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hendersa
Sep 17, 2006

When I first began working on BeagleSNES, it was for a graduate class project on embedded systems. Once the class was over, I continued to polish and document it to make it available as a reference platform for anyone interested in developing a single-purpose multimedia appliance using the BeagleBone Black.

I haven't been disappointed! Lots of people have been studying my work and using pieces of it for their own projects.

I received a flurry of mails from an intern over at TI a few weeks back. He and a team of other summer interns wanted to make a portable SNES handheld for TI's 2013 Intern Design Challenge, and they wanted to use BeagleSNES as the core software for it. The questions started out pretty general, but before long I was making code modifications for them for GPIO buttons and changing all of the GUI layouts for a smaller resolution. Since I had been working on making BeagleSNES portable on my own, I just shared the work that I had already done. My design includes USB audio hardware, and their design had no audio, so they were disappointed that they had not spoken to me sooner to compare notes. I think that the BeagleSNES software was a bit over their heads, so I did what I could to help them out.

I think that their work came out pretty good:





http://www.youtube.com/watch?v=ulZzFabnbY8

(The URL in their video is incorrect. It should be: http://beagleboard.org/project/BeagleBoy

I feel sorry for anyone that actually uses AA batteries to power it, though. It's going to pull some serious power when it is running, and I would not be surprised if you needed to replace the batteries every HOUR.

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MrBadidea
Apr 1, 2009

hendersa posted:

I feel sorry for anyone that actually uses AA batteries to power it, though. It's going to pull some serious power when it is running, and I would not be surprised if you needed to replace the batteries every HOUR.

Game Gear emulator :mmmhmm:

Tres Burritos
Sep 3, 2009

hendersa posted:

When I first began working on BeagleSNES, it was for a graduate class project on embedded systems. Once the class was over, I continued to polish and document it to make it available as a reference platform for anyone interested in developing a single-purpose multimedia appliance using the BeagleBone Black.

I haven't been disappointed! Lots of people have been studying my work and using pieces of it for their own projects.

I received a flurry of mails from an intern over at TI a few weeks back. He and a team of other summer interns wanted to make a portable SNES handheld for TI's 2013 Intern Design Challenge, and they wanted to use BeagleSNES as the core software for it. The questions started out pretty general, but before long I was making code modifications for them for GPIO buttons and changing all of the GUI layouts for a smaller resolution. Since I had been working on making BeagleSNES portable on my own, I just shared the work that I had already done. My design includes USB audio hardware, and their design had no audio, so they were disappointed that they had not spoken to me sooner to compare notes. I think that the BeagleSNES software was a bit over their heads, so I did what I could to help them out.

I think that their work came out pretty good:





http://www.youtube.com/watch?v=ulZzFabnbY8

(The URL in their video is incorrect. It should be: http://beagleboard.org/project/BeagleBoy

I feel sorry for anyone that actually uses AA batteries to power it, though. It's going to pull some serious power when it is running, and I would not be surprised if you needed to replace the batteries every HOUR.

One of these was featured on Hack a Day and I was wondering if any of those shifty interns had used your stuff. Nice!

hendersa
Sep 17, 2006

Tres Burritos posted:

One of these was featured on Hack a Day and I was wondering if any of those shifty interns had used your stuff. Nice!

The handheld that was featured was a good piece of engineering. It did not use BeagleSNES at all, since it was targeting lower-end consoles. That was probably because running the CPU at a lower clock speed would drain the batteries much slower. I suspect what happened was that TI gave an internal demo of BeagleSNES to its interns during the contest kick off, which led to at least two of the intern teams deciding to make portable consoles. The more, the merrier, I say. Having multiple cape board designs for gaming will make it much easier to develop custom handheld controller capes for the BBB in the future.

My Rhythmic Crotch
Jan 13, 2011

I put my kernel driver for the Adafruit LCD on github.

It will probably be more interesting/useful as a how-to for getting an environment setup where you can compile drivers on the Beaglebone Black.

