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#kim1 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #kim1, aggregated by home.social.

  1. Almost done with the #kim1 motherboard. The only missing components are the audio jacks.
    I'll then build the aux card that plugs on the male header and that will provide RS232 and an IEC connector.

    I'll have to screw both this and a KIM-1 clone to a plywood board. Ideally, even though these connectors have a VERY tight grip, I'd like to also design and install card guides

  2. Almost done with the #kim1 motherboard. The only missing components are the audio jacks.
    I'll then build the aux card that plugs on the male header and that will provide RS232 and an IEC connector.

    I'll have to screw both this and a KIM-1 clone to a plywood board. Ideally, even though these connectors have a VERY tight grip, I'd like to also design and install card guides

  3. Almost done with the #kim1 motherboard. The only missing components are the audio jacks.
    I'll then build the aux card that plugs on the male header and that will provide RS232 and an IEC connector.

    I'll have to screw both this and a KIM-1 clone to a plywood board. Ideally, even though these connectors have a VERY tight grip, I'd like to also design and install card guides

  4. Almost done with the #kim1 motherboard. The only missing components are the audio jacks.
    I'll then build the aux card that plugs on the male header and that will provide RS232 and an IEC connector.

    I'll have to screw both this and a KIM-1 clone to a plywood board. Ideally, even though these connectors have a VERY tight grip, I'd like to also design and install card guides

  5. Almost done with the #kim1 motherboard. The only missing components are the audio jacks.
    I'll then build the aux card that plugs on the male header and that will provide RS232 and an IEC connector.

    I'll have to screw both this and a KIM-1 clone to a plywood board. Ideally, even though these connectors have a VERY tight grip, I'd like to also design and install card guides

  6. A few more components soldered to the MTU side plane for the #kim1 (by Eduardo Casino).
    I still miss a few connectors and headers.

  7. A few more components soldered to the MTU side plane for the #kim1 (by Eduardo Casino).
    I still miss a few connectors and headers.

  8. A few more components soldered to the MTU side plane for the #kim1 (by Eduardo Casino).
    I still miss a few connectors and headers.

  9. A few more components soldered to the MTU side plane for the #kim1 (by Eduardo Casino).
    I still miss a few connectors and headers.

  10. A few more components soldered to the MTU side plane for the #kim1 (by Eduardo Casino).
    I still miss a few connectors and headers.

  11. Uploaded a new version of AMAZE for the #kim1. This one includes the loader at the beginning of the tape and allows a selection of 4 mazes before proceeding with loading the rest.

    Currently it waits for an input from the player. I should probably add some kind of timeout which triggers the load of a random maze if the user doesn't select one (and does that within the silence interval between the two programs in the tape, so the user can just leave the tape playing).
    codeberg.org/hkzlab/AMaze_KIM-1

  12. Uploaded a new version of AMAZE for the #kim1. This one includes the loader at the beginning of the tape and allows a selection of 4 mazes before proceeding with loading the rest.

    Currently it waits for an input from the player. I should probably add some kind of timeout which triggers the load of a random maze if the user doesn't select one (and does that within the silence interval between the two programs in the tape, so the user can just leave the tape playing).
    codeberg.org/hkzlab/AMaze_KIM-1

  13. Uploaded a new version of AMAZE for the #kim1. This one includes the loader at the beginning of the tape and allows a selection of 4 mazes before proceeding with loading the rest.

    Currently it waits for an input from the player. I should probably add some kind of timeout which triggers the load of a random maze if the user doesn't select one (and does that within the silence interval between the two programs in the tape, so the user can just leave the tape playing).
    codeberg.org/hkzlab/AMaze_KIM-1

  14. Uploaded a new version of AMAZE for the #kim1. This one includes the loader at the beginning of the tape and allows a selection of 4 mazes before proceeding with loading the rest.

    Currently it waits for an input from the player. I should probably add some kind of timeout which triggers the load of a random maze if the user doesn't select one (and does that within the silence interval between the two programs in the tape, so the user can just leave the tape playing).
    codeberg.org/hkzlab/AMaze_KIM-1

  15. Uploaded a new version of AMAZE for the #kim1. This one includes the loader at the beginning of the tape and allows a selection of 4 mazes before proceeding with loading the rest.

