made a readme, finished writing some docs and made a video showcasing the project!!
wow that’s quite a lot of time! anyway i was mostly experimenting but also writing an assembler for an assembly-like language! it’s got all the opcodes as well as labels and a couple useful macros. i’ve also made three example games – asteroids.sem, brokeout.sem and patterns.sem!
i used chatgpt to find obvious oversights and optimized the code quite a lot, bringing the total size w/ no payload down to 2211 bytes, leaving space for 556 bytes of code/sprites. here’s snake again!
i saved quite a bit more space by replacing else if with just if, abusing element IDs and saving some common values to variables. here’s the first demo!!
i implemented the emulator!! i haven’t tested most of it just yet, but it does seem to be working – my simple screen-filling program works :3
started planning out the opcodes – most are taken from chip-8, but adapted slightly to 1. be a huffman tree, 2. work with 2KB of memory, 8 opcodes, etc. and 3. be a bit more logical
made a tool for translating sprites as well! (using textool)
i added an edit history and a login page to identify users, as well as a cli option to add new users
i implemented the actual translation interface!! it shows you the spanish and english versions, as well as the last saved translation that you can change.
i started working on the ui! so far there’s only a main page and an exports list. i also made a couple improvements to the backend, e. g. implemented caching for the msbt’s
i implemented a patch generator that basically generates pre-made files that you can put on your sd card to patch the game!
got it to correctly read and patch msbt files :D
made a function to convert between toki pona and a format that will be rendered by the game in the end. supports names, buttons and multiple tags