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#agonlight

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Shawn Sijnstra<p>I wanted to use more graphics on my <a href="https://hachyderm.io/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> and the best project that came to mind was to display <a href="https://hachyderm.io/tags/Amstrad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Amstrad</span></a> <a href="https://hachyderm.io/tags/CPC" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CPC</span></a> .pal/.scr images. Took a while to get there, and now it works including the same "wipe" effect that the original hardware had due to the unusual RAM layout. Planning to use this for landing pages to create the mood for any game you might load. You can see the source code + binary at <a href="https://github.com/sijnstra/agon-projects/tree/main/CPCpic" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/sijnstra/agon-proje</span><span class="invisible">cts/tree/main/CPCpic</span></a> <a href="https://hachyderm.io/tags/z80" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>z80</span></a> <a href="https://hachyderm.io/tags/ez80" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ez80</span></a> <a href="https://hachyderm.io/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> <a href="https://hachyderm.io/tags/retrogaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrogaming</span></a> video shows loader image from Stefan Vogt's Ghosts of Blackwood Manor.</p>
James@ncot.uk<p>Writing a Roguelike in C Part 1<br>Let’s try to write a Roguelike game in C for the <a href="https://social.ncot.uk/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a>. This is the first video. I explore how the original Rogue and similar games like Nethack generate their own dungeons, then adapt code that draws mazes so my dungeons are a bit more interesting to explore.<br><a href="https://ncot.uk/videos/writing-a-roguelike-in-c---part-1/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">ncot.uk/videos/writing-a-rogue</span><span class="invisible">like-in-c---part-1/</span></a></p>
James@ncot.uk<p>A Retro Game Made With 21st Century Thinking Gamedev the Hard Way<br>In this abridged video, I walk you through the process of building a text adventure game from scratch on the <a href="https://social.ncot.uk/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a>. Rather than a deep dive into every line of code, this video focuses on explaining the overall structure and design choices behind the project.<br><a href="https://ncot.uk/videos/a-retro-game-made-with-21st-century-thinking---gamedev-the-hard-way/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">ncot.uk/videos/a-retro-game-ma</span><span class="invisible">de-with-21st-century-thinking---gamedev-the-hard-way/</span></a></p>
james is here<p>Initial release of <a href="https://github.com/triplefox/agon-vdptypes" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/triplefox/agon-vdpt</span><span class="invisible">ypes</span></a></p><p>VDPTypes is a Python library that assists in generating VDU protocol data for the Agon computing platform's VDP (Visual Display Processor). It supports Console8 as of version 2.12.0, minus some experimental API calls. Not all calls have yet been tested.</p><p>Contributions are appreciated, my bandwidth to work on Agon projects is limited.</p><p>VDPTypes is a support library made for customized build scripts, asset conversion, and development of VDP buffer programs. It includes:</p><p>* Utility code for loading and converting assets to VDP formats<br>* VDP-IL, an intermediate language for VDU commands using Python data structures, giving them some syntax and automatic checking<br>* Code generation for several language targets on Agon (unfinished)</p><p><a href="https://pounced-on.me/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> <a href="https://pounced-on.me/tags/agonlight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>agonlight</span></a> <a href="https://pounced-on.me/tags/agon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>agon</span></a> <a href="https://pounced-on.me/tags/console8" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>console8</span></a> <a href="https://pounced-on.me/tags/python" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>python</span></a></p>
James@ncot.uk<p><a href="https://youtu.be/DHgle5k4LDs" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/DHgle5k4LDs</span><span class="invisible"></span></a></p><p><a href="https://social.ncot.uk/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://social.ncot.uk/tags/agonlight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>agonlight</span></a> <a href="https://social.ncot.uk/tags/roguelike" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelike</span></a></p>
