honeylisp/presentation/slides.fnl

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(local util (require :lib.util))
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(local lume (require :lib.lume))
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(local {: parse} (util.require :presentation.engine))
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(local core (require :core))
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(local style (require :core.style))
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(local TileEditView (require :editor.tileedit))
(local MapEditView (require :editor.mapedit))
(local PortraitEditView (require :editor.portraitedit))
(local FontEditView (require :editor.fontedit))
(local ScreenEditView (require :editor.screenedit))
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(local files (require :game.files))
(local link (require :link))
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(local h
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{:style true
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:font (renderer.font.load "presentation/font/PrintChar21.ttf" 64)
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:color style.caret
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:justify :center
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:topPadding 14
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:lowerPadding 64})
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(local **
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{:style true
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:font (renderer.font.load "presentation/font/PRNumber3.ttf" 32)
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:color style.text
:justify :left
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:lowerPadding 7
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:pause-after true})
(fn p [style ?text] (lume.merge style {:pause-after true} (if ?text {:text ?text :style false})))
(fn np [style ?text] (lume.merge style {:pause-after false} (if ?text {:text ?text :style false})))
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(fn bgimg [filename] {:image filename :justify :center :overlay true :alpha 0.3 :topPadding 0})
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(fn view-cleanup [view]
(let [root core.root_view.root_node
node (root:get_node_for_view view)]
(when node (node:close_active_view root))))
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(fn split-and-open [self f]
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(let [focused-view core.active_view
focused-node (core.root_view:get_active_node)
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_ (when self.split (focused-node:split self.split))
view (f self)
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node (core.root_view:get_active_node)]
(when (= (core.root_view.root_node:get_node_for_view view) nil) (node:add_view view))
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(when self.split (core.set_active_view focused-view)) ; don't switch focus
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#(view-cleanup view)))
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(fn openview [f ?extra] (lume.merge {:action #(split-and-open $1 f)} (or ?extra {})))
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(fn openfile [filename ?extra]
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(openview #(let [ldoc (core.open_doc filename)
view (core.root_view:open_doc ldoc)]
(when $1.line (view:scroll_to_line $1.line))
view)
?extra))
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(fn boot-game []
(let [p (util.reload :game)]
(util.in-coro (fn [] (link:switch :mame)
(link.machine:run)
(util.waitfor #(link.machine:connected?))
(p:upload link.machine)
(link.machine:launch p)))
nil))
(fn vm-eval [...]
(let [prg (require :game)
overlay (prg.vm:gen-eval-prg [:vm ...])]
(link.machine:overlay overlay)
nil))
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(parse [
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[h "" "" ""
"Honeylisp"
"" "" ""
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(np **) "Jeremy Penner"
"https://spindleyq.itch.io/"
"https://blog.information-superhighway.net/"
"https://bitbucket.org/SpindleyQ/honeylisp"
"https://gamemaking.social/@SpindleyQ"
"https://twitter.com/SpindleyQ"
{:pause-after true}]
[h "Honeylisp is hard to explain"
** "It is an experimental programming environment designed to enable a productive Apple // game development workflow"
"https://fennel-lang.org/"]
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[(bgimg "presentation/pics/pete286.jpeg")
h "Some Background"
** "2019: Built a 16-bit MS-DOS game engine, using only retro hardware and software."]
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[(bgimg "presentation/pics/ggj2020.jpeg")
h "Neut Tower"
** "2020: Created Neut Tower as part of two game jams.
* Global Game Jam - One weekend - Feb 2020 - First two rooms
* MS-DOS Game Jam - 1.5 months - April 2020 - 'Shareware Episode 1'"]
[(bgimg "presentation/pics/boot-tower.jpeg")
{:action #(files.reload :neuttower/game.json)}
h "Neu] [ower"
** "A small puzzle adventure game!"
"Magic Trick #1"
{:action boot-game}
"--== D E M O ==--"]
[h "How It's Made"
** "Is the Apple ][ running Lisp?"
" * Not really?"
"Is the code written in Lisp?"
" * Sort of!"
"Show me some Lisp already! >:/"
(openfile :neuttower/level1.fnl {:split :right :line 42})
" * OK!"]
[h "What is this unholy abomination?"
** "Lisp and Forth?!"
{:image "presentation/pics/thinkhard.png" :justify :center}
"Not super keen on writing a complicated compiler"
" * \"Direct threaded\" inner interpreter"
"Forth allows efficient, composable, interactive code"]
[h "Why use Lisp to compile Forth?"
** "\"Immediate words\" can be Fennel functions that generate code!"
"Program can be compiled into a rich data structure"
(openfile :neuttower/level1.fnl {:split :right :line 59})
"Magic Trick #2"
(np **) "Magic Trick #3"
{:button #(vm-eval :mixed) :text ":mixed"}
{:button #(vm-eval :hires) :text ":hires"}
{:button #(vm-eval 1 2 :+ :.) :text "1 2 :+ :."}
{:button #(vm-eval :earthquake) :text ":earthquake"}
{:pause-after true}]
[h "Explain this voodoo!"
