#retrocoding — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #retrocoding, aggregated by home.social.
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It was a cold and rainy day today so I decided to rework the parser of my text adventure game skeleton.
So now you can enter a simple sentence as can be seen in the screenshot which is better than the two-word approach I initially implemented (still not Infocom like but then that's not what I am after).
What happens in the background is that the user input is split into sub-strings which are then checked against a list of strings (e.g. object names, verbs), leaving their corresponding list index number on the stack. These numbers are then used within the actual game logic.
Oh, and I've added some colors - now the thing is beginning to look like a game ...
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It was a cold and rainy day today so I decided to rework the parser of my text adventure game skeleton.
So now you can enter a simple sentence as can be seen in the screenshots which is better than the two-word approach I initially implemented (still not Infocom like but then that's not what I am after).
What happens in the background is that the user input is split into sub-strings which are then checked against a list of strings (e.g. object names, verbs), leaving their corresponding list index number on the stack. These numbers are then used within the actual game logic.
Oh, and I've added some colors - now the thing is beginning to look like a game ...
-
It was a cold and rainy day today so I decided to rework the parser of my text adventure game skeleton.
So now you can enter a simple sentence as can be seen in the screenshots which is better than the two-word approach I initially implemented (still not Infocom like but then that's not what I am after).
What happens in the background is that the user input is split into sub-strings which are then checked against a list of strings (e.g. object names, verbs), leaving their corresponding list index number on the stack. These numbers are then used within the actual game logic.
Oh, and I've added some colors - now the thing is beginning to look like a game ...
-
It was a cold and rainy day today so I decided to rework the parser of my text adventure game skeleton.
So now you can enter a simple sentence as can be seen in the screenshots which is better than the two-word approach I initially implemented (still not Infocom like but then that's not what I am after).
What happens in the background is that the user input is split into sub-strings which are then checked against a list of strings (e.g. object names, verbs), leaving their corresponding list index number on the stack. These numbers are then used within the actual game logic.
Oh, and I've added some colors - now the thing is beginning to look like a game ...
-
It was a cold and rainy day today so I decided to rework the parser of my text adventure game skeleton.
So now you can enter a simple sentence as can be seen in the screenshots which is better than the two-word approach I initially implemented (still not Infocom like but then that's not what I am after).
What happens in the background is that the user input is split into sub-strings which are then checked against a list of strings (e.g. object names, verbs), leaving their corresponding list index number on the stack. These numbers are then used within the actual game logic.
Oh, and I've added some colors - now the thing is beginning to look like a game ...
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Had a day off today and used the free time to implement "take", ""drop" and "inv" (inventory) for that #text #adventure #game skeleton I'm occasionally tinkering with.
On the #Commodore64 I use #durexforth, but the same code also works on the #MyNorMy4th and with #gforth and I plan to get it to work on the #Minstrel4d as well.
I still use just a two-word #parser at the moment but I'm already looking into ways of expanding that (will not be as great as Infocom but better than it is now).
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Had a day off today and used the free time to implement "take", ""drop" and "inv" (inventory) for that #text #adventure #game skeleton I'm occasionally tinkering with.
On the #Commodore64 I use #durexforth, but the same code also works on the #MyNorMy4th and with #gforth and I plan to get it to work on the #Minstrel4d as well.
I still use just a two-word #parser at the moment but I'm already looking into ways of expanding that (will not be as great as Infocom but better than it is now).
-
Had a day off today and used the free time to implement "take", ""drop" and "inv" (inventory) for that #text #adventure #game skeleton I'm occasionally tinkering with.
On the #Commodore64 I use #durexforth, but the same code also works on the #MyNorMy4th and with #gforth and I plan to get it to work on the #Minstrel4d as well.
I still use just a two-word #parser at the moment but I'm already looking into ways of expanding that (will not be as great as Infocom but better than it is now).
-
Had a day off today and used the free time to implement "take", ""drop" and "inv" (inventory) for that #text #adventure #game skeleton I'm occasionally tinkering with.
On the #Commodore64 I use #durexforth, but the same code also works on the #MyNorMy4th and with #gforth and I plan to get it to work on the #Minstrel4d as well.
