Live data from Hacker News

Take Over The Galaxy with GitHub (DCPU16 support)

github.com

61–70 of 89 posts

Re: Take Over The Galaxy with GitHub (DCPU16 support)

#61

I had a dream the other night wherein there was a start-up that took custom code requests for 0x10c players on commission. Requests ranged from optimizing the ship's defense to autopilot and hyperspace jump controls. Viable?

Due diligence is called for. Has this business model been successful in other games? Do you have some advantage over the throngs who will gladly do it for free / recognition?

Re: Take Over The Galaxy with GitHub (DCPU16 support)

#62
post #53

Earlier quoted context omitted.

The emulators got less votes because it was more of the same exact thing ("someone implemented DCPU-16"). This is news because a big name has taken notice of DCPU-16, going so far as to officially support it. It's a different flavor.

Ah, so dcpu is cool now because somebody cool says its cool. Just seems like bandwagon/fanboyism to me. Call me a dcpu hipster :) btw, awesome work w/ mappum on the js emulator stuff. you guys update w/ impressive speed.

It's not fanboyism, most like "stop showing me emulators it's not interesting anymore". The subject of the DPCU iself is still pretty interesting.

Also, thanks!

Re: Take Over The Galaxy with GitHub (DCPU16 support)

#63

Ok after seeing the assemblers/VM's last week I wasn't expecting to see much new this week.. then I saw this: https://github.com/krasin/llvm-dcpu16/ C compiler support for dcpu16! In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)

It could run JavaScript, but this is a 16-bit processor we're talking about here, with minimal RAM. It's more likely we'll be using C and BASIC ;)

4096 18-bit words are known to host a Lisp interpreter (http://www.softwarepreservation.org/projects/LISP/maclisp_fa... ), so 64K 16-bit words should be more than enough :)

Re: Take Over The Galaxy with GitHub (DCPU16 support)

#65
I want to see a networking protocol between ships so that fleets form in order to take advantage of multiple "cores."

So for example, you'd have the difference between a single-celled organism (standalone ship) versus a multi-celled organism (a fleet), with a fleet of ships delegating work to specific ships. So 10 ships run the "scout" programming in a perimeter, 5 act as resource gatherers, and a few others as transports within the protected space. Perhaps some act as brain cells which tell ships when to change roles.

All of this is happening even when no members of the fleet are actually playing.

This just boggles the mind with possibilities and I can't wait to start playing this game.

Furthermore, you have people trying to break into space protected by fleets by attacking networking protocols--in a game!

Re: Take Over The Galaxy with GitHub (DCPU16 support)

#66
post #54
post #41

Earlier quoted context omitted.

Turbo Pascal!

New challenge - clone the Turbo Pascal IDE and get it to run on the processor.

For reference, Things That Turbo Pascal is Smaller Than. I am still amazed that the compiler and IDE are only 39 KB.

http://prog21.dadgum.com/116.html

Re: Take Over The Galaxy with GitHub (DCPU16 support)

#67
post #39
post #18

Earlier quoted context omitted.

The value of just playing around is underestimated. A lot of discoveries have been made by people just playing around.

As someone with not a lot of experience in low level languages and I can't wait to play around with this. I think it will be fun way to learn and maybe even try building hardware implementation using a FPGA.

I haven't been thinking about an FPGA myself. Mostly because I don't know verilog/vhdl well enough.

I've been thinking of how hard would it be to take two 32k SRAMs and an AVR and do some fancy bank switching to handle it. I know I could probably manage it by using the onchip support directly but then I'd end up with some memory inaccessible from addressing holes.

It seems like it should be possible to do, and then it would be easy to allow real IO and everything later when that's standardized.

Re: Take Over The Galaxy with GitHub (DCPU16 support)

#68
post #12

Ok after seeing the assemblers/VM's last week I wasn't expecting to see much new this week.. then I saw this: https://github.com/krasin/llvm-dcpu16/ C compiler support for dcpu16! In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)

It's a game. if you can make your code run faster, you'll probably get more magic pixels.

I for one plan on writing the first in-game magic-pixel-collecting DCPU16 botnet.

Re: Take Over The Galaxy with GitHub (DCPU16 support)

#70
post #39

Earlier quoted context omitted.

As someone with not a lot of experience in low level languages and I can't wait to play around with this. I think it will be fun way to learn and maybe even try building hardware implementation using a FPGA.

Hackaday.com will be running a competition for hardware implementations: http://hackaday.com/2012/04/08/getting-12-year-olds-to-learn...

The comments link to information about the Apollo Guidance Computer.

(https://en.wikipedia.org/wiki/Apollo_Guidance_Computer)

(http://www.ibiblio.org/apollo/)

Post reply on HN