruin the community
https://www.youtube.com/@MmmRevolution #RetroGaming #IndieDev #RetroDev #Scum
Ok, I've been a bit coy about it, but now I will say it with all the words:
I'm looking for collaborators with my #dungeoncrawler
The targets are DOS/386, if possible Amiga AGA (I do have a working build, but it's terribly slow) and the GameBoy Advance. I use a custom C90 3D engine.
Inspiration:
System Shock, Marathon 2, Doom 2 RPG, Phantasy Star I-IV, Albion (1995), Strife, Shining the Holy Ark, Wizardry, Etrian Odissey, X-Men and general Cyberpunk.
Please boost
There we go, new version of Jurl for the PC Engine / TurboGrafx uploaded. It's still free because I haven't added any SFX in yet. I had to tweak it a little because I realised the third level onwards were perhaps a little tricky https://tonsomo.itch.io/jurl-pc-engine-edition #IndieDev #RetroDev
Jebus, it took a LOT of work but I finally got a working music driver for the PC Engine version of Jurl. To celebrate i've implemented another horrific version of Fur Elise - will upload an update soon. #IndieDev #RetroDev #RetroGaming
More experiments with isometric graphics sets for the C64! It's impressive what can be done even with the built in VIC graphics modes!
HIVEMIND: Does anyone have a copy of the TopSpeed Pascal 3.10 compiler?
I've discovered something. I can't unsee it. So now I have to follow it through.
The [TopSpeed] Pascal compiler could also be used to develop software for the Psion series 3 in a roundabout way if used with the PSION s3 SDK, as the environment allowed you to develop Pascal code with C code, headers and libraries you could get functional s3 apps by linking the Pascal code with the required C headers/libs and then compiling everything with the PSION SDK, in rare cases needing a little bit of glue C code.
Source: http://www.edm2.com/index.php/TopSpeed_Pascal
Does anyone have a copy of TopSpeed Pascal? I need to try writing Pascal software for #EPOC16. The documentation would be really handy, too.
Are you a fan of lasers (you'll see what I did there later) ?
WIP gameplay of the first part of the second area of my as-yet unnamed #Amiga isometric arcade adventure game.
https://youtu.be/vcwtM8UG8nE [YT]
This probably calls for a devlog...
Crosstacks are Orthogonal Stack Views
https://github.com/ha1tch/ual/blob/main/spec/incoming/ual-1.8-PROPOSAL-crosstacks.md
Crosstacks are a new ual kind of element that provides orthogonal views across multiple stacks (think: a row of a spreadsheet that traverses several stack columns).
This extension lets you work with data in both vertical (traditional stack) and horizontal (cross-stack) directions with equal efficiency. With crosstacks, you can elegantly express complex operations on multi-dimensional data without specialized syntax. Tailored for matrix operations, image processing, and tensor calculations while maintaining ual's philosophy of explicit, efficient operations.
HA-HT
https://github.com/ha1tch/ual/blob/main/doc/compiler/crosstack-implementation/haht.md
Under the hood, crosstacks use a Hybrid Adaptive Hash-Tree structure that combines direct addressing with specialized data structures. The first two levels provide O(1) access to positions, while the third level adapts between five different implementations based on actual usage patterns. This approach delivers consistent performance for both vertical and horizontal access while efficiently handling sparse data and diverse workloads. At this time this is our best candidate implementation.
A new version of the Sinclair Spectrum port of Jurl is available, with the addition of a poor rendition of Fur Elise this marks the 1.0 release.
As such i've made it $1 now, which will help finance future games.
https://tonsomo.itch.io/jurl-sinclair-spectrum #RetroGaming #RetroComputing #IndieDev #RetroDev
Oh by the way, all my latest stuff is under the Apache 2.0 licence, which means it is both Free and Open Source Software (according to the most reputable non-beer definitions)
Among them the zxa assembler
https://github.com/ha1tch/zxa
The incipient ual programming language (very much in construction)
https://github.com/ha1tch/ual
zxvdu
A software-based display server for the Zx Spectrum
https://github.com/ha1tch/zxvdu
zxtex
Converts between pngs and bitmap textures for the ZX Spectrum and zxvdu (back and forth)
https://github.com/ha1tch/zxtex
Among other things...
The exception to the rule is uxngo, an implementation of the uxn virtual machine, which is under the MIT licence, mostly for perfect compatibility and reciprocity with the Hundred Rabbits work.
https://github.com/ha1tch/unxgo
New #ual programmers can start coding following most ideas they would assume to work using Lua, and progressively adopt the ual-specific stacked mode when it makes sense. For example, in resource-constrained systems where an algorithm using a Forth-like stack can be more efficient for certain tasks.
The > operator indicates a line that operates on the stack system, using a vocabulary for the most part similar to Forth's.
The @stackname > expression allows the programmer to select on which stack the operations are executed. The system comes with a data stack (@dstack) and a return stack (@rstack) built-in, but you can instantiate new ones, since stacks are first class objects in ual.
Take for example this implementation of Dijkstra's shortest path algorithm, uses its own separate stack to perform its computation.
https://github.com/ha1tch/ual/blob/main/examples/dijkstra.ual
Hope you like it!
This is something I pondered quite a lot about, and it looks almost Rust-like, which I believe offers a better way to handle errors at least for the typical use cases that ual aims for.
Let me know what you think!
Other ideas in the works:
Adding the zxa assembler as one additional backend, to produce Z80 binaries.
https://github.com/ha1tch/zxa
in the future this could allow ual programs to target the ZX Spectrum and the RC2014.
Adding a uxntal backend to produce uxn roms.
Introducing the concept of transmutation