    Currently it waits for an input from the player. I should probably add some kind of timeout which triggers the load of a random maze if the user doesn't select one (and does that within the silence interval between the two programs in the tape, so the user can just leave the tape playing).
    codeberg.org/hkzlab/AMaze_KIM-1

  16. Assembled a bit more of the #kim1 MTU motherboard (don't have the full component set for this one, so every time I get a new piece or find a scrap board with what I need, it gets added).
    Now drawing mazes (literally, on paper) for the "AMAZE!!!" game.

    About to go to the vet with Benny, my black cat, that is sneezing in a suspect way.

    And then, in the evening, I have to pickle some duck eggs.

    Might even sleep later.

  17. Assembled a bit more of the #kim1 MTU motherboard (don't have the full component set for this one, so every time I get a new piece or find a scrap board with what I need, it gets added).
    Now drawing mazes (literally, on paper) for the "AMAZE!!!" game.

    About to go to the vet with Benny, my black cat, that is sneezing in a suspect way.

    And then, in the evening, I have to pickle some duck eggs.

    Might even sleep later.

  18. Assembled a bit more of the #kim1 MTU motherboard (don't have the full component set for this one, so every time I get a new piece or find a scrap board with what I need, it gets added).
    Now drawing mazes (literally, on paper) for the "AMAZE!!!" game.

    About to go to the vet with Benny, my black cat, that is sneezing in a suspect way.

    And then, in the evening, I have to pickle some duck eggs.

    Might even sleep later.

  19. Assembled a bit more of the #kim1 MTU motherboard (don't have the full component set for this one, so every time I get a new piece or find a scrap board with what I need, it gets added).
    Now drawing mazes (literally, on paper) for the "AMAZE!!!" game.

    About to go to the vet with Benny, my black cat, that is sneezing in a suspect way.

    And then, in the evening, I have to pickle some duck eggs.

    Might even sleep later.

  20. Assembled a bit more of the #kim1 MTU motherboard (don't have the full component set for this one, so every time I get a new piece or find a scrap board with what I need, it gets added).
    Now drawing mazes (literally, on paper) for the "AMAZE!!!" game.

    About to go to the vet with Benny, my black cat, that is sneezing in a suspect way.

    And then, in the evening, I have to pickle some duck eggs.

    Might even sleep later.

  21. I now have a working "loader" for the "AMAZE!!!" #kim1 game.

    It starts, shows something on the display, waits for a selection from the keypad, copies the selected maze data (only one for now, need to design a few more) in the appropriate memory zone, then hands the control over the tape load routine in the monitor.

    The "player" can then push play on the tape reader and allow the main game to load.

    The end result sits in a single audio file with the two programs.

    BTW, before today I never used dosbox in a makefile.

  22. I now have a working "loader" for the "AMAZE!!!" #kim1 game.

    It starts, shows something on the display, waits for a selection from the keypad, copies the selected maze data (only one for now, need to design a few more) in the appropriate memory zone, then hands the control over the tape load routine in the monitor.

    The "player" can then push play on the tape reader and allow the main game to load.

    The end result sits in a single audio file with the two programs.

    BTW, before today I never used dosbox in a makefile.

  23. I now have a working "loader" for the "AMAZE!!!" #kim1 game.

    It starts, shows something on the display, waits for a selection from the keypad, copies the selected maze data (only one for now, need to design a few more) in the appropriate memory zone, then hands the control over the tape load routine in the monitor.

    The "player" can then push play on the tape reader and allow the main game to load.

    The end result sits in a single audio file with the two programs.

    BTW, before today I never used dosbox in a makefile.

  24. I now have a working "loader" for the "AMAZE!!!" #kim1 game.

    It starts, shows something on the display, waits for a selection from the keypad, copies the selected maze data (only one for now, need to design a few more) in the appropriate memory zone, then hands the control over the tape load routine in the monitor.

    The "player" can then push play on the tape reader and allow the main game to load.

    The end result sits in a single audio file with the two programs.

    BTW, before today I never used dosbox in a makefile.

  25. I now have a working "loader" for the "AMAZE!!!" #kim1 game.

    It starts, shows something on the display, waits for a selection from the keypad, copies the selected maze data (only one for now, need to design a few more) in the appropriate memory zone, then hands the control over the tape load routine in the monitor.

    The "player" can then push play on the tape reader and allow the main game to load.

    The end result sits in a single audio file with the two programs.

    BTW, before today I never used dosbox in a makefile.

  26. I actually took the time to type in the whole program on my #KIM1 clone, and it worked!

    So, I've decided to release it for everyone: codeberg.org/hkzlab/AMaze_KIM-1

    I've called it "AMAZE!!!".

    It's currently raw binary only. I plan to look into a tape conversion. Once done (and tested) I'll release that also.