** "Directly inspired by Dagen Brock's 2016 KFest talk on GSPlus"
"Ended up using MAME - Lua plugin system exposes EVERYTHING"
"Use Jeejah nREPL server library with custom nREPL client"
"1. What if I could poke my program directly into an emulator's memory?"
"2. What if I could preserve the current runtime state but rewrite the code?"
" ... even if the data has moved?"
"3. What if I could interactively try out new code while my game was running?"]
[h "Digging Deeper: Assembler"
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** "Represent instructions using Fennel data literals"
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(openfile :neuttower/defs.fnl {:split :right :line 57})
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" [:lda 0xff]"
"Represent labels with Fennel strings"
" :loop [:bne :loop]"
"Lexical scope with nested blocks"
" [:block :loop (generate-loop-code) [:bne :loop]]"]
[h "Wait WTF Is An Assembler"
** "It's just converting mnemonics to bytes, right?"
{:image "presentation/pics/assembly-markup.png" :justify :center :pause-after true}
"Whoooops, actually the hard part is converting labels to addresses"
"Zero-page instructions are a different size, which messes up data layout!"
"Initial pass is needed to gather all symbols to determine sizes"
"What about data?"
" [:db 123] [:dw 12345] [:bytes \"HELLO WORLD\"] [:ref :hello]"
"Must be able to line up bytes on page boundaries"
" [:align 0x100]"]
[h "The Tools"
** {:image "presentation/pics/retro-game-dev-quote.png" :justify :center :pause-after true}
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{:action #(files.reload :neuttower/game.json)}
"14x16 tile editor"
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(openview #(TileEditView))
"Font editor"
(openview #(FontEditView))
"Portrait editor"
(openview #(PortraitEditView))
"Map editor"
(openview #(MapEditView))
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"Full-screen bitmap editor"
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(openview #(ScreenEditView :neuttower/title.screen) {:pause-after true})
(openfile :presentation/slides.fnl {:split :right :line 133})
"Presentation viewer"]
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[h "Editing Editors With My Editor"
** "lite is a small, highly-extensible text editor written in Lua"
"Lua provides a very dynamic environment"
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(openview #(MapEditView))
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(openfile :editor/mapedit.fnl {:split :right :line 235})
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"Downside:"
{:image "presentation/pics/bsod.png" :justify :center :pause-after true}]
[(bgimg "presentation/pics/bitsy.png")
{:action #(files.reload :bitsy/game.json)}
h "8-Bitsy"
** "Bitsy is a popular free, accessible, web-based game-making tool"
{:action boot-game :pause-after true}
(openview #(MapEditView) {:pause-after true})]
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[(bgimg "presentation/pics/bitsy.png")
{:action #(files.reload :bitsy/game.json)}
h "8-Bitsy"
** "Bitsy is a popular free, accessible, web-based game-making tool"
"Spring Lisp Game Jam - 10 days to hack"
"Could I make my tools a little less... programmer-y?"
(openview #(MapEditView) {:pause-after true})]
[h "Thanks!"
(openfile :neuttower/level6.fnl {:split :right :line 153})
** "Questions?"
(np **) {:topPadding 128}
"Jeremy Penner"
"https://spindleyq.itch.io/"
"https://blog.information-superhighway.net/"
"https://bitbucket.org/SpindleyQ/honeylisp"
"https://gamemaking.social/@SpindleyQ"
"https://twitter.com/SpindleyQ"
{:pause-after true}]
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])
; [h "Step 5: Running on Hardware"
; ** "I have a IIgs with a serial cable - I can poke bytes in directly from the monitor"
; "]IN#2\n]PR#2\n]CALL-151"
; "Easy to send bytes faster than the monitor can process them"]
; [h "Audio"
; ** "I have a II+ with a cassette port"
; "LÖVE2D is a game engine - my editor can generate audio and play it back immediately"
; "Need to generate a BASIC program to bootstrap my machine code"
; (openfile :asm/tape.fnl {:split :right})
; " [:basic [10 :call :2061]]"
; "Future work: Apple Game Server fastloader"]
; [(bgimg "presentation/pics/beneath-apple-prodos.png")
; h "ProDOS"
; ** "Disk image is a must-have for distribution"
; (openfile :asm/prodos.fnl {:split :right :line 132})
; "Of course I wrote my own disk image generation code!"
; "Start with a blank ProDOS disk and add to it"
; "Fun bugs!"
; "* Accidentally implemented undelete instead of inserting new files at first"
; "* Read the free space bitmap backwards and overwrote the OS"
; "* Tried to name a volume starting with a number"]