2021-06-19 01:31:21 +00:00
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(local util (require :lib.util))
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2021-06-22 02:09:09 +00:00
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(local lume (require :lib.lume))
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2021-06-19 01:31:21 +00:00
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(local {: parse} (util.require :presentation.engine))
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2021-06-29 03:05:17 +00:00
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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))
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(local MapEditView (require :editor.mapedit))
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(local PortraitEditView (require :editor.portraitedit))
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(local FontEditView (require :editor.fontedit))
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(local ScreenEditView (require :editor.screenedit))
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(local files (require :game.files))
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(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
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:justify :left
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:lowerPadding 7
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:pause-after true})
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(fn p [style ?text] (lume.merge style {:pause-after true} (if ?text {:text ?text :style false})))
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(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]
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(let [root core.root_view.root_node
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node (root:get_node_for_view view)]
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(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
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focused-node (core.root_view:get_active_node)
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_ (when self.split (focused-node:split self.split))
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view (f self)
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node (core.root_view:get_active_node)]
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(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)
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view (core.root_view:open_doc ldoc)]
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(when $1.line (view:scroll_to_line $1.line))
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view)
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?extra))
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(fn boot-game []
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(let [p (util.reload :game)]
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(util.in-coro (fn [] (link:switch :mame)
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(link.machine:run)
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(util.waitfor #(link.machine:connected?))
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(p:upload link.machine)
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(link.machine:launch p)))
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nil))
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(fn vm-eval [...]
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(let [prg (require :game)
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overlay (prg.vm:gen-eval-prg [:vm ...])]
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(link.machine:overlay overlay)
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nil))
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(parse [
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[h "" "" ""
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"Honeylisp"
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"" "" ""
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(np **) "Jeremy Penner"
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"https://spindleyq.itch.io/"
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"https://blog.information-superhighway.net/"
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"https://bitbucket.org/SpindleyQ/honeylisp"
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"https://gamemaking.social/@SpindleyQ"
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"https://twitter.com/SpindleyQ"
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{:pause-after true}]
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[h "Honeylisp is hard to explain"
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** "It is an experimental programming environment designed to enable a productive Apple // game development workflow"
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"https://fennel-lang.org/"]
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[(bgimg "presentation/pics/pete286.jpeg")
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h "Some Background"
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** "2019: Built a 16-bit MS-DOS game engine, using only retro hardware and software."]
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[(bgimg "presentation/pics/ggj2020.jpeg")
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h "Neut Tower"
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** "2020: Created Neut Tower as part of two game jams.
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* Global Game Jam - One weekend - Feb 2020 - First two rooms
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* MS-DOS Game Jam - 1.5 months - April 2020 - 'Shareware Episode 1'"]
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[(bgimg "presentation/pics/boot-tower.jpeg")
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{:action #(files.reload :neuttower/game.json)}
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h "Neu] [ower"
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** "A small puzzle adventure game!"
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"Magic Trick #1"
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{:action boot-game}
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"--== D E M O ==--"]
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[h "How It's Made"
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** "Is the Apple ][ running Lisp?"
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" * Not really?"
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"Is the code written in Lisp?"
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" * Sort of!"
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"Show me some Lisp already! >:/"
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(openfile :neuttower/level1.fnl {:split :right :line 42})
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" * OK!"]
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[h "What is this unholy abomination?"
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** "Lisp and Forth?!"
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{:image "presentation/pics/thinkhard.png" :justify :center}
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"Not super keen on writing a complicated compiler"
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" * \"Direct threaded\" inner interpreter"
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"Forth allows efficient, composable, interactive code"]
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[h "Why use Lisp to compile Forth?"
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** "\"Immediate words\" can be Fennel functions that generate code!"
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"Program can be compiled into a rich data structure"
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(openfile :neuttower/level1.fnl {:split :right :line 59})
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"Magic Trick #2"
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(np **) "Magic Trick #3"
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{:button #(vm-eval :mixed) :text ":mixed"}
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{:button #(vm-eval :hires) :text ":hires"}
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{:button #(vm-eval 1 2 :+ :.) :text "1 2 :+ :."}
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{:button #(vm-eval :earthquake) :text ":earthquake"}
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{:pause-after true}]
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[h "Explain this voodoo!"
