My Garden

aaron-baugher

This is sort of a bonus video that I wish I'd done after #3. The topic of addressing modes came up in an assembly forum, and someone said they seemed complicated, so I wished I had a video I could point to that explains them. Now here it is.

More information for this series of videos and related materials can be found at: https://aaron.baugher.biz/pages/6502-assembly-language-programming/

Did a lot of mining, trying to reach the bottom. Built a coop. Talked about furnaces and cold houses, BASIC (the programming language) and how older systems are making a comeback. Maybe a few other things.

Starting a new project on the Commodore 128: the game Worm, an old game for text-based terminals. In this part, we lay out the screen border and write the code to move the head of the worm around.

More information for this series of videos and related materials can be found at: https://aaron.baugher.biz/pages/6502-assembly-language-programming/

Started playing a new game of Autoduel on the Commodore 64 (emulated with Vice). Unfortunately, the game locked up the first time I got killed and it tried to activate my clone. But before that, I got to show how to make money gambling, build a car, win an arena competition, and haul courier tasks between cities to make money and gain prestige.

We convert a famous one-line BASIC program to 6502 assembly language on the Commodore 128. (Would work on other 8-bit Commodore systems with small changes.) More technical details at: https://aaron.baugher.biz/post/6502-assembly-language-12-10print/

Recorded this one Jan. 11, 2018. Lots of mining, took forever to find the fire quartz I was after.

Added a "press a key to continue" routine so we can step through turn by turn, and then worked out the bug that was causing a handful of cells not to update correctly. Then talked a bit about how it could be refactored to run faster, and whether to do that next session or move on to something else.

We add a "press a key to continue" feature to the game, so we can watch the development from turn to turn. Then we figured out the bug that was causing certain cells on the screen to stay alive when they shouldn't. Then I talked about possible refactoring the code to make it faster, and what to do next in the series.

Summer 5-8, Year 1. Random chat about nothing in particular.

Continuing to develop a Game of Life, we add the code to calculate number of neighbors and then build that into a new grid. There's a bug in there somewhere to find next time.

I realized after recording the last video that my method of converting the work area into the game board was overly complicated, so the first order of business this time was to simplify that. Then we do some self-modifying code to save bytes, which is cool but also showed how easily that can result in bugs. Got that working, but there still seem to be a few cells that don't work right. Next step will be to add some features like the ability to control the progress of the game with the keyboard.

I spent the last several minutes of this one trying to figure out which memory location keypresses arrive in, so I thought about cutting that out, but I did say at the beginning of this series that you'd get to see it all, so it's in there.

This one has more of a podcast in it. I talk about the demand I've been hearing about lately for people fluent in Unix/Linux, what has caused the shortage, and what might be done about it. How to train people to think in the Unix way so they're capable of tackling whatever problems arise, rather than teach specific lists of applications.

Continuing to develop a Game of Life, we add the code to calculate number of neighbors and then build that into a new grid. There's a bug in there somewhere to find next time.

Playing some more Stardew and talking about whatever came to mind: spam, my new assembly language project, and stuff in the game.

Is "playcasting" a better title than "playing & podcasting"? I don't know, but at least it's shorter. I didn't have much to say in this one, but I'm uploading it for completeness, since it comes between the last one and the next one.

We start coding Conway's Game of Life for the Commodore 128/64. This is part 1 of probably a few. Part 2 will be along soon.

Playing more Stardew and talking about: sleepy voice, bidding on RAM (didn't win), a new assembly language video, Guy is up to three deer legs collected, visiting the new Dollar General in Payson, coddling a scaredy cat, why podcast....

I don't really recommend watching this one. I'm trying to force myself to get back into podcasting by doing it while I play games. For this first one, I didn't have a plan, so I don't talk about much but the game itself. So only watch if you really like to watch someone starting a game of Stardew, or if you need something to help you get to sleep.

We debug the 32-bit number printing routine written in part 6. Then some talk about where to take this series in the future, a possible simple operating system for the Commodore 128 and a game to use it. Comments and suggestions very welcome below!

We continue working on the code begun in the previous entries in the series, building on the division routine to write a number printer. The initial code is written here, but is buggy, so fixing it will come in the next video.

For something different, I thought I'd do this garden update in the snow. We got about three inches from the "blizzard" the other night, and it looks like it'll melt in a couple days, but it looks nice for now.

There are few cauliflower heads, one small branch of broccoli, and maybe a couple cabbages waiting under the snow to be harvested as soon as they thaw enough to cut with a knife. Mint is hiding under the snow to be used anytime. There's also kale and Swiss chard that may survive this cold, but it's iffy. I put greenhouse jugs over a few beet and turnip plants to try to keep them alive through the winter so they can go to seed next year, since they're biennials. Might stick a couple of those on Swiss chard plants as well.

It looks like this will be my last garden video for this year. I'll have at least one more update at my blog when I figure up the total harvest, whenever I remember to get prices on everything from the store. Then it'll be time to review this year, what went well and what failed, and start planning for next year.

I play FTL for a couple hours and talk about the game and going to a local farm auction. The auction talk is in the second hour.

Continuing with the code we wrote in #4, we compare the code the assembler understands, with comments and labels, to the machine code it produces, using the machine language monitor in the Commodore 128 to disassemble it. We also convert the binary division routine from #4 to handle 16-bit dividends, and then 32-bit. Also discussed the issue of where to store working values in memory.

Another hour of Stardew Valley to follow up on the other night. I thought of even less to talk about podcast-wise for this one, so it's mainly just me playing the game barely awake.

I play Stardew Valley and talk about random things: the game itself, giving away more cats, using reading glasses, waking up to 50-degree mornings, social media sucks, and more.

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Created 1 year, 5 months ago.

67 videos

CategoryVlogging

Videos from my garden and related topics, showing the progress throughout the year.