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Messages - Eggbertx

Projects / Re: Sphere 6502 emulator
Making a new thread when this one is still on the first page seems kind of pointless, so I'll just resurrect this one.
Like how I've resurrected the -> miniSphere port! And it actually (sort of) works this time, though labels are acting kind of strangely, meaning looping isn't currently possible, but it's still a work in progress.

It also has a ROM hexdump function.
Engine Development / Re: miniSphere 5.1.2
Removing 32-bit support seems pretty reasonable, considering Windows 7 was released 8 years ago according to Wikipedia. And that's a long time in technology years.
Site Comments / Re: Discord server
Hmm, maybe I'm just projecting in this case then. I mean, I'd want whatever's best for a community, Discord server or forum, and if a Discord server turned out to be better for us in the long run, then so be it, but forums seem to be a better long-term "medium" for this kind of community because messages are more permanent, so that was my concern.
Site Comments / Re: Discord server
I do like Discord, but does it seem like it kind of killed forum activity? This wouldn't be the first time I've seen this happen to a community.
Engine Development / Re: miniSphere 5.0.1
That was the idea. Also, I may or may not have brought this up before, but most games developed for desktop miniSphere won't be compatible with mobile miniSphere and vice versa without some heavy modification.
Engine Development / Re: miniSphere 5.0.1
I've been busy with IRL things so I haven't gotten a chance to work on it yet, but I was thinking about how I'm going to implement a mobile specific API, and I wanted to get your opinion on it before I start. Hopefully it will be compatible with both Android and iOS, but I don't have a macOS computer and don't feel like jumping through hoops.

Code: [Select]
`MobileDevice` Object

MobileDevice.Default [read-only]

 Gets the device running miniSphere. This will likely only exist on mobile builds

MobileDevice.Platform [read-only]

 Can be 'android' or 'ios'


 Activates the device's tilt sensor. If it is not activated, calling
 MobileDevice#getTilt() will return null


 Deactivates the device's tilt sensor


 Returns an object with x, y, and z float values representing the device's angle


 Activates the device's accelerometer. If it is not activated, calling
 MobileDevice#getAcceleration() will return null


 Deactivates the device's accelerometer


 Returns an object with x, y, and z float values representing the device's
 current acceleration


 Deactivates all currently activated sensors


 Returns an array of objects with x and y coordinates for the current number
 of touches. If the screen isn't being touched, it will return a 0-length array.

That must be the prequel.
A game that took 4-5 hours to make wins the prestigious status of GOTY? Woo!
Game Development / robotfindskitten, back from the dead
A long while ago, before miniSphere, and before the death and rebirth of the forums, I created a port of the game/zen simulation robotfindskitten, but my laptop died, destroying all of my old stuff. Since my original version wasn't very good anyway, I decided to recreate it, using miniSphere's API.

In this game you are robot (#). Your job is to find kitten. This task is complicated by the existence of various things which are not kitten. Robot must touch items to determine if they are kitten or not. The game ends when robotfindskitten.

Engine Development / Re: miniSphere 5.0.1
Alright, that's good (for me at least). I wasn't sure if it was something I was doing wrong, because I'm rewriting my old robotfindskitten port, and I was worried that it might be bogging it down.
Engine Development / Re: miniSphere 5.0.1
I'm not sure if it's something I'm doing wrong, but calling Sphere.restart() seems to cause a massive slowdown
Isn't there a distinction between 2D and 3D acceleration? Or does miniSphere handle both?
I'm still wrapping my head around how to manage polygons and reducing the rendering load by not rendering invisible polys.
I don't remember what it was called, but I know John Carmack (former lead programmer at id Software who pioneered 3D graphics on the IBM PCs and PC clones) wrote an algorithm for handling that kind of thing. I think it was first implemented with the Doom engine.
Engine Development / Re: miniSphere 5.0.1
I ran into the Exit() bug the other day, so I'm glad to see that's fixed.
Engine Development / Re: miniSphere 5.0.0
Nope, no issues.