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Topics - FBnil


    I saw that the source code for Elona, a fun japanese roguelike was available online and decided to take a look. It turns out it is a single, 14mb text file with 444000 lines of code, completely devoid of comments, written in 'Hot Soup Processor', a japanese basic like language.

    The code that determines what monsters can spawn is 30000 lines of this (7% of the total game code), which checks for every monster, where if it fails it goto's the next monster, for all 1000 monsters in the game.

Screenshots of the game can be found here:

I loved the tile draw code:
So unlike Sphere. My respects to even get it to work.
Hellos and Byes / Happy 2019!
Hello community! I hope each and everyone of you have a very fantabulous 2019!
Off-Topic Discussions / Spherical mentioned on xkcd

hey.. it SAYS spherical.... :P
Game Development / @Davince: You're on...
DaVince: Now how about you make one again too? I liked your old games and demos. :)

You're on... How about pulling this one off?
Keen can look up and down now...

Another idea is to take known things, so to attract people, say, an angry video game nerd platformer, with cursing and such. No need to make it long, just make it hard, and deliberately buggy....
We can go crazy with the characters, introducing fuzzed sprites, choppy movements... you name it.
I re-found this on the web, a Unix system written in Javascript, straight from the browser:

It contains busybox, and tcc

TCC is a weird little C compiler:
Code: [Select]
fbnil@tortuga:~/CODE/TCC$ ./helloworld.c
Hello world!
fbnil@tortuga:~/CODE/TCC$ cat ./helloworld.c
#!/usr/bin/tcc -run
#include <stdio.h>
main() {
   printf("Hello Sphere Community!\n");

It supports inline ASM, runs everywhere, even your toaster. Does not produce very optimized C, so GCC binaries should be faster. But it does compile faster...
Polygon() existed back in the old 1.5 version. But there was no easy way to detect if one polygon was touching another polygon. There also is no polygon editor. And so, nobody really used it.
Until I found a fast algorithm for, published in 97 in the Linux Journal. In fact, the article contains several of these algorithms and puts them somewhat side by side. The code is small, fast and brilliant. And fortunately, still around. And worth the read, so check the URL out.

At that moment in time, I was more concerned with writing good interface code, than understanding the algorithm, that is why in the sources you still can see this comment:

Code: [Select]
inside=!inside; // I nod and smile...

Yes. It is not always easy to "understand" the code. The focus and effort was more on following all JS guidelines to not leak memory (it does not leak). And getting all glue functions, documentation, testing, etc. together to add a function. At a mere 173 lines of code, it was the stepping stone for the much bigger sfxr sound generator, that was added later on.
Hellos and Byes / FBN is back... a bit...
Hi there y'all.  ;D

I want to do unit-tests... I find that non taxing (you sit down, write one for one hour, and it works for ever!) and important work. With some sources I have.

It is nice to see so many still here. I will try to get more involved, but alas, I have very little time (and with all the hanging projects, like WoaS, even less).

Anyway.... HELLO!