Wednesday, April 23, 2014

I am writing a small memoryprint operating system (now 5.2Kb) called ados, the code is at http://github.com/v-zor/ados

To try it out, run make in the ados/kernel subdirectory to compile then use QEMU (https://www.qemu.org/, with the following command : 'qemu-system-i386 -kernel kernel.bin' (kernel.bin is made with the make command.)
Then you'll see the kernel.bin binary booting and the kernel goes idle.

You can also make a CDROM/DVDROM iso file with the mkgrubiso.sh script in the ados/scripts directory then burn it and boot it with the cd in the drive.

TODO and further HACKING :
I am working on a bootloader, task management system and disk master boot record program, see for your self in the HACKING and README files in the project. Maybe later there's lots of other things planned as I want to use it for embedded devices with serial ports and so on.

Tuesday, April 22, 2014

I recuperated an old sourceforge login, for example Igor's Quest is in there at  https://sf.net/projects/igorsquest

The login was 'coffeefizzle', so if you see something named 'coffeefizzle' it'll be me on the net :-)
Here's the software in a list : https://sourceforge.net/u/coffeefizzle/profile/
Here's a screenshot :


I made an xpm filereader for Commodore 64, so you can have your images on a ROM, code is at https://sf.net/projects/xpmc64

Monday, April 21, 2014

I am working on a port of neslisp to the commodore 64. Commodore64 and nes (nintendo entertainment system) have the same processor to program for. You can compile it for both these architectures with cc65 (http://www.cc65.org). I have placed the project at Sourceforge. Here's the link : https://sf.net/projects/neslispc64

The supported lisp syntax is still the same, keywords are stored in the moose.config file. Read the README for more information.

Sunday, April 13, 2014

I put an old (and botcherous) codebase online based on dwarrendelf, it is Game Boy Advance C code and features some Zelda graphics. It needs a better imaging system. Here's the link : https://sourceforge.net/projects/linkgba/

Wednesday, April 9, 2014

Assassin of the Underdark 0.5 has been released . See http://sf.net/projects/assassinoftheunderdark/files/

I am working on something else now as the above program has its engine finished and is ready to implement player character features, more spells (there's a fireball spell and effect) and so on.

Tuesday, April 8, 2014

I made a small Python Shell Window out of Assassin of the Underdark's widget toolkit, it's kindof klugy but it works on "def" and tabulates, it's in https://sf.net/projects/assassinoftheunderdark
as the pythonshellwindowmain.py asa seperate program.

There's now also plugnis loaded at the start of the program.

Monday, April 7, 2014

I worked on script-fu scripts and made Assssin of the Underdark ready for the same thing : using Python code on pygame image surfaces and buffers to create effects such as in Gimp. I might put my scheme interpeter schemeart later inside the program but Python code seems more logical now.

Everything is at http://sf.net/projects/assassinoftheunderdark

Sunday, April 6, 2014

I made a windows win32 release of Assassin of the Underdark, exe file downloads are at  : https://sourceforge.net/projects/assassinoftheunderdark/files/Windows%20win32/

See the README files for keyboard controls and further information.
I rearranged the blitting code of "Assassin of the Underdark", made label widgets, monk and assassin classes, cleaned up the picture directory and scripted some more. See http://sf.net/projects/assassinoftheunderdark

Saturday, April 5, 2014

I integrated the widget system in the character chooser screens of assassin of the underdark. There's also further resource management.

See https://sf.net/projects/assassinofhteunderdark

Friday, April 4, 2014

I released assassin of the underdark 0.4 today, here are the release notes :

 You can now choose characters with elf, drow, human, katta, and gnoll races, as well as fighter, magic, user, and thief classes. There are also multiclasses between these. A resource manager with an interface to a database (now just a simple dictionary) has been added. A widget system is in place based on pygame's SDL, in the form of a button and a rootwindow which catches SDL events. Picking up everything is possible, such as a goblin. Using the preselected inventory item on the taskbar works, you can change swords by picking them up, and there's spell casting (without graphical effects yet).

Here's the site http://sf.net/projects/assassinoftheunderdark

Thursday, April 3, 2014

I programmed a full resource database with observer design pattern between resource (image for example) and database, database uses python dictionary default in base class (which can be changed underneath), widget system and player char image resource graphics.

Everything is in http://github.com/zork9/assassinoftheunderdark
and latest python source code tarballs in :
https://sourceforge.net/projects/assassinoftheunderdark/files/Python%20Source/?

Wednesday, April 2, 2014

I implemented the widget system of assassin of the underdark and made a start for a multiclass chooser the code is at http://sf.net/projects/assassinoftheunderdark