Projects
The idea is that this will contain all those odd little hacks that someone else might find
useful. I don't often finish these to any great degree, but I only usually go to the
trouble of writing something if I can't find it has already been done (you won't see a WankySpanky X11 IRC client), so they are probably
useful to someone else too.
Work In Progress
Going on past performance, there is about a 30% chance of anything listed here actually ever being finished.
- AtariSimpleTranslator
- A BeOS Image Translator add-on for Atari ST image formats (PC?, PI? and NEO at first). I intend to
add GEM IMG, Spectrum 512 SPC,SPU and SPS and probably CrackArt and TinyStuf, just cos I have the decoders somewhere. This is behaving strangely at the moment (read: not working), but as soon as I can
figger out a way to easily debug add-ons, I'll put an Intel and PPC R4.5 version up.
- tfishtank
- I once wrote a curses-based analog clock (which I ought
to put on this page as a finished thing at some stage). In the readme file
for it I put 'watch out for tfishtank' as a joke, but I have been fiddling with this
lately to de-rust my C++. I have the basics of a C++ class heirarchy for masked ncurses
sprites with different behaviours. Maybe it'll end up being a FreeBSD screensaver plugin.
- Paradroid Evolution
- I enjoyed playing Paradroid in all it's original
incarnations (C64, P90 on ST and Quazatron on Spectrum), and always wanted a
networked version for the ST (I was into midimaze and stuff then). I started
writing this on my ST in 68000 but my graphics coding skills are pathetic, and I never got a
satisfactory fullscreen scrolling playfield without using the blitter.
I think
that PC hardware has caught up enough to hide my inadequacies now, so I am looking at this
again, using either DirectX, or ClanLib (more likely - cos then I get a BeOS version). I like 2D sprite games! Especially with LOS.
- BDx
- A DirectX 5 Boulderdash clone. The game engine is pretty much done. It scrolls nicely, works with my gamepad OK. There is no sound right now, and it runs a bit fast. It doesn't deal with paletted screens very well either. It was rather difficult to get tutorial-like docs for DirectX/DirectDraw, I found. I want to add the brains to load original compressed BD levels (have code, no time). I should probably get an alternate graphics set from the original FirstStar ones, too :)
Things I Actually Finished
Or close to it, anyway. There must be some other things that aren't work from the last few years :)
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