Today's #maug task will be predrawing the soft font into 8x8 sprites in VRAM. I stopped doing this for most platforms but maybe I should start again because the letter drawing seems to be what's killing the framerate. Maybe.

When I feel like it.

#maug can now read files off of the CD-ROM and (very crudely) blit bitmaps onto the screen on #PlayStation. At a reasonable speed, even! Even when I tested on real hardware! 😌

Now I just gotta figure out transparency and work out some of these glitches... The AI plane isn't moving (but it is trying to turn?) so maybe the lisp interpreter is ballsed up...

But reading the CD and allocating VRAM is not trivially simple on the PSX! So... So far, so good!

I put a little effort into starting to setup the psn00b SDK to work with #maug today. I can compile but everything is still stubs. Here's hoping to have something running off of a memory card or something soon. And then maybe the serial port. And then maybe a CD.
Started implementing a minimap in my 3D engine as a first step to hopefully getting back into the #maug groove via implementing view-frustum culling. Let's try to bump up those frames on the Pentium 60!

Apparently I did a lot of #maug posting this year, and I got quite a bit of development done, but once it got colder I stopped. I guess I was also pretty discouraged by the sporadic untraceable stack issues with the mlisp interpreter on 16-bit platforms.

Hopefully next year is more productive!

#maug has gotten pretty useful... I went from "hey what if I made Picross" to "hey I made a minimum viable Picross" with pretty little development time!

https://ifdydemos.nfshost.com/mpicro/mpicro.html

Needs polish and whatnot but... I finally more or less figured how it works by making it! So that's nice!

Emscripten-Generated Code

At least I kinda got something #maug -related done today...

mPiCro is short for eMpire of Pie Crows btw pls Nintendo do not sue. πŸ₯§ πŸ¦β€β¬›

I ended up spending a lot of time this weekend shoring up vectors and string pools and hash tables in #maug and serialization routines for those things (and arrays thereof) and moving mlisp to work on top of them... I ended up polishing off the old libcheck-based unit tests for the data structures and they were pretty helpful! I'm pretty close to being able to save and load in #numoon! Probably!

I'm making progress with my Color QuickDraw port in #maug... I've gone from blank off-screen bitmaps to offscreen bitmaps with lots of garbage on them.

Hopefully I can make it the rest of the way and from there to Carbon and OS X! What about OS X without Carbon? Not a real OS, going by the universal definition: "OS that I can cross-compile C to from Linux."

My lisp dialect, mlisp (#maug), is surely the most cursed lisp. If Steve Lisp were still with us he would be spinning in his grave. But at least now the NPCs in #numoon can ask questions and set/read global variables and go off on infinite loops.

Except in the WASM build. That's hyper wonky for some reason. Gotta figure that out tomorrow.