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Take Over The Galaxy with GitHub (DCPU16 support)

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

#72
post #57

Earlier quoted context omitted.

Low-level lisps à la GOOL/GOAL[0] will probably gain some traction as well, or so I hope. [0] http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp

Did they ever get released to the public?

No, but the design docs are still out there if you contact the former engineers. I would distribute them if I had permission.

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

#73
post #8

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... ;)

Don't start worrying about the "purity" and "this was never intended". You don't specify a processor instruction set in the real world without expecting people to write higher level languages for it, so why expect people to write at such a low level in a GAME of all places? I am fairly certain everything is going exactly as planned. Notch has got this.

Along similar lines, this morning I was thinking how wonderful it would be if whatever interfaces exist between the ship's computer and the rest of the 0x10c game world are rich enough to make security vulnerabilities in players' DCPU-16 code a real concern. Imagine disabling an opponent's ship by exploiting a buffer overflow in a custom communications protocol implementation, for instance...

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

#74
post #8

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... ;)

Don't start worrying about the "purity" and "this was never intended". You don't specify a processor instruction set in the real world without expecting people to write higher level languages for it, so why expect people to write at such a low level in a GAME of all places? I am fairly certain everything is going exactly as planned. Notch has got this.

Notch apparently loves amazingly slow VMs, so this is the next logical step after Java :D

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

#77

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?

While I can't think of a specific example, there are related precedents: consider the advent of the Mann Co. Store in TF2 where players purchase game items with real cash. There is definitely a model to be made off players with disposable income who want to be the top dog.

Your second question is a reservation that I have as well. We have already witnessed a huge influx of people coding up DCPU-16 software for free, but such programs are only related to the software engineering side of the spec rather than the actual gameplay. Obviously we know less about the latter since few details have been released, but in the competitive game I imagine it could be different. For example, to build a really awesome weapons system and then share it with other people seems a bit counter-intuitive. So there may be room yet for a business built on custom, clandestine code for a player's ship.

Gamers are already a demographic with money to spend. This could be seen as a worthwhile investment to some. If you are interested, email me and we can talk there.

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

#78

HN is funny. Last week as each new dcpu emulator implementation popped up, they got fewer and fewer votes and more comments like "oh great, yet another dcpu post. let's call this Dcpu News for crying out loud!" Then github adds syntax highlighting and gets 150+ points. I'm very curious why that is...

My sentiments exactly, I don't believe that Github adding syntax highlighting of a language is "hacker news". They are supposed to have syntax highlighting for most of the languages. Maybe on HN people are discussing DCPU, but if you look at the comments on Github, they are all "awesome", "+1", really? for adding a syntax highlighting for one more language.

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

#79
post #69

While its great the GitHub added support for this how about x86-64? https://github.com/ReturnInfinity/BareMetal-OS/blob/master/o... The 64-bit register names are still not handled correctly. It does properly color the 8, 16, and 32-bit register names.

GitHub uses the open-source Pygments (http://pygments.org/) to highlight source code. If you can find the code for whatever ASM highlighter Pygments uses, you could probably fix it yourself. Though I tried searching for it and didn't find it after a while, so it would take some tracking down.

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

#80
post #54

Earlier quoted context omitted.

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

Turbo Pascal 3.0 was my first contact with Pascal, and while it was great for the time, I doubt I can call it an IDE.

It was more similar to vi + integrated compiler as an IDE.

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