I still use just a two-word #parser at the moment but I'm already looking into ways of expanding that (will not be as great as Infocom but better than it is now).
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Had a day off today and used the free time to implement "take", ""drop" and "inv" (inventory) for that #text #adventure #game skeleton I'm occasionally tinkering with.
On the #Commodore64 I use #durexforth, but the same code also works on the #MyNorMy4th and with #gforth and I plan to get it to work on the #Minstrel4d as well.
I still use just a two-word #parser at the moment but I'm already looking into ways of expanding that (will not be as great as Infocom but better than it is now).
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🤦♂️ Oh, look! Someone decided to revive the 1980s by writing a web server in #ARM64 assembly—because obviously, the world was clamoring for that. 🙄 Instead of using anything remotely practical like #Nginx, let's waste time reinventing the wheel with raw syscalls, because, why not? 🚀
https://imtomt.github.io/ymawky/ #webserver #assembly #retrocoding #reinventingthewheel #HackerNews #ngated -
🤦♂️ Oh, look! Someone decided to revive the 1980s by writing a web server in #ARM64 assembly—because obviously, the world was clamoring for that. 🙄 Instead of using anything remotely practical like #Nginx, let's waste time reinventing the wheel with raw syscalls, because, why not? 🚀
https://imtomt.github.io/ymawky/ #webserver #assembly #retrocoding #reinventingthewheel #HackerNews #ngated -
🤦♂️ Oh, look! Someone decided to revive the 1980s by writing a web server in #ARM64 assembly—because obviously, the world was clamoring for that. 🙄 Instead of using anything remotely practical like #Nginx, let's waste time reinventing the wheel with raw syscalls, because, why not? 🚀
https://imtomt.github.io/ymawky/ #webserver #assembly #retrocoding #reinventingthewheel #HackerNews #ngated -
🤦♂️ Oh, look! Someone decided to revive the 1980s by writing a web server in #ARM64 assembly—because obviously, the world was clamoring for that. 🙄 Instead of using anything remotely practical like #Nginx, let's waste time reinventing the wheel with raw syscalls, because, why not? 🚀
https://imtomt.github.io/ymawky/ #webserver #assembly #retrocoding #reinventingthewheel #HackerNews #ngated -
🤦♂️ Oh, look! Someone decided to revive the 1980s by writing a web server in #ARM64 assembly—because obviously, the world was clamoring for that. 🙄 Instead of using anything remotely practical like #Nginx, let's waste time reinventing the wheel with raw syscalls, because, why not? 🚀
https://imtomt.github.io/ymawky/ #webserver #assembly #retrocoding #reinventingthewheel #HackerNews #ngated -
I've felt compelled to try and recreate one of the first games I ever wrote, but now for the Commodore 64 (it was a Flash game, originally. Me trying as best I could to make a clone of Kaboom!, ha.)
Also a nice opportunity I suppose to show up my new desktop setup, lol. :X
#retrocomputing #retrocoding #commodore64 #gamedev #indiedev
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tinkering with #durexforth on the
#Commodore64, doing some #retrocodingI have compiled Durexforth from source, using the "master" branch. The main reason for this being that - unlike the official 5.0.0 release - the most recent code allows the S" word to be used in interactive mode.
Even more interesting is the fact that there already is a COUNT word but not its counterpart PLACE - so I provided that myself. And that eventually enabled me to provide a new, custom word: S, (which you may know from gforth)
S, will add a counted string to the dictionary, starting at HERE
Which eventually gives us a the ability to create nice lists of strings. 💡
Now, why do all of this (despite having fun)? 🤔
Well, remember when I put together a two-word parser for a simple #textadventure #game in DX-Forth on CP/M? 🔄
(https://oldbytes.space/@Wintermute_BBS/115996588963884170)With my additions in place that code now also runs on Durexforth without any changes (despite ASCII to PETSCII conversion) .... yay!
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tinkering with #durexforth on the
#Commodore64, doing some #retrocodingI have compiled Durexforth from source, using the "master" branch. The main reason for this being that - unlike the official 5.0.0 release - the most recent code allows the S" word to be used in interactive mode.