Orzo
Sep 3, 2004

IT! IT is confusing! Say your goddamn pronouns!
So, I added some new stuff to my game, Super Obelisk. I started making some bare-bones levels--just a few empty, interconnected rooms--and quickly discovered a couple 'holes' in the engine. So I added them (randomized textures, texture splatting). I have a blog post with a lot of pictures:

http://superobelisk.blogspot.com/2013/08/gloomstone-cave-texture-splatting-and.html

Here's a video of me running around in these new (mostly) empty areas. Now I just have to fill them with fun things!
https://www.youtube.com/watch?v=BwCiDcsUuRw&hd=1

Some shots of the level editor (picking a fade texture) and some in-game usages

captain_g
Aug 24, 2007

Orzo posted:

So, I added some new stuff to my game, Super Obelisk. I started making some bare-bones levels--just a few empty, interconnected rooms--and quickly discovered a couple 'holes' in the engine. So I added them (randomized textures, texture splatting). I have a blog post with a lot of pictures:

http://superobelisk.blogspot.com/2013/08/gloomstone-cave-texture-splatting-and.html

Here's a video of me running around in these new (mostly) empty areas. Now I just have to fill them with fun things!
https://www.youtube.com/watch?v=BwCiDcsUuRw&hd=1

Some shots of the level editor (picking a fade texture) and some in-game usages


If you implement retarded post-processing bloom and turn everything into overexposed blurry piece of poo poo, you will make internet men very, very angry.

Other than that, it is nice to see you progressing.

Orzo
Sep 3, 2004

IT! IT is confusing! Say your goddamn pronouns!

captain_g posted:

If you implement retarded post-processing bloom and turn everything into overexposed blurry piece of poo poo, you will make internet men very, very angry.

Other than that, it is nice to see you progressing.
Haha, I know. Even last week's distortion update was pushing it. I'm trying to achieve some consistency in art style (note that many of the graphics are not currently synched with the standard--like the player and some of the other tiles, which are 32x32 instead of 64x64), and that means making some sacrifices. For example, I implemented a neat looking fire effect in just a minute or two (you can see it here: https://www.youtube.com/watch?v=c6y1RfpgpXw&hd=1) but quickly realized how incredibly out of place it looks next to everything else. If I have a fire effect, it will have to be highly stylized to match everything else. In reality, it will probably just be hand-animated.

Jewel
May 2, 2009

Orzo posted:

So, I added some new stuff to my game, Super Obelisk. I started making some bare-bones levels--just a few empty, interconnected rooms--and quickly discovered a couple 'holes' in the engine. So I added them (randomized textures, texture splatting). I have a blog post with a lot of pictures:

http://superobelisk.blogspot.com/2013/08/gloomstone-cave-texture-splatting-and.html

Here's a video of me running around in these new (mostly) empty areas. Now I just have to fill them with fun things!
https://www.youtube.com/watch?v=BwCiDcsUuRw&hd=1

Some shots of the level editor (picking a fade texture) and some in-game usages


You didn't touch on how you did that door lighting but drat I really wanna know. It looks fantastic.

Orzo
Sep 3, 2004

IT! IT is confusing! Say your goddamn pronouns!

Jewel posted:

You didn't touch on how you did that door lighting but drat I really wanna know. It looks fantastic.
Thanks! It is actually pretty simple. Because I have a faux-lighting system (the blog post before the one I just posted here shows the light sprites being rendered), it's easy/inexpensive to render a lot of arbitrary-shaped lights. Also in that post you can see a cone-shaped light sprite--that's actually the same one I'm using:

So I have a thing that creates a number of these (8, for now, I'll make the various parameters editor properties at a later time) and makes them longer so they look like shafts, then overlay an identical sprite with additive blend to give it that 'glow' effect, then move them back and forth in a sinusoidal pattern. Code is here for that part.