    Hell, I'm also tempted to release this on itch.io just for shit and giggles. Like, maybe if you pay me 1€ I'll provide the pre-drawn map of the labyrinth to you in addition to the free game.

    You save in pencils and papers. It's the greatest deal.

    As usual ☕ on ko-fi if you think it's worth I spend my time doing these absurdities

  27. I actually took the time to type in the whole program on my #KIM1 clone, and it worked!

    So, I've decided to release it for everyone: codeberg.org/hkzlab/AMaze_KIM-1

    I've called it "AMAZE!!!".

    It's currently raw binary only. I plan to look into a tape conversion. Once done (and tested) I'll release that also.

    Hell, I'm also tempted to release this on itch.io just for shit and giggles. Like, maybe if you pay me 1€ I'll provide the pre-drawn map of the labyrinth to you in addition to the free game.

    You save in pencils and papers. It's the greatest deal.

    As usual ☕ on ko-fi if you think it's worth I spend my time doing these absurdities

  28. I actually took the time to type in the whole program on my #KIM1 clone, and it worked!

    So, I've decided to release it for everyone: codeberg.org/hkzlab/AMaze_KIM-1

    I've called it "AMAZE!!!".

    It's currently raw binary only. I plan to look into a tape conversion. Once done (and tested) I'll release that also.

    Hell, I'm also tempted to release this on itch.io just for shit and giggles. Like, maybe if you pay me 1€ I'll provide the pre-drawn map of the labyrinth to you in addition to the free game.

    You save in pencils and papers. It's the greatest deal.

    As usual ☕ on ko-fi if you think it's worth I spend my time doing these absurdities

  29. I actually took the time to type in the whole program on my #KIM1 clone, and it worked!

    So, I've decided to release it for everyone: codeberg.org/hkzlab/AMaze_KIM-1

    I've called it "AMAZE!!!".

    It's currently raw binary only. I plan to look into a tape conversion. Once done (and tested) I'll release that also.

    Hell, I'm also tempted to release this on itch.io just for shit and giggles. Like, maybe if you pay me 1€ I'll provide the pre-drawn map of the labyrinth to you in addition to the free game.

    You save in pencils and papers. It's the greatest deal.

    As usual ☕ on ko-fi if you think it's worth I spend my time doing these absurdities

  30. I actually took the time to type in the whole program on my #KIM1 clone, and it worked!

    So, I've decided to release it for everyone: codeberg.org/hkzlab/AMaze_KIM-1

    I've called it "AMAZE!!!".

    It's currently raw binary only. I plan to look into a tape conversion. Once done (and tested) I'll release that also.

    Hell, I'm also tempted to release this on itch.io just for shit and giggles. Like, maybe if you pay me 1€ I'll provide the pre-drawn map of the labyrinth to you in addition to the free game.

    You save in pencils and papers. It's the greatest deal.

    As usual ☕ on ko-fi if you think it's worth I spend my time doing these absurdities

  31. I decided to have some fun.
    Given that I designed a simple maze exploration game for the #KIM1, why not also design a leaflet to go with it while I have it on at the expo?

    I decided to use old magazines as an inspiration for the style. It's still unfinished, but is more or less true to what I had in mind.
    Hope you like it.

  32. I decided to have some fun.
    Given that I designed a simple maze exploration game for the #KIM1, why not also design a leaflet to go with it while I have it on at the expo?

    I decided to use old magazines as an inspiration for the style. It's still unfinished, but is more or less true to what I had in mind.
    Hope you like it.

  33. I decided to have some fun.
    Given that I designed a simple maze exploration game for the #KIM1, why not also design a leaflet to go with it while I have it on at the expo?

    I decided to use old magazines as an inspiration for the style. It's still unfinished, but is more or less true to what I had in mind.
    Hope you like it.

  34. I decided to have some fun.
    Given that I designed a simple maze exploration game for the #KIM1, why not also design a leaflet to go with it while I have it on at the expo?

    I decided to use old magazines as an inspiration for the style. It's still unfinished, but is more or less true to what I had in mind.
    Hope you like it.

  35. I decided to have some fun.
    Given that I designed a simple maze exploration game for the #KIM1, why not also design a leaflet to go with it while I have it on at the expo?

    I decided to use old magazines as an inspiration for the style. It's still unfinished, but is more or less true to what I had in mind.
    Hope you like it.

  36. It works! I added a "magic compass" for the key (3rd digit) and for the exit door (4th digit).
    They show the general direction of the items in relation to the player.