Even more interesting is the fact that there already is a COUNT word but not its counterpart PLACE - so I provided that myself. And that eventually enabled me to provide a new, custom word: S, (which you may know from gforth)
S, will add a counted string to the dictionary, starting at HERE
Which eventually gives us a the ability to create nice lists of strings. 💡
Now, why do all of this (despite having fun)? 🤔
Well, remember when I put together a two-word parser for a simple #textadventure #game in DX-Forth on CP/M? 🔄
(https://oldbytes.space/@Wintermute_BBS/115996588963884170)With my additions in place that code now also runs on Durexforth without any changes (despite ASCII to PETSCII conversion) .... yay!
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tinkering with #durexforth on the
#Commodore64, doing some #retrocodingI have compiled Durexforth from source, using the "master" branch. The main reason for this being that - unlike the official 5.0.0 release - the most recent code allows the S" word to be used in interactive mode.
Even more interesting is the fact that there already is a COUNT word but not its counterpart PLACE - so I provided that myself. And that eventually enabled me to provide a new, custom word: S, (which you may know from gforth)
S, will add a counted string to the dictionary, starting at HERE
Which eventually gives us a the ability to create nice lists of strings. 💡
Now, why do all of this (despite having fun)? 🤔
Well, remember when I put together a two-word parser for a simple #textadventure #game in DX-Forth on CP/M? 🔄
(https://oldbytes.space/@Wintermute_BBS/115996588963884170)With my additions in place that code now also runs on Durexforth without any changes (despite ASCII to PETSCII conversion) .... yay!
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tinkering with #durexforth on the
#Commodore64, doing some #retrocodingI have compiled Durexforth from source, using the "master" branch. The main reason for this being that - unlike the official 5.0.0 release - the most recent code allows the S" word to be used in interactive mode.
Even more interesting is the fact that there already is a COUNT word but not its counterpart PLACE - so I provided that myself. And that eventually enabled me to provide a new, custom word: S, (which you may know from gforth)
S, will add a counted string to the dictionary, starting at HERE
Which eventually gives us a the ability to create nice lists of strings. 💡
Now, why do all of this (despite having fun)? 🤔
Well, remember when I put together a two-word parser for a simple #textadventure #game in DX-Forth on CP/M? 🔄
(https://oldbytes.space/@Wintermute_BBS/115996588963884170)With my additions in place that code now also runs on Durexforth without any changes (despite ASCII to PETSCII conversion) .... yay!
-
tinkering with #durexforth on the
#Commodore64, doing some #retrocodingI have compiled Durexforth from source, using the "master" branch. The main reason for this being that - unlike the official 5.0.0 release - the most recent code allows the S" word to be used in interactive mode.
Even more interesting is the fact that there already is a COUNT word but not its counterpart PLACE - so I provided that myself. And that eventually enabled me to provide a new, custom word: S, (which you may know from gforth)
S, will add a counted string to the dictionary, starting at HERE
Which eventually gives us a the ability to create nice lists of strings. 💡
Now, why do all of this (despite having fun)? 🤔
Well, remember when I put together a two-word parser for a simple #textadventure #game in DX-Forth on CP/M? 🔄
(https://oldbytes.space/@Wintermute_BBS/115996588963884170)With my additions in place that code now also runs on Durexforth without any changes (despite ASCII to PETSCII conversion) .... yay!
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10 Line BASIC on the C64 Ultimate Gets a Full 8-Bit Basic Code Tour
#Commodore64 #C64 #C64Ultimate #BASICProgramming #RetroComputing #8BitBasic #Commodore #RetroCoding
https://theoasisbbs.com/10-line-basic-on-the-c64-ultimate-gets-a-full-8-bit-basic-code-tour/?fsp_sid=5484 -
Doing one of those Premiere video things on YouTube. Developing a Sublime Text plugin. In this case, for editing Commodore 64 BASIC. Fun stuff! https://youtu.be/LlyACog5IFo #RetroCoding #OpenSource #Commodore64 #Coding #Python
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some of you may remember my little, Forth based BBS project (DXBBS). Well, I'm not pleased with the way the whole message system turned out. very bad coding style, bloated, yuck!
So I put everything on hold and started a new approach, one that will be compatible with my current RBBS message base format.
Below is the code and a first test I use to access those messages. The message file I am experimenting with is a copy of what is currently online on RC-BOX BBS.
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Presenting the "ATASCII Insert" plugin for #SublimeText. Provides shortcuts to insert ATASCII special characters in fonts like Atari Classic, EightBit Atari…
Install "AtariTools" too for truly sublime Atari code editing!
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Presenting the "ATASCII Insert" plugin for #SublimeText. Provides shortcuts to insert ATASCII special characters in fonts like Atari Classic, EightBit Atari…
Install "AtariTools" too for truly sublime Atari code editing!
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Presenting the "ATASCII Insert" plugin for #SublimeText. Provides shortcuts to insert ATASCII special characters in fonts like Atari Classic, EightBit Atari…
Install "AtariTools" too for truly sublime Atari code editing!
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Presenting the "ATASCII Insert" plugin for #SublimeText. Provides shortcuts to insert ATASCII special characters in fonts like Atari Classic, EightBit Atari…
Install "AtariTools" too for truly sublime Atari code editing!
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Presenting the "ATASCII Insert" plugin for #SublimeText. Provides shortcuts to insert ATASCII special characters in fonts like Atari Classic, EightBit Atari…
Install "AtariTools" too for truly sublime Atari code editing!
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C64 Vibe Assembler: A C64 Game Built With AI Help
#Commodore64 #C64 #MOS6502 #Assembly #CC65 #VICEEmulator #RetroCoding #VSCodium #GameDev #8Bit
https://theoasisbbs.com/c64-vibe-assembler-a-c64-game-built-with-ai-help/?fsp_sid=781 -
C64 Vibe Assembler: A C64 Game Built With AI Help
#Commodore64 #C64 #MOS6502 #Assembly #CC65 #VICEEmulator #RetroCoding #VSCodium #GameDev #8Bit
https://theoasisbbs.com/c64-vibe-assembler-a-c64-game-built-with-ai-help/?fsp_sid=781 -
C64 Vibe Assembler: A C64 Game Built With AI Help
#Commodore64 #C64 #MOS6502 #Assembly #CC65 #VICEEmulator #RetroCoding #VSCodium #GameDev #8Bit
https://theoasisbbs.com/c64-vibe-assembler-a-c64-game-built-with-ai-help/?fsp_sid=781 -
C64 Vibe Assembler: A C64 Game Built With AI Help
#Commodore64 #C64 #MOS6502 #Assembly #CC65 #VICEEmulator #RetroCoding #VSCodium #GameDev #8Bit
https://theoasisbbs.com/c64-vibe-assembler-a-c64-game-built-with-ai-help/?fsp_sid=781 -
C64 Vibe Assembler: A C64 Game Built With AI Help
#Commodore64 #C64 #MOS6502 #Assembly #CC65 #VICEEmulator #RetroCoding #VSCodium #GameDev #8Bit
https://theoasisbbs.com/c64-vibe-assembler-a-c64-game-built-with-ai-help/?fsp_sid=781 -
FYI: Retro Coding: QB64's Secret World of Coding! #shorts: QB64 lets one explore retro coding, but is it wise? Starting with math one may or may not understand, the journey might prove challenging. It's an adventure into obscurity. #QB64 #retroCoding #coding https://www.youtube.com/shorts/Zgbb8gZYdL0
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Memory Schmemory AGA Brings Multiplayer Matching to the Amiga
#Amiga #AGA #PuzzleGame #MemorySchmemory #AmiBlitz3 #BlitzBasic #RetroCoding #GameJam #IndieDev
https://theoasisbbs.com/memory-schmemory-aga-brings-multiplayer-matching-to-the-amiga/?fsp_sid=120 -
Memory Schmemory AGA Brings Multiplayer Matching to the Amiga
