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StephenHorn last won the day on November 4

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  1. So I've been getting into Elite Dangerous again recently, since a bunch of my friends expressed interest when it became free on the Epic Game Store. Still the best VR experience for space simulation, and a damn fine space sim in its own right. A franchise from way back in the day that I'm happy to see continuing. Also, it's been great to re-learn the game, what with all the new mechanics that have been added since my last go. Finding myself needing to find spaces to geek out about it.
  2. The X16 also appeals to my desire to experience some of that 8-bit era of programming, through the rose-tinted glasses of modern programming environments and tools. Personally, I've looked at a lot of the other 8-bit projects, whether based on real platforms or not, as having a high possibility of being vaporware, or else being a cash-in from the IP owners. I don't fault the cash-ins for what they are; my nostalgia simply runs in along different veins. I'd rather see cash-ins than abandonment, and the historical preservation factor is no small part of that. But the X16 has the "Dave factor", which to me brings two important qualities to make me interested: Dave has shipped products before. Dave has an audience and community he can easily promote his project with, which may not exist to the same extent for other 8-bit projects. I happen to also appreciate the goal of implementing the system entirely without FPGAs (albeit with asterisks since certain hardware is no longer available), this makes it feel more authentically 8-bit to me, since it's not emulated magic. I actually somewhat hope there will be some hardware quirks discovered post-launch, as long as they aren't too annoying. :3
  3. Copy life.prg into the same directory as your X16 emulator. Run the emulator. Type the following in the console: LOAD "LIFE.PRG" RUN
  4. Interesting additional information: https://stackoverflow.com/questions/41803937/func-vs-funcvoid-in-c99
  5. My bad, I could have sworn I've worked with C in older compilers that insisted on void parameter lists, but that's digging some decades back and my memory could easily be faulty here.
  6. That appears to be valid, *if* you include void in the parameter list of the function type declarations, otherwise you run into the same cc65 behavior with mismatched types.
  7. I should probably add, this still seems like a bug in cc65, because my guess is that it implied a lone int as the argument list in one case of the function type declaration, but not in the other. That's where you're getting your warning about "implicit 'int' is an obsolete feature". And that theory jives with why the compiler is subsequently complaining about your assignment between conflicting types. