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| arkham horror encounter dealer |
Posted 2010-06-13 21:28:06 by
Jim Crawford
I made an Arkham Horror Encounter Dealer. (Downloadable version.) So if you have space left on your gaming table for a computer after laying out the Arkham Horror board, you're in luck! (Thanks to the Arkham Horror Wiki for providing the card images.)
My initial plan for this was to make a generic card dealer for Arkham Horror, to remove any need to shuffle the umpteen (16+, actually, depending on how many expansions you have) decks of cards needed to play the game. But I'd forgotten, at the time, that for six of the decks, you have to keep cards while continuing to draw others. So this just deals with the other 10+.
Further plans: I'd like to give it a mobile-friendly form factor. Unfortunately I don't have a smartphone to test that with.
Oh, and I should probably also test this by playing the game with it.
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| sample ripping |
Posted 2003-12-05 22:07:40 by
Jim Crawford
Today, I had the occasion to write a program, in Python, to rip samples out of .mod files and store them in the .wav format. Here is it, the real mod sample ripping program from real mod sample rippers.
The needs this program fills that the competition doesn't are two: it runs as a batch process, and it tries to guess the intended playback rate of the samples by analyzing the note information in the patterns. Every other program I tried required two or three keystrokes per sample and set the sample rate in the output to 8363hz.
Despite these killer features, I realize that the cross-section of people who need to rip samples out of a directoryful of mods and people who have Python installed is very small. Consider this code a gift to the archaeologists of future civilizations.
And since I can't leave out my contemporaries, here's a summary of the information I gleaned from the experience:
- .wav file format: horrendous.
- .mod file format: utterly horrendous.
- binary file I/O in Python: surprisingly pleasant.
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| it's a basic interpreter |
Posted 2003-02-16 17:49:24 by
Jim Crawford
This is fairly old news, but I was poking around in some of my old directories and I found this basic interpreter I implemented on the school “workstations” whilst taking a C programming course. I was working off of a floppy, which is why I didn't break the code up into multiple modules. Fewer excruciatingly slow disk accesses that way.
Nothing to get excited about, really. It's sub-1980s-micro quality, mostly because it has no array support. But I like it, because it's mine.
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| demos |
Posted 2002-10-10 01:29:16 by
Jim Crawford
I spent some six years or so obsessed with the demo scene, and this page is what I have to show for it.. . .
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| prodly the puffin |
Posted 2001-02-08 09:04:12 by
Jim Crawford
Like many diehard pokey fans, I'm subscribed to the
pokey-themed
Indeed
mailing list.
To me, the most interesting part of this list is not the multitude of
messages that read simply “GUN!!!” but the multitude of pokey-related
projects that have been spawned.
Like, for instance, a text adventure game Craig Timpany and I created, called Prodly the Puffin. . . .
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| swarm |
Posted 2000-12-21 08:45:12 by
Jim Crawford
I love platform games. Super Mario 64 is probably my favorite game of all time, with Super Mario Bros 3 being not far behind. I've always wanted to make one.
So I did.
Read more. Or just download the source or an MS-DOS binary . . .
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| dvorak for coding |
Posted 2000-11-20 01:48:00 by
Jim Crawford
The problem with keyboards today -- any shape, any layout -- is that they're designed for typing text. What the people need is a keyboard that's designed for coding. I'm not just stating this problem because it bugs me, like everything else on this page -- I'm also offering a solution.
A friend of mine, Adammil, designed and implemented this layout based on the dvorak key layout. Included in the package is a .kbd file for Win9x, and a TSR for DOS, and a .dll for WinNT.
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| rolf |
Posted 2000-01-20 09:24:12 by
Jim Crawford
A roguelike game. Unfinished. This is/was going to be
set in the world of Pokey The Penguin.
If you get the source, some of the more interesting bits are the monsters tracking by scent (which I
wrote about for the Roguelike News
Page), the line of sight code (not because it's helpful, but because whenever I see that macro I cackle evilly), and the dungeon generation code (which probably isn't that helpful either, but had some clever bits).
Note, this project should theoretically be portable to other platforms. It uses a DJGPP-specific method of direct screen access, but all the input and output code is limited to one source file, so grafting in support for Curses, for instance, should be relatively simple.
MS-DOS binary and DJGPP source
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| what's this? | | This is Jim Crawford's blog. Details and contact information
here.
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