#Amiga #AGA #PuzzleGame #MemorySchmemory #AmiBlitz3 #BlitzBasic #RetroCoding #GameJam #IndieDev
https://theoasisbbs.com/memory-schmemory-aga-brings-multiplayer-matching-to-the-amiga/?fsp_sid=120 -
Memory Schmemory AGA Brings Multiplayer Matching to the Amiga
#Amiga #AGA #PuzzleGame #MemorySchmemory #AmiBlitz3 #BlitzBasic #RetroCoding #GameJam #IndieDev
https://theoasisbbs.com/memory-schmemory-aga-brings-multiplayer-matching-to-the-amiga/?fsp_sid=120 -
Memory Schmemory AGA Brings Multiplayer Matching to the Amiga
#Amiga #AGA #PuzzleGame #MemorySchmemory #AmiBlitz3 #BlitzBasic #RetroCoding #GameJam #IndieDev
https://theoasisbbs.com/memory-schmemory-aga-brings-multiplayer-matching-to-the-amiga/?fsp_sid=120 -
Memory Schmemory AGA Brings Multiplayer Matching to the Amiga
#Amiga #AGA #PuzzleGame #MemorySchmemory #AmiBlitz3 #BlitzBasic #RetroCoding #GameJam #IndieDev
https://theoasisbbs.com/memory-schmemory-aga-brings-multiplayer-matching-to-the-amiga/?fsp_sid=120 -
Retro Debugger 0.64.74 Fixes VIC Views and Adds SID Playback
#RetroDebugger #Commodore64 #C64 #Retrocoding #GameDev #Atari8bit #NESdev #VICE #SID #Demoscene
https://theoasisbbs.com/retro-debugger-0-64-74-fixes-vic-views-and-adds-sid-playback/?feed_id=7282&_unique_id=69528c447ee46 -
Kaivoin vähän kehittyneemmän Forth toteutuksen ja yritin saada sen laskemaan alkulukuja. Kaipa tuo nyt jollain tavalla jopa toimii, mutta on tämä aivan karmea ohjelmointikieli. Aikoinaan tietysti hyvä kun muistia koneissa oli hyvällä tuurilla maksimissaan 64 kilotavua ja usein alle sen. Forth tekee todella tiivistä koodia mikä oli tuohon aikaan tärkeää. Tähän on helppo sotkea myös assembler koodia sekaan ja tämä käyttämäni versio osaa itse kääntää itsensä.😝🤪
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Testasin aikani kuluksi, että vieläkö se Forth on hyppysissä. Reilu kolme vuosikymmentä ilman tätä sivilisaation huippusaavutusta sitten pyörän keksimisen oli tehnyt tehtävänsä, mutta sain sentään jotain pientä toimimaan. Samalla muistui takaisin mieleen miksi tähän ei kannata koskea edes pitkällä tikulla.😝🤪
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ICYMI: Retro Coding: QB64's Secret World of Coding! #shorts: QB64 lets one explore retro coding, but is it wise? Starting with math one may or may not understand, the journey might prove challenging. It's an adventure into obscurity. #QB64 #retroCoding #coding https://www.youtube.com/shorts/Zgbb8gZYdL0
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Retro Coding: QB64's Secret World of Coding! #shorts: QB64 lets one explore retro coding, but is it wise? Starting with math one may or may not understand, the journey might prove challenging. It's an adventure into obscurity. #QB64 #retroCoding #coding https://www.youtube.com/shorts/Zgbb8gZYdL0
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Screen RAM Coin Collection: Commodore Tutorials Guide
#C64Assembly #CommodoreTutorials #ScreenRAM #RetroCoding #GameDev
https://theoasisbbs.com/screen-ram-coin-collection-commodore-tutorials-guide/?feed_id=6800&_unique_id=692ef3b91d796 -
🌀 Behold! A daringly useless fork of Clang LLVM aiming for the 6502, because who doesn't want to waste modern resources on ancient tech? 🤔 Witness the groundbreaking achievement of "Hello World" on long-forgotten machines using your CPU's valuable cycles—because why not code like it's 1983? 🎉
https://llvm-mos.org/wiki/Welcome #ClangLLVM #AncientTech #UselessFork #RetroCoding #HelloWorld #HackerNews #ngated