james is here<p>I started thinking of ideas for live musicmaking that would fit on <a href="https://pounced-on.me/tags/agonlight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>agonlight</span></a> that combine the DJ stuff I've been tinkering with lately and some classic tracker elements:</p><p>1. DJ interface at top level - two spinning plates, a pattern sequence for both, automatic tempo and scale/root-note sync, configurable cue and loop points, a channel strip with 4 channels per plate, some volume controls and toggles.</p><p>2. Tracker interface to edit a plate. The plate defines patterns(all same length, variable size), you have sample controls and access to various things in Agon VDP's sound system, both synth patches and sample banks. Because the interface is designed for live mix the sequencing elements that need to be coordinated live are "suggestions" - hence there's no absolute pitch or BPM, just relationships that get remapped on the fly.</p><p>3. Then there is a "remix mode" - in "DJ mode" you can enable all 8 channels, but in "remix mode", you select a priority for each channel(either omit or allow one to overwrite the other, and where it's allocated), and you pre-select which samples will go into the new plate. Plates must have pattern lengths of same or 1:n ratio to be used in remix mode(no polyrhythmic remixing) - thus all plates remain constrained to the same structure and can be edited after, their cue points are saved and could be applied for algorithmic mixing, perhaps using a labelling structure to indicate usage.</p><p>All feasible stuff, it'd just take a while to develop and I have too many things going on. Maybe easier to prototype on PC first.</p>
James@ncot.uk<p>My latest video where I'm trying to program a game engine from scratch. <a href="https://social.ncot.uk/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://social.ncot.uk/tags/agonlight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>agonlight</span></a> <a href="https://social.ncot.uk/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> </p><p><a href="https://youtu.be/-_lKdUPViBk" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/-_lKdUPViBk</span><span class="invisible"></span></a></p>
james is here<p>Stayed up late devising Forth code to stream in VDP calls with a 1k buffer (instead of loading all 160k of the file into the eZ80's available 512k) - it loads basically the same, just with less memory now <a href="https://pounced-on.me/tags/agonlight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>agonlight</span></a></p>
james is here<p>Sprites and tiles proof of concept for <a href="https://pounced-on.me/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> - it'll support multiple tileset layers of up to 256 tiles each, sprites are currently drawn using the bitmap features. My build system optimally crops them and creates offsets around an origin point. At present it is mostly agnostic to the code running on the ez80, I wrote some trivial Forth to read files of compiled VDP commands and dump them to UART.</p><p><a href="https://pounced-on.me/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> <a href="https://pounced-on.me/tags/retrogaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrogaming</span></a> <a href="https://pounced-on.me/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
James@ncot.uk<p><a href="https://youtu.be/R0S8e3oWSas" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/R0S8e3oWSas</span><span class="invisible"></span></a></p><p>The latest installment of my attempts at <a href="https://social.ncot.uk/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> a retro computer game for the <a href="https://social.ncot.uk/tags/agonlight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>agonlight</span></a> is out. This time I show my game's design and explain how I implemented a large multi-screen tilemap to roam about in.</p>
Retrópolis<p>Episódio 159 – RetroRetrospectiva 2024 – Parte A</p><p><a href="https://retropolis.com.br/2024/12/04/episodio-159-parte-a/" rel="nofollow noopener" target="_blank"><span class="invisible">https://</span><span class="ellipsis">retropolis.com.br/2024/12/04/e</span><span class="invisible">pisodio-159-parte-a/</span></a></p><p><a href="https://bitbang.social/tags/Podcast" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Podcast</span></a> <a href="https://bitbang.social/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> <a href="https://bitbang.social/tags/AnotherWorld" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AnotherWorld</span></a> <a href="https://bitbang.social/tags/AppleIIc" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AppleIIc</span></a> <a href="https://bitbang.social/tags/apresentao" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>apresentao</span></a> <a href="https://bitbang.social/tags/Carnivore" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Carnivore</span></a> <a href="https://bitbang.social/tags/Commodore116" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Commodore116</span></a> <a href="https://bitbang.social/tags/Commodore16" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Commodore16</span></a> <a href="https://bitbang.social/tags/CommodorePlus4" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CommodorePlus4</span></a> <a href="https://bitbang.social/tags/digresses" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>digresses</span></a> <a href="https://bitbang.social/tags/Encontros" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Encontros</span></a> <a href="https://bitbang.social/tags/expanso" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>expanso</span></a> <a href="https://bitbang.social/tags/FlowChart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FlowChart</span></a> <a href="https://bitbang.social/tags/fluxograma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>fluxograma</span></a> <a href="https://bitbang.social/tags/FujiNet" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FujiNet</span></a> <a href="https://bitbang.social/tags/gastronomia" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gastronomia</span></a> <a href="https://bitbang.social/tags/HarvardGraphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HarvardGraphics</span></a> <a href="https://bitbang.social/tags/jogo" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>jogo</span></a> <a