I'm not steeped in computer science, so please pardon me if the following are dumb questions. > Programs written for Bedrock can run on any computer system, so long as a Bedrock emulator has been implemented for that system. Isn't that true of any program? As long as the language that the program is written in is implemented on the system, any (valid?) program in that language will run on that system?
moreover, once "it can run anywhere" is defined, you can't run it anywhere
Show HN: Bedrock – An 8-bit computing system for running programs anywhere
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Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#32But where are the source codes?
Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#33There are few examples here: https://benbridle.com/projects/bedrock.html But where are the source codes?
The source for the examples and assembler/emulator is also there, follow the links.
Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#34There are few examples here: https://benbridle.com/projects/bedrock.html But where are the source codes?
If you want to see how the code looks like: https://benbridle.com/projects/bedrock/examples.html The source for the examples and assembler/emulator is also there, follow the links.
Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#35Earlier quoted context omitted.
If you want to see how the code looks like: https://benbridle.com/projects/bedrock/examples.html The source for the examples and assembler/emulator is also there, follow the links.
I mean the source code of sysinfo, clock, cobalt etc. Yes I've seen that page, but don't find the codes there....
Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#36Earlier quoted context omitted.
I mean the source code of sysinfo, clock, cobalt etc. Yes I've seen that page, but don't find the codes there....
There are directly linked there, I guess the hyperlink styling is not too obvious: https://benbridle.com/share/sysinfo.br
I mean, if you take a look at this page: https://benbridle.com/projects/bedrock/bedrock-pc.html
"To assemble a source code file program.brc and save the result as the program program.br, run the command..."
Where are the brc files?
Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#37Earlier quoted context omitted.
There are directly linked there, I guess the hyperlink styling is not too obvious: https://benbridle.com/share/sysinfo.br
I think those are the binaries. Opening those on nano/vim shows unreadable characters. I mean, if you take a look at this page: https://benbridle.com/projects/bedrock/bedrock-pc.html "To assemble a source code file program.brc and save the result as the program program.br, run the command..." Where are the brc files?
Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#38But I can see why as every interpreted language can be "fantasy console" on itself.
Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#39Earlier quoted context omitted.
> each pixel having both a foreground and a background colour how does that work?
I thought this might be like the ZX spectrum, but that covers each 8x8 block with a foreground and background colour; "sprites" are then bitmaps over that. This does say two colours per pixel, which is confusing.
You set up a palette of 16 colours, then write 0-15 to the coordinates where you want to set a pixel, but you can also choose between an overlapping foreground and background layer (colour 0 on the foreground layer is transparent).
I guess it's no more weird than some hardware designs from the 80's...
Re: Show HN: Bedrock – An 8-bit computing system for running programs anywhere
#40Earlier quoted context omitted.
I thought this might be like the ZX spectrum, but that covers each 8x8 block with a foreground and background colour; "sprites" are then bitmaps over that. This does say two colours per pixel, which is confusing.
Here's the docs for the screen device: https://benbridle.com/projects/bedrock/user-manual/screen-de... You set up a palette of 16 colours, then write 0-15 to the coordinates where you want to set a pixel, but you can also choose between an overlapping foreground and background layer (colour 0 on the foreground layer is transparent). I guess it's no more weird than some hardware designs from the 80's...
4 bits : color A
4 bits : color B
8 bits : select A or B for the first 8 pixels of the cell
The last Pixel is always color A. You can independently change all pixels in the cell because changing the last pixel on its own can be done by swapping A and B and inverting the second byte.In hindsight I don't think there was much advantage to the last bit being the odd one out. The code for setting individual pixels in a cell was pretty custom anyway. If I were to do it again, I'd place the color A pixel in the center.
And I do find myself working on a memory constrained device again, so perhaps I'll be giving it a go.