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  1. zarathewizard

    #{update} Gremlin Scheme 0.5rc0

    Hello, I am going to leave things here for a while, as the parsing is in place and should be extended to other Scheme syntax functionality, which is about to do with the codebase now, you just need to write more parsing. The Gameboy assembler is in as a reference of the JIT compilation, which is...
  2. zarathewizard

    #{Update v0.4.7} Gremlin Scheme (to GBC translation)

    Hi, The main compiler pattern for symbol entering into the variable symbol table is in (the function/lambda symbol table is still WIP.) By using the gremlinscm_dispatch_symbol function in the symbols API, you can set a variable (e.g. "(define x 5")) into the variable symbol table. Now I have...
  3. zarathewizard

    #{Update v0.4.3} Gremlin Scheme (for GBC translation)

    Hi, There now is code for adding a variable or lambda to the symbol table after proving (with the Scheme theorem prover) that e.g. (define x 5) is a variable definition in Scheme itself. It gets proven more or less as in prolog with (define ?p ?q) parsing. Since prolog contains many patented...
  4. zarathewizard

    #{Update v0.3.12} Gremlin Scheme (for GBC translation)

    Hi, I am now at the inference and firing of rules in the unter theorem prover parser. Later on, that one will be used for the Scheme theorem prover built on top of it. I have just a recognition of and, or, not, which I have to match using e.g. prolog variables in the form of ?x, ?y, ?p, ?q, ?r...
  5. zarathewizard

    #{Update v0.3.6} Gremlin Scheme (for GBC translation)

    The Scheme theorem prover has started for the symbols API (to store Scheme variables in the running system), so the symbols (variables, lambdas) parser is not far away anymore. The file can be found at sf.net/projects/gremlin-scheme/files/
  6. zarathewizard

    #{v0.3.1 for amiga 2000} Gremlin Scheme (for GBC translation)

    Hi, gremlin scheme's latest version has been ported to amiga workbench 2.x, amiga 2000. It's here in the files section : sf..net/projects/gremlin-scheme/files/ Compiled using vbcc (m68000 version) on windows.
  7. zarathewizard

    Comment by 'zarathewizard' in '#{Update v0.3.1} Gremlin Scheme (for GBC)'

    All of them :-) See the Gameboy programming manual : archive.org/details/GameBoyProgManVer1.1
  8. zarathewizard

    #{Update v0.3.1} Gremlin Scheme (for GBC)

    Hello, The file loading and working system bootstrapping stubs are in place so I need to bootstrap the theorem prover, lexer and parser. The theorem prover still needs its validities parser, the lexer its file grepping for parsing Scheme files then the parser itself (BNF or something) still...
  9. zarathewizard

    #{Update} Gremlin Scheme (for GBC)

    Hi, I've made the symbols API and start of the theorem prover code compilable. I'm now going to start (later) on a compile of a Scheme variable set such as "(define x 5)". The theorem prover should later on detect anomalies in the Scheme entry files such as proving unbalanced delimiters and...
  10. zarathewizard

    Gremlin Scheme language translator for GBC

    I am working on a Scheme language to GB assembler/microcode, there's somewhat a base in the code, the lexer and parser are coming later on, the code is at sf.net/projects/gremlin-scheme/files/
  11. zarathewizard

    Start of small text game demo in ruby

    I started out on a text game with entity extenions, the code is at : sf.net/projects/ruby-test-game/files/
  12. zarathewizard

    {Update version 0.2 rc1} SHWidgetKit release candidate 1

    The kit has no callbacks yet for the widgets but the infrastructure with blitting JPEG images in a widget (so an imagebuttonwidget) is present. Compiles in latest devkitpro (devkitPPC) for the Wii. GBA and engines is for later. C++ object files are included : file is named...
  13. zarathewizard

    JPEG image blitting in SHWidgetKit

    Hi, I put in a simple blitting system for JPEG files on a Wii, I didn't compile it, but it should be pretty clear. It's the 0.1.6 version file : sourceforge DOT net /projects/shwidgetkit-wii/files/
  14. zarathewizard