KoRMaK
Jul 31, 2012



captain_g posted:

If you implement retarded post-processing bloom and turn everything into overexposed blurry piece of poo poo, you will make internet men very, very angry.

Other than that, it is nice to see you progressing.
I don't get it. Is there another game that did this?

Blotto Skorzany
Nov 7, 2008

He's a PSoC, loose and runnin'
came the whisper from each lip
And he's here to do some business with
the bad ADC on his chip
bad ADC on his chiiiiip

KoRMaK posted:

I don't get it. Is there another game that did this?

Almost everything that runs on UE3,

SupSuper
Apr 8, 2009

At the Heart of the city is an Alien horror, so vile and so powerful that not even death can claim it.

KoRMaK posted:

I don't get it. Is there another game that did this?
You don't play many AAA games do you: http://www.gamesradar.com/56-eye-melting-screens-most-hilariously-over-the-top-bloom-lighting-in-video-game-history/

KoRMaK
Jul 31, 2012



I meant is there another 2D game that did this? It's rampant in 3D games sure, but I thought you were talking about 2D games.

iopred
Aug 14, 2005

Heli Attack!

Orzo posted:

If I have a fire effect, it will have to be highly stylized to match everything else. In reality, it will probably just be hand-animated.

Particles also look really good if you don't additive blend them, using small hand drawn fire pieces, with fewer particles looks really great.

Lurchington
Jan 2, 2003

Forums Dragoon
I've been working for awhile on better javascript widgets for building a Magic: The Gathering deck (or in my case, a cube). My current WIP project is all in javascript, and the tech demo is hosted here: http://rdennis463.github.io/lambic/

- Angular JS with a lot of tests: http://angularjs.org/
- Angular UI Bootstrap: http://angular-ui.github.io/bootstrap/
- Taffy DB for querying/filter all of the MTG cards printed: http://www.taffydb.com/
- used Tutor to dump all of those MTG from the official source (http://gatherer.wizards.com): https://github.com/davidchambers/tutor

You can currently, add cards (with typeahead) and get some examples of them being "lazily" filtered into relevant panes.

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?
Uh, animated gif sunday?



Coldrice posted his coins, which reminded me I'd added coins last week too. I guess it was a coin kind of week. (those are greybox, totally placeholder, etc - I have no idea what the artists will do with them, but they'll at least be colorful)

Orzo
Sep 3, 2004

IT! IT is confusing! Say your goddamn pronouns!
Kick

go play outside Skyler
Nov 7, 2005


A photographer friend of mine came over and filmed Xylobot for a while. I'm working on editing the video and making it great for YouTube. But while we're waiting, here's a few images of what he filmed. He is really good.






I have a 15 hour plane ride soon so hopefully I can find a socket to charge my laptop and I'll just edit it in the air :)

Spatial
Nov 15, 2007

Lasers! :science:


Melting! Kinda!


Computational geometry is tough, but the feeling when you make it work is totally :hehe:.

tj9991
Jun 1, 2005
Skript Kiddie
I'm developing a next-generation image board as a side project. It uses a tagging system rather than isolated boards to categorize content. The response from the closed-beta community so far has been very positive, really looking forward to seeing where this goes. The address is http://1chan.us if you're interested in this sort of thing.

Orzo
Sep 3, 2004

IT! IT is confusing! Say your goddamn pronouns!
Not a screenshot, but a random video of stuff I added to my game, like dashing and kicking things into enemies and stuff.

https://www.youtube.com/watch?v=Vy9_GA7LkE4&hd=1

tef
May 30, 2004

-> some l-system crap ->
so I gave a talk in a field :3:



and I ran a tiny workshop to prototype python lessons. :3:



teaching is hard. improvising lessons is hard. python is actually quite hard to teach to beginners, but not for the reasons I thought

Blotto Skorzany
Nov 7, 2008

He's a PSoC, loose and runnin'
came the whisper from each lip
And he's here to do some business with
the bad ADC on his chip
bad ADC on his chiiiiip

tef posted:

teaching is hard. improvising lessons is hard. python is actually quite hard to teach to beginners, but not for the reasons I thought

Care to elaborate, teffu? :3:

unixbeard
Dec 29, 2004

I also think python is not a good choice for teaching people completely new to programming. It's a great language but very idiomatic and text based stuff is an additional conceptual leap for people completely new.

Hammerite
Mar 9, 2007

And you don't remember what I said here, either, but it was pompous and stupid.
Jade Ear Joe

unixbeard posted:

I also think python is not a good choice for teaching people completely new to programming. It's a great language but very idiomatic and text based stuff is an additional conceptual leap for people completely new.

What do you mean by "text based stuff"? You mean writing console programs? What do you think is a good alternative - Logo-like languages??

(That's not meant to be a snide jab, if it comes off that way. I enjoyed playing around with WinLogo at school.)

3D Megadoodoo
Nov 25, 2010

unixbeard posted:

I also think python is not a good choice for teaching people completely new to programming. It's a great language but very idiomatic and text based stuff is an additional conceptual leap for people completely new.

Are you sure you don't mean idiosyncratic? (Not that it is particularly so :shrug:)

tef
May 30, 2004

-> some l-system crap ->

Otto Skorzeny posted:

Care to elaborate, teffu? :3:

I'll make a thread in the project.log forum I guess

unixbeard
Dec 29, 2004

Hammerite posted:

What do you mean by "text based stuff"? You mean writing console programs? What do you think is a good alternative - Logo-like languages??

(That's not meant to be a snide jab, if it comes off that way. I enjoyed playing around with WinLogo at school.)

I mean sitting there and looking at console output is something that takes getting used to. It is second nature to us, but for someone used to seeing a computer respond visually to everything they do it can be quite foreign.

Jerry Cotton posted:

Are you sure you don't mean idiosyncratic? (Not that it is particularly so :shrug:)

Yes thats a good word too. Many of the ways you do things in python are particular to python. If you have something like this

for (i = 0; i < 10; i++) {
...
}

at a fairly high level that construct could be valid for lots of languages. It is an idiom (afaik im not a thesaurus).

for x in thing:
spacespacespacespace

is very particular to python. If someone signs up to a learn to program course and you teach them python they will have a hard time even reading something like javascript.

I taught some people python and I taught some people Java. Neither are particular good as introductory languages. Next time I will use processing, which is basically java but with some of the syntactic awkwardness (and complexity of IDEs) removed. It's also very visual, and easy for new people to write programs that actually do something. Hey look that circle is changing its radius based on my mouse position. I can easily map "lines of code" to "stuff i do" and "what the program does." It's easy to demonstrate the concepts and easier for people to understand them when they get immediate visual results, because that has been their experience whenever they have interacted with a computer in some way previously.

I know you can do all that in python or java (processing is java) but explaining all the junk you would need to add to be showing interactive graphics to someone completely new gets a bit involved. Kinda like when I found myself installing mysqld and explaining the difference between HTTP POST and GET to people who had no idea you could edit the url in the url bar in the browser when I was trying to teach them web programming in python.

Blotto Skorzany
Nov 7, 2008

He's a PSoC, loose and runnin'
came the whisper from each lip
And he's here to do some business with
the bad ADC on his chip
bad ADC on his chiiiiip

tef posted:

I'll make a thread in the project.log forum I guess

I didn't realize movax set that up already :stare:

csammis
Aug 26, 2003

Mental Institution

tef posted:

I'll make a thread in the project.log forum I guess

The what now?

tef
May 30, 2004

-> some l-system crap ->
:toot: :siren: http://forums.somethingawful.com/forumdisplay.php?forumid=265 :siren: :toot:

tef
May 30, 2004

-> some l-system crap ->

unixbeard posted:

I mean sitting there and looking at console output is something that takes getting used to. It is second nature to us, but for someone used to seeing a computer respond visually to everything they do it can be quite foreign.

I started them on turtle graphics, most of them have used scratch before. I did get them using a repl for a bit but they asked me to switch to an editor asap and we used IDLE (because it was there).


quote:

for x in thing: is very particular to python.

(Similar iteration concepts are in many other languages :eng101:)

A couple things came up, not all of it was python related.

- Why is there a ':' at the end
- People confused '-' for '_' a lot of the time.
- Things that seemed obvious to me were hard to explain in terms
- Error messages make people cry (esp if their brother is being a showoff next to them)
- Indentation is weird and awful outside an editor, and still weird and awful when i'm asking people to copy/paste. I'm sure semicolons would be the bugbear in other languages.

and a bunch of other stuff

unixbeard
Dec 29, 2004

tef posted:

I started them on turtle graphics, most of them have used scratch before. I did get them using a repl for a bit but they asked me to switch to an editor asap and we used IDLE (because it was there).

What was the average age? That kid in the foreground looks kinda small/young

tef posted:

(Similar iteration concepts are in many other languages :eng101:)

I'm just a dumb C programmer forced to work in a cruel and unfamiliar world.

quote:

- Indentation is weird and awful outside an editor, and still weird and awful when i'm asking people to copy/paste. I'm sure semicolons would be the bugbear in other languages.

The pain of indentation can be useful for new people, if only to help keep things vaguely readable. The aesthetics of a well written program take some time to realise. But hey it's PEP8 not PEP88 :hitler:

tef
May 30, 2004

-> some l-system crap ->

unixbeard posted:

What was the average age? That kid in the foreground looks kinda small/young

As young as 7 and as old as 13.

quote:

I'm just a dumb C programmer forced to work in a cruel and unfamiliar world.

It must be weird to have libraries and not just including files all over the place.

quote:

The pain of indentation can be useful for new people, if only to help keep things vaguely readable. The aesthetics of a well written program take some time to realise. But hey it's PEP8 not PEP88 :hitler:

On the other hand I am yet to see a scratch programmer argue about tabs vs spaces

KoRMaK
Jul 31, 2012



I like teaching people about programming, but never know where to go to be able to be given a chance at teaching a lesson.

I'd have those kids running the infinminer source by week 2. :getin:

SupSuper
Apr 8, 2009

At the Heart of the city is an Alien horror, so vile and so powerful that not even death can claim it.

tef posted:

so I gave a talk in a field :3:


I want those slides.

unixbeard
Dec 29, 2004

tef posted:

It must be weird to have libraries and not just including files all over the place.

namespaces are for the weak ... ly linked

tef
May 30, 2004

-> some l-system crap ->

SupSuper posted:

I want those slides.

The slides aren't much, most of my talk is actually me talking. It was very similar to the talk I gave last year at emfcamp, but more coherent, more organized and more optimistic. To a larger crowd too. The Q&A as per usual, was the best part of my talk, as the audience catches my mistakes and contributes some important ideas I missed or skipped over.

The earlier talk was recorded, I'm not too sure if this was recorded (there were /many/ fuckups) on site.

https://www.youtube.com/watch?v=csyL9EC0S0c

I started with my terrible code, moved onto some group mistakes, then went onto what makes a good and bad programmer in my eyes. I then made fun of other people's definition, talked about corporate problems with interviews and culture, and conways law. Finally I talked about teaching — Seymour Papert, Mindstorms, Logo, view-source and the remix culture, before concluding with the work I'm now doing at CodeClub.org.uk and CodeClubWorld.org.

I have my keynote file kicking around, but if you can read it and guess the content of my talk, I'll be amazed.

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Internet Janitor
May 17, 2008

"That isn't the appropriate trash receptacle."
I should note that there are many languages which are not whitespace sensitive and lack semicolons as statement separators/terminators. The syntax of Logo is not entirely an accident.

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