href="https://bitbang.social/tags/KazuhikoNishi" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>KazuhikoNishi</span></a> <a href="https://bitbang.social/tags/KungFuFlash" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>KungFuFlash</span></a> <a href="https://bitbang.social/tags/memria" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>memria</span></a> <a href="https://bitbang.social/tags/MicrosClssicos" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MicrosClssicos</span></a> <a href="https://bitbang.social/tags/MSX" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MSX</span></a> <a href="https://bitbang.social/tags/MSX3" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MSX3</span></a> <a href="https://bitbang.social/tags/MSXRio" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MSXRio</span></a> <a href="https://bitbang.social/tags/NES" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>NES</span></a> <a href="https://bitbang.social/tags/perifricos" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>perifricos</span></a> <a href="https://bitbang.social/tags/podcast" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>podcast</span></a> <a href="https://bitbang.social/tags/PowerPoint" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PowerPoint</span></a> <a href="https://bitbang.social/tags/Retrobesteiras" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Retrobesteiras</span></a> <a href="https://bitbang.social/tags/Retrocomputao" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Retrocomputao</span></a> <a href="https://bitbang.social/tags/retrogaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrogaming</span></a> <a href="https://bitbang.social/tags/Retrpolis" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Retrpolis</span></a> <a href="https://bitbang.social/tags/RetroRio" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RetroRio</span></a> <a href="https://bitbang.social/tags/Ri" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Ri</span></a></p>
Shawn Sijnstra<p>Working on making my telnet for <a href="https://hachyderm.io/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> more sane, it's a little better than it was but still has a lot of problems. It's hard to test something when the results depend on the network traffic flow at the time, and many components out of my control. Anyway, for a first time I did manage to get some almost readable data from <span class="h-card" translate="no"><a href="https://oldbytes.space/@Wintermute_BBS" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>Wintermute_BBS</span></a></span> RC BBS - thanks for having this running! It feels awesome having an <a href="https://hachyderm.io/tags/ez80" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ez80</span></a> talking to a <a href="https://hachyderm.io/tags/z80" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>z80</span></a> on the other side of the world!</p>
James@ncot.uk<p>🧑‍💻Tilemap Game Engine Development – Agon Light C Programming💾<br>In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On to<br>Read More 👉<a href="https://ncot.uk/tilemap-game-engine-development-agon-light-c-programming/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">ncot.uk/tilemap-game-engine-de</span><span class="invisible">velopment-agon-light-c-programming/</span></a><br><a href="https://social.ncot.uk/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> <a href="https://social.ncot.uk/tags/CProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CProgramming</span></a> <a href="https://social.ncot.uk/tags/GameDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDesign</span></a> <a href="https://social.ncot.uk/tags/Programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Programming</span></a></p>
Shawn Sijnstra<p>Continuing to build on my <a href="https://hachyderm.io/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> Telnet using the <span class="h-card" translate="no"><a href="https://mastodon.social/@olimex" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>olimex</span></a></span> UEXT wifi module, I can now <a href="https://hachyderm.io/tags/telnet" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>telnet</span></a> to a number of <a href="https://hachyderm.io/tags/BBS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>BBS</span></a> services over the internet and use my font of choice while doing it. There's still a bit to go, but I wouldn't have gotten here without all of the cool features <span class="h-card" translate="no"><a href="https://fosstodon.org/@stevesims" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>stevesims</span></a></span> keeps adding to the Agon VDP, and of course Nihirash who came up with a native <a href="https://hachyderm.io/tags/Gopher" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Gopher</span></a> browser, as well as those who continue to run BBS's. Shoulders of giants in <a href="https://hachyderm.io/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> - it really is a team sport!</p>
Shawn Sijnstra<p>Collaborating with TurBoss on this one - I can now telnet from my <a href="https://hachyderm.io/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> via the <span class="h-card" translate="no"><a href="https://mastodon.social/@olimex" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>olimex</span></a></span> UEXT wifi module and straight across the internet to an <a href="https://hachyderm.io/tags/IRC" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IRC</span></a> server, which in turn has a bridge to Discord. That's right, we can talk Agon to PC or even Agon to Agon via IRC/Discord. <a href="https://hachyderm.io/tags/Discord" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Discord</span></a> and <a href="https://hachyderm.io/tags/Agon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Agon</span></a> shots below. <a href="https://hachyderm.io/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a></p>
