Zanthia

Contains the start of the opcode actors for e.g. 32 opcodes as in nesasm on the Zilog 80, then all of them in non-major classes. Now just (LD . 0x0A). Here's the latest source (v0.1.9) : sf.net/projects/neko-z80asm-scm/
All hex codes are in as well as the base argument actors for evaluating assembler syntax. Latest source is here (v0.1.8) : sf.net/projects/neko-z80asm-scm/
All opcodes are in, with maybe some mistakes on the mnemonic syntax but the z80 opcode table where the hexes etc are should be usable. neko-z80-asm is a Zilog80 assembler coded in guile (1.4). The latest source is available here (v0.1.7) : sf.net/projects/neko-z80asm-scm/
Half of the Zilog 80 opcodes are in, including obfuscated ones, nothing for game boy assembler yet except for the actor class. Here's the latest release (v0.1.6) : sf.net/projects/neko-z80asm-scm/
The genetic programming system is almost finished. I just need to build the parse tree from a Genome instance, then adapt the writing of the ParseTree instance itself. You can use neslisp to compile and fetch errors on the command line (in shell). Then it will build NES programs. The internal...
Genetic programming library for an emulator (uses LISP as a sandbox compiler) : sf.net/projects/irixjoker-sensing-utils/
I added a file writing system, WIP, latest source (v0.1.4) is here : sf.net/projects/neko-z80asm-scm/
Programmed on IRIX 6.2 for guile Scheme 1.4 (WIP) : sf.net/projects/neko-z80asm-scm/
Ashen Sea and Hero's Adventure are Quest for Glory based games, WIP further. Ashen Sea is coded in Android Studio Java and is available here : sf.net/projects/ashen-sea/ It has a Widget and Imaging system. Hero's Adventure is coded in Squeak/Smalltalk, the latest source is here ...
The start of an AI project of mine, includes a feed-forward neural net now, here's the latest source (v0.1.5) : sf.net/projects/irixjoker-ai-utils/
There's now NES tiles and sprites number printing for the NES : sf.net/projects/romblast/
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The start of my ROM utility, written in plain awk : sf.net/projects/romblast/
Went to version 0.3.2, major bugfix, the code is available here : sf.net/projects/nessoundstudio/
My start on a (mostly single user, unless I update clisp with networking) MOO, coded in LISP. There's just character sheets with modifications. Here's the latest source (v0.1.15) : sf.net/projects/lisp-lmoo/
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A NES music player and NES music composing system I added a 4 channel sample and did some more work on the sampler system. The meaning is to feature music on the 4 channels with separate durations. Here's the latest source (v0.3.1) : sf.net/projects/nessoundstudio/
I just added a printer module, here's the latest source (v0.3.1) : sf.net/projects/nessoundstudio/files/
The syswrite function now has a pitch and duration, see main.cc for an example. So the main API is complete. Here's the latest source : sf.net/projects/nessoundstudio/files/
There's a small cc65 compile in main.cc, the API is somewhat present, here's the latest source : sf.net/projects/nessoundstudio/files/
I added process locks and a locking table for EFS (extent file system) and the same for the virtual file system e.g. the HD on your host OS. There's also a start on reading/writing on EFS and the virtual HD. Here's the latest source (v0.1.41) : sf.net/projects/irixjoker-utils/files/
At 2000+ lines, so you use the utilities somewhat, I am busy on the EFS filesystem. Latest source is here (v0.1.39): sf.net/projects/irixjoker-utils/files/ Then, the start of the SGIMips and IRIX emulator, latest source is here (v0.1.1) : sf.net/projects/irixjoker/files/

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Zanthia
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    Veho @ Veho: California has already banned those additives BTW.