    Some casual Scheme game programming

    Hi, I started out on a new game, written in scheme48 (s48.org). I didn't compile/interpret it yet but my code is here : mediafire DOT com /file/smtc41ry7y060fm/MUD-s48-local-0.1.6.tar.gz/file The meaning is to make some sort of netback out of it maybe with a curses library patch but for now I...
  15. zarathewizard

    Another part of my ruby software

    Hi, I have some machine learning knowledge and tried to make a web spidering program out of it, I am programming in ruby these days as it has typeless capability. The source code is at source forge.net at the project "rubywebcrawler". Thanks for looking.
  16. zarathewizard

    start of a NES emulator written in ruby

    Hi, I started out on a NES emulator written in ruby, the code is at project ruby-nes-joker at sf.net. There's some parsing in there already and a opcode/operand system.
  17. zarathewizard

    pygame games

    Hi, I am user zarathewizard on Sourceforge, I have made several games which are hosted there, written in python using pygame. Enjoy!
  18. zarathewizard

    The wizard Zara

    My games and reverse engineering blog
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  • KenniesNewName @ KenniesNewName:
    Next gen will probably be all portable
    Gift
  • T @ trimesh:
    Some things (like Super Famicom games) just feel right when you play them using the original hardware and a CRT
    Gift
  • KenniesNewName @ KenniesNewName:
    The PS tablet
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  • mthrnite tempBOT: @ mthrnite
    switches the box from tv to game
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  • T @ trimesh:
    Not so sure about that - the tendency for "graphics uber alles" tends to lead to very high power consumption
    Gift
  • KenniesNewName @ KenniesNewName:
    If you look at what's now portability graphics are catching up to console quality
    Gift
  • KenniesNewName @ KenniesNewName:
    Nintendy is a huge example of not everyone caring about powerful specs most that do will be hardcore PC players anyway
    Gift
  • T @ trimesh:
    The thing is that the IATA rules impose a pretty hard limit of 100Wh on battery sizes for lithium batteries - and it doesn't look like Li is going away soon
    Gift
  • T @ trimesh:
    So if you want (say) 4 hours of runtime you need a maximum system-level power consumption of 25W
    Gift
  • KenniesNewName @ KenniesNewName:
    Yeah but we already have AAA titles looking fine on tablet form 1080p displays
    Gift
  • KenniesNewName @ KenniesNewName:
    Human eye can only tell so much of a difference
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  • T @ trimesh:
    For reference, the PS5 is rated at 350W and the Xbox series X at 275W - and that's console only, without any display
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  • KenniesNewName @ KenniesNewName:
    But the future always holds performance never know what the aliens will donate from their left over tech
    Gift
  • T @ trimesh:
    Maybe :) - but batteries have turned out to be a pretty hard problem
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  • KenniesNewName @ KenniesNewName:
    Like I said most that will truly care will already be hard core gaming pcers
    Gift
  • T @ trimesh:
    And DF subscribers :)
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  • KenniesNewName @ KenniesNewName:
    I bet you could find a neighbor with a ps5 and they'd have no idea what the word spec means
    Gift
  • T @ trimesh:
    Yeah probably - people on forums seem to care a lot, but they are heavily self-selected
    Gift
  • KenniesNewName @ KenniesNewName:
    Most on forums try to get a good learning of actual tech
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  • Dark_Phoras @ Dark_Phoras:
    Papaya, so good
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  • KenniesNewName @ KenniesNewName:
    Only 13 more titles to go on ps3 yay
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  • Dark_Phoras @ Dark_Phoras:
    I still have a remnant of the taste of the papaya
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  • Dark_Phoras @ Dark_Phoras:
    @KenniesNewName June will come sooner than the end of that process
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  • Psionic Roshambo @ Psionic Roshambo:
    PS3 had horrible speeds off the drive
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  • Psionic Roshambo @ Psionic Roshambo:
    I always wondered why, but I am pretty sure it was trying to reduce costs
    Gift
    Psionic Roshambo @ Psionic Roshambo: I always wondered why, but I am pretty sure it was trying to reduce costs