Thomas Cherryhomes<p>Now that we have multiple modern retrocomputing systems, would it not be prudent to host a place where representatives from each project can post lessons learned developing each platform, so we can all learn from them going forward?</p><p><a href="https://oldbytes.space/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> <a href="https://oldbytes.space/tags/retrogaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrogaming</span></a> <a href="https://oldbytes.space/tags/x16" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>x16</span></a> <a href="https://oldbytes.space/tags/foenixf256" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>foenixf256</span></a> <a href="https://oldbytes.space/tags/agonlight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>agonlight</span></a> <a href="https://oldbytes.space/tags/aquarius" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>aquarius</span></a></p>
Shawn Sijnstra<p>I've improved the <a href="https://hachyderm.io/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> implementation of Daniel Martin's <a href="https://hachyderm.io/tags/TRS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TRS</span></a>-OS to make a more authentic <a href="https://hachyderm.io/tags/trs80" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>trs80</span></a> experience. The main thing I wanted to improve was the display capabilities. Steps taken (with thanks) to get the authentic output:<br>1. Obtain + fix the correct font<br>2. Load the font into <a href="https://hachyderm.io/tags/Agon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Agon</span></a><br>3. Modify the VDP to allow buffered fonts in Terminal mode<br>4. Modify the bootstrap and terminal host software to support the new code and use all 8 bits.<br>5. Check out before and after<br><a href="https://hachyderm.io/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a></p>
Shawn Sijnstra<p>Using the character to bitmap mapping available in the latest <a href="https://hachyderm.io/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> VDP firmware, I've been able to transform an ASCII <a href="https://hachyderm.io/tags/curses" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>curses</span></a> version of Flappy Bird into graphics. Double-buffering ensures the game plays flicker-free. Before and after images included. Source code and binary here: <a href="https://github.com/sijnstra/agdev-projects/tree/main/flagon" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/sijnstra/agdev-proj</span><span class="invisible">ects/tree/main/flagon</span></a> <a href="https://hachyderm.io/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> <a href="https://hachyderm.io/tags/retrogaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrogaming</span></a> <a href="https://hachyderm.io/tags/zilog" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>zilog</span></a> <a href="https://hachyderm.io/tags/ez80" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ez80</span></a></p>
@haitchfive<p>Update:</p><p>In Fab Agon Emulator 0.9.57 keyboard shortcuts appear to have been changed, or behave differently on a Macbook Pro keyboard. Instead of Right Alt or Right Option + F, I was able to go Full Screen and back using Left Ctrl + Command + F</p><p><a href="https://oldbytes.space/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> <a href="https://oldbytes.space/tags/Agon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Agon</span></a> <a href="https://oldbytes.space/tags/FabAgon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FabAgon</span></a> <a href="https://oldbytes.space/tags/FabAgonEmulator" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FabAgonEmulator</span></a></p>
Shawn Sijnstra<p>I've been continuing on my quest for expanding the <a href="https://hachyderm.io/tags/curses" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>curses</span></a> library for the <a href="https://hachyderm.io/tags/AgonLight" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgonLight</span></a> using <a href="https://hachyderm.io/tags/AgDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AgDev</span></a>. Well... I was pointed to this project by <span class="h-card" translate="no"><a href="https://bird.makeup/users/usagielectric" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>usagielectric</span></a></span> to emulate the UE14500. Still some cosmetic tweaks to go but the work-in-progress runs! Source code once I'm more confident with this - but here's a screenshot work in progress. <a href="https://hachyderm.io/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a> <a href="https://hachyderm.io/tags/valves" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>valves</span></a> <a href="https://hachyderm.io/tags/emulator" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>emulator</span></a> Original project: <a href="https://github-wiki-see.page/m/Nakazoto/UEVTC/wiki/Emulators-and-Simulations" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github-wiki-see.page/m/Nakazot</span><span class="invisible">o/UEVTC/wiki/Emulators-and-Simulations</span></a></p>