.PLAN: epmoyer
epmoyer
Posts: 314
Current Priorities
Right Now: Back from Scotland. Got to scan my head in an MRI while I was working on it. Pretty cool.
Now at least when people tell me I'm brainless I have some evidence to substantiate my claims.
1) Extreme 512K Full Color Bitmapped Video Driver
I'm creating a page swapping full color bitmapped video driver for the E512K card.
Not quite worthy of its own thread yet, but right now I'm posting progress to Jasper's
http://forums.parallax.com/showthread.php?p=655536 thread.
2) 16x2 LCD
Am interfacing a 16x2 LCD to the Hydra and writing a debug variable "watch" engine
to go with it.
The debug monitor is up and working and supports almost all the required data
types. Even though it's not quite finished it's already immensely useful. Almost done!
Discussed here: http://forums.parallax.com/showthread.php?p=653878
3) SpaceWar!
Has "gone H.A.M." and now uses the upper region of the 128K EEPROM to store music
and graphics assets. Will throw some more game options in for fun.
(project link below)
4) HDMF Support for HSS
I like the capabilities of the HSS sound driver. Gluing it to HDMF should not be hard
(dare I say.... Trivial? [noparse];)[/noparse] and then we'll have all kinds of fun. Might even use it
for SpaceWar! I need to do some HSS research first. Would be cool if the HDMF
Translator could also be a front end for editing HSS instruments, like it is today
for instruments using Nic's sound driver.
5) HYDRAPLANET.COM
I am putting together a web site where we can share and post our Hydra projects.
(It's not online yet so don't even bother trying the url.)
Discussed here: http://forums.parallax.com/showthread.php?p=652856
Got a new 320GB drive for the server but have been to busy to install it yet.
Released Projects:
Hydra Dense Music Format HDMF
HDMF is a suite of drivers, documentation, and utilities that enable the easy creation
and playback of complex, emotive, polyphonic music on the Hydra platform by converting
MIDI song data into HDMF data sets which can be played by HDMF drivers.
Location: http://forums.parallax.com/showthread.php?p=652719
SpaceWar!
A port of the classic game.
Version 025 now has music and some nice title and option screen graphics.
I'll be tweaking this game until the cows come home (in the time honored SpaceWar! tradition).
Location: http://forums.parallax.com/showthread.php?p=647476
Cardboard Guru's Donkey Kong
Pretty much "Done"! Steve did an incredible job and has raised the Hydra gaming bar
about 10x.
Location: http://forums.parallax.com/showthread.php?p=652832
SCCuM
Spin Conditional Compilation Manger (SCCuM) Utilitly.
A windows utility enabling conditional compilation constructs (#define, #if, #endif) in
SPIN code. In a nutshell, you can easily disable/enable multiple blocks of code to turn
different features in your SPIN programs on and off. Very useful for distributing code
that end user's may need to include some parts of but not others in order to optimize
space. Also useful for enabling/disabling debug code.
Done!
Location: http://forums.parallax.com/showthread.php?p=654555
Post Edited (epmoyer) : 6/21/2007 4:21:25 PM GMT
Right Now: Back from Scotland. Got to scan my head in an MRI while I was working on it. Pretty cool.
Now at least when people tell me I'm brainless I have some evidence to substantiate my claims.
1) Extreme 512K Full Color Bitmapped Video Driver
I'm creating a page swapping full color bitmapped video driver for the E512K card.
Not quite worthy of its own thread yet, but right now I'm posting progress to Jasper's
http://forums.parallax.com/showthread.php?p=655536 thread.
2) 16x2 LCD
Am interfacing a 16x2 LCD to the Hydra and writing a debug variable "watch" engine
to go with it.
The debug monitor is up and working and supports almost all the required data
types. Even though it's not quite finished it's already immensely useful. Almost done!
Discussed here: http://forums.parallax.com/showthread.php?p=653878
3) SpaceWar!
Has "gone H.A.M." and now uses the upper region of the 128K EEPROM to store music
and graphics assets. Will throw some more game options in for fun.
(project link below)
4) HDMF Support for HSS
I like the capabilities of the HSS sound driver. Gluing it to HDMF should not be hard
(dare I say.... Trivial? [noparse];)[/noparse] and then we'll have all kinds of fun. Might even use it
for SpaceWar! I need to do some HSS research first. Would be cool if the HDMF
Translator could also be a front end for editing HSS instruments, like it is today
for instruments using Nic's sound driver.
5) HYDRAPLANET.COM
I am putting together a web site where we can share and post our Hydra projects.
(It's not online yet so don't even bother trying the url.)
Discussed here: http://forums.parallax.com/showthread.php?p=652856
Got a new 320GB drive for the server but have been to busy to install it yet.
Released Projects:
Hydra Dense Music Format HDMF
HDMF is a suite of drivers, documentation, and utilities that enable the easy creation
and playback of complex, emotive, polyphonic music on the Hydra platform by converting
MIDI song data into HDMF data sets which can be played by HDMF drivers.
