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#retrodev

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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.

#retrodev #rpg #gamedev

Please boost

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: edm2.com/index.php/TopSpeed_Pa

Does anyone have a copy of TopSpeed Pascal? I need to try writing Pascal software for #EPOC16. The documentation would be really handy, too.

www.edm2.comTopSpeed Pascal - EDM2
My latest artwork is a shinto shrine inspired by the town of Sawara, Japan. Also, the first pixel art I've made in Krita on Linux! I could never get Clip Studio Paint to work with Lutris so knowing I can transfer this workflow is awesome.

Long image description (with some anatomy of a shrine type terminology) on my site gallery: https://pixelglade.net/artwork/pixelart.html#pixelart-shinto-shrine-sawara

#pixelart #pixelartist #commsopen #commissionsopen #openforcommissions #opencommissions #ドット絵 #illustration #pc98 #retrodev #retrogames #retrogaming #videogames #gamedev #pixelartist #1990s #digitalart #MastoArt #gameart #visualnovel #backgroundart #1980s #80s #80saesthetic #80svideogames #snes #gba #animeart #anime #pixels #shrine #japan #krita #kritaart #kritaartist

Crosstacks are Orthogonal Stack Views

github.com/ha1tch/ual/blob/mai
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

github.com/ha1tch/ual/blob/mai
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.

GitHubual/spec/incoming/ual-1.8-PROPOSAL-crosstacks.md at main · ha1tch/ualual is a stack-oriented programming language for small systems with a unified approach to program safety. - ha1tch/ual

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
github.com/ha1tch/zxa

The incipient ual programming language (very much in construction)
github.com/ha1tch/ual

zxvdu
A software-based display server for the Zx Spectrum
github.com/ha1tch/zxvdu

zxtex
Converts between pngs and bitmap textures for the ZX Spectrum and zxvdu (back and forth)
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.
github.com/ha1tch/unxgo

GitHubGitHub - ha1tch/zxa: A simple Z80 assembler for the ZX Spectrum written in GoA simple Z80 assembler for the ZX Spectrum written in Go - ha1tch/zxa
Continued thread

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.
github.com/ha1tch/ual/blob/mai

Hope you like it!

Continued thread

Other ideas in the works:

  • Adding the zxa assembler as one additional backend, to produce Z80 binaries.
    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

  • Write ual, or Z80 assembler, then send uxn or Z80 binaries to an ESP32 system, and have the binaries transmuted into Xtensa or RISC-V binaries as sort of shaders that run in-mcu.
GitHubGitHub - ha1tch/zxa: A simple Z80 assembler for the ZX Spectrum written in GoA simple Z80 assembler for the ZX Spectrum written in Go - ha1tch/zxa