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** "Directly inspired by Dagen Brock's 2016 KFest talk on GSPlus"
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"Ended up using MAME - Lua plugin system exposes EVERYTHING"
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"Use Jeejah nREPL server library with custom nREPL client"
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"1. What if I could poke my program directly into an emulator's memory?"
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"2. What if I could preserve the current runtime state but rewrite the code?"
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" ... even if the data has moved?"
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"3. What if I could interactively try out new code while my game was running?"]
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[h "Wait WTF Is An Assembler"
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** "It's just converting mnemonics to bytes, right?"
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{:image "presentation/pics/assembly-markup.png" :justify :center :pause-after true}
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"Whoooops, actually the hard part is converting labels to addresses"
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"Zero-page instructions are a different size, which messes up data layout!"
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"Initial pass is needed to gather all symbols to determine sizes"]
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[h "The Tools"
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** {:image "presentation/pics/retro-game-dev-quote.png" :justify :center :pause-after true}
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{:action #(files.reload :neuttower/game.json)}
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"14x16 tile editor"
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(openview #(TileEditView))
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"Font editor"
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(openview #(FontEditView))
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"Portrait editor"
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(openview #(PortraitEditView))
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"Map editor"
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(openview #(MapEditView))
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"Full-screen bitmap editor"
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(openview #(ScreenEditView :neuttower/title.screen) {:pause-after true})
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(openfile :presentation/slides.fnl {:split :right :line 133})
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"Presentation viewer"]
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[h "Editing Editors With My Editor"
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** "lite is a small, highly-extensible text editor written in Lua"
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"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:"
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{:image "presentation/pics/bsod.png" :justify :center :pause-after true}]
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[(bgimg "presentation/pics/bitsy.png")
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{:action #(files.reload :bitsy/game.json)}
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h "8-Bitsy"
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** "Bitsy is a popular free, accessible, web-based game-making tool"
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{:action boot-game}
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"Spring Lisp Game Jam - 10 days to hack"
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"Could I make my tools a little less... programmer-y?"
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(openview #(MapEditView) {:pause-after true})]
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[h "Thanks!"
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(openfile :neuttower/level6.fnl {:split :right :line 153})
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** "Questions?"
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(np **) {:topPadding 128}
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"Jeremy Penner"
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"https://spindleyq.itch.io/"
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"https://blog.information-superhighway.net/"
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"https://bitbucket.org/SpindleyQ/honeylisp"
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"https://gamemaking.social/@SpindleyQ"
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"https://twitter.com/SpindleyQ"
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{:pause-after true}]
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])
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; [h "Step 5: Running on Hardware"
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; ** "I have a IIgs with a serial cable - I can poke bytes in directly from the monitor"
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; "]IN#2\n]PR#2\n]CALL-151"
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; "Easy to send bytes faster than the monitor can process them"]
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; [h "Audio"
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; ** "I have a II+ with a cassette port"
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; "LÖVE2D is a game engine - my editor can generate audio and play it back immediately"
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; "Need to generate a BASIC program to bootstrap my machine code"
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; (openfile :asm/tape.fnl {:split :right})
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; " [:basic [10 :call :2061]]"
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; "Future work: Apple Game Server fastloader"]
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; [(bgimg "presentation/pics/beneath-apple-prodos.png")
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; h "ProDOS"
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; ** "Disk image is a must-have for distribution"
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; (openfile :asm/prodos.fnl {:split :right :line 132})
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; "Of course I wrote my own disk image generation code!"
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; "Start with a blank ProDOS disk and add to it"
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; "Fun bugs!"
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; "* Accidentally implemented undelete instead of inserting new files at first"
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; "* Read the free space bitmap backwards and overwrote the OS"
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; "* Tried to name a volume starting with a number"]
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