Location: http://forums.parallax.com/showthread.php?p=652719
SpaceWar!
A port of the classic game.
Version 025 now has music and some nice title and option screen graphics.
I'll be tweaking this game until the cows come home (in the time honored SpaceWar! tradition).
Location: http://forums.parallax.com/showthread.php?p=647476
Cardboard Guru's Donkey Kong
Pretty much "Done"! Steve did an incredible job and has raised the Hydra gaming bar
about 10x.
Location: http://forums.parallax.com/showthread.php?p=652832
SCCuM
Spin Conditional Compilation Manger (SCCuM) Utilitly.
A windows utility enabling conditional compilation constructs (#define, #if, #endif) in
SPIN code. In a nutshell, you can easily disable/enable multiple blocks of code to turn
different features in your SPIN programs on and off. Very useful for distributing code
that end user's may need to include some parts of but not others in order to optimize
space. Also useful for enabling/disabling debug code.
Done!
Location: http://forums.parallax.com/showthread.php?p=654555
Post Edited (epmoyer) : 6/21/2007 4:21:25 PM GMT
Comments
I'm also starting a .PLAN format (You're soaking in it).
Mmmm I Wish! That would be sweet! I've got a $20 Starbucks card for the first person who gets Monkey Island working in 32K
For projects where the end result is the thing, I guess that is convenient as a way of flagging up where the latest version is. But it wouldn't have been right for DK, where it was as much about taking people on the journey with me as it developed. I like having the comments following the post with the version that they are commenting on. And because I don't like this particular BB when it goes to multiple pages, I'm afraid I'm a a bit of a tart for starting new threads.
Is HydraPlanet going to be a general Hydra download site with all the latest versions of the major Hydra projects? If so, then the locating the download problem is going to go away anyway. I'd like it if more projects took the log it as it happens and follow the journey as the code evolves approach.
I agree; it's fun to watch a project come along and it gives everyone a chance to exchange ideas and contribute.
Yes, my intent is that HydraPlanet be a repository for at the very least completed projects, so that people can find them without having to dig through the forums. I'll find some way to address active/developing projects as well.
I think a good model is the Experimental Gameplay Project's site, which allows games (w/ screen shots) to be posted, shared, rated, and discussed. I'll deviate from their model to accommodate the unique needs of the Hydra community, but as a basic framework it's not a bad one. A mix between that and sourceforge is probably good. EGP's site is a bit random, and HydraPlanet will categorize things a bit more. Here, to pick an EGP game entirely at random, is an example: www.experimentalgameplay.com/game.php?g=339
That's probably why I was compelled to write SpaceWar! I love the emergent complex behavior of games based around physics engines.
Andre'
I'm prepping a new drive for that server so I'll at least put a holding page on it once the new drive is up and running. I'm still figuring out Drupal so it will be a little while before the site is functional.
Andre'
Just got my E512K card today; Thanks! My lack of sleep has finally caught up with me though so I'm going to turn in. If I start hacking 512K card video drivers it will be 2AM before I know it. Best to avoid the temptation. Very Hard. Must.... Resist.......
Have you considered using a 3rd party preprocessor? For example M4
http://www.gnu.org/software/m4/manual/m4.html
it's also for windows:
http://gnuwin32.sourceforge.net/packages/m4.htm
I haven't used it for anything, but I'll check it out sometime soon.
EDIT: So you got the card? I still haven't got mine yet... But please check out my filesystem, it's on the CD.
Be sure to use the new (Hss) 1.5 engine which is releasing in a few days. [noparse]:)[/noparse] *wink*
It'll have better everything. [noparse]:)[/noparse]
--Andrew Arsenault
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Paul Baker
Propeller Applications Engineer
Parallax, Inc.
Wow, thanks!
Yes, lets create one for Project's too. I don't think it has to be limited to games, but I think I'd stick with projects that are in some kind of a usable release state. I'd include (for starters):
Hydra Dense Music Format (HDMF)
http://forums.parallax.com/forums/default.aspx?f=33&m=193096
Donkey Kong
http://forums.parallax.com/forums/default.aspx?f=33&m=193209
Hydra Asset Manager (HAM)
http://forums.parallax.com/forums/default.aspx?f=33&m=168490
SpaceWar!
http://forums.parallax.com/forums/?f=33&m=187691&g=187691#m187691
Sudoku
http://forums.parallax.com/forums/default.aspx?f=33&m=182172
Femto Basic
http://forums.parallax.com/forums/default.aspx?f=33&m=169647
Even though the 16x12 LCD thread has "PROJECT:" in the title, that is a work in progress and there's no released code so I wouldn't add that one.
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Paul Baker
Propeller Applications Engineer
Parallax, Inc.
If you colourise that a bit, I think you'll have a pretty good end of level boss for a vertically scrolling shoot 'em up.
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Paul Baker
Propeller Applications Engineer
Parallax, Inc.