    The start placement of the player, key and door changes at every playthrough. #kim1

  37. It works! I added a "magic compass" for the key (3rd digit) and for the exit door (4th digit).
    They show the general direction of the items in relation to the player.

    The start placement of the player, key and door changes at every playthrough. #kim1

  38. It works! I added a "magic compass" for the key (3rd digit) and for the exit door (4th digit).
    They show the general direction of the items in relation to the player.

    The start placement of the player, key and door changes at every playthrough. #kim1

  39. It works! I added a "magic compass" for the key (3rd digit) and for the exit door (4th digit).
    They show the general direction of the items in relation to the player.

    The start placement of the player, key and door changes at every playthrough. #kim1

  40. It works! I added a "magic compass" for the key (3rd digit) and for the exit door (4th digit).
    They show the general direction of the items in relation to the player.

    The start placement of the player, key and door changes at every playthrough. #kim1

  41. You know what I think my maze-exploration game for the #kim1 lacks?

    A magical compass to help the player find the key and the exit door.

    I need to take care of some chores now, but I think I'll have a shot a it.

    I still have a few bytes free, even after I moved the maze data inside the main application space, out of the RRIOT memory.

  42. You know what I think my maze-exploration game for the #kim1 lacks?

    A magical compass to help the player find the key and the exit door.

    I need to take care of some chores now, but I think I'll have a shot a it.

    I still have a few bytes free, even after I moved the maze data inside the main application space, out of the RRIOT memory.

  43. You know what I think my maze-exploration game for the #kim1 lacks?

    A magical compass to help the player find the key and the exit door.

    I need to take care of some chores now, but I think I'll have a shot a it.

    I still have a few bytes free, even after I moved the maze data inside the main application space, out of the RRIOT memory.

  44. You know what I think my maze-exploration game for the #kim1 lacks?

    A magical compass to help the player find the key and the exit door.

    I need to take care of some chores now, but I think I'll have a shot a it.

    I still have a few bytes free, even after I moved the maze data inside the main application space, out of the RRIOT memory.

  45. You know what I think my maze-exploration game for the #kim1 lacks?

    A magical compass to help the player find the key and the exit door.

    I need to take care of some chores now, but I think I'll have a shot a it.

    I still have a few bytes free, even after I moved the maze data inside the main application space, out of the RRIOT memory.

  46. I'm writing a small """game""" for the unexpanded #kim1, for people to play around at the next expo.
    The player gets thrown in a labyrinth with a paper map (but they do not know where they start) and a lighter (use your imagination!) so they can see the walls around them.

    Armed with the map and a pencil they need to search for a key and an exit door.

    Right now I've written movement code, and the code to "display" the walls of the current labyrinth cell. The player is moving inside an empty 8x8 square here.

  47. I'm writing a small """game""" for the unexpanded #kim1, for people to play around at the next expo.
    The player gets thrown in a labyrinth with a paper map (but they do not know where they start) and a lighter (use your imagination!) so they can see the walls around them.

    Armed with the map and a pencil they need to search for a key and an exit door.

    Right now I've written movement code, and the code to "display" the walls of the current labyrinth cell. The player is moving inside an empty 8x8 square here.

  48. I'm writing a small """game""" for the unexpanded #kim1, for people to play around at the next expo.
    The player gets thrown in a labyrinth with a paper map (but they do not know where they start) and a lighter (use your imagination!) so they can see the walls around them.

    Armed with the map and a pencil they need to search for a key and an exit door.

    Right now I've written movement code, and the code to "display" the walls of the current labyrinth cell. The player is moving inside an empty 8x8 square here.

  49. I'm writing a small """game""" for the unexpanded #kim1, for people to play around at the next expo.
    The player gets thrown in a labyrinth with a paper map (but they do not know where they start) and a lighter (use your imagination!) so they can see the walls around them.

    Armed with the map and a pencil they need to search for a key and an exit door.

    Right now I've written movement code, and the code to "display" the walls of the current labyrinth cell. The player is moving inside an empty 8x8 square here.

  50. I'm writing a small """game""" for the unexpanded #kim1, for people to play around at the next expo.
    The player gets thrown in a labyrinth with a paper map (but they do not know where they start) and a lighter (use your imagination!) so they can see the walls around them.

    Armed with the map and a pencil they need to search for a key and an exit door.

    Right now I've written movement code, and the code to "display" the walls of the current labyrinth cell. The player is moving inside an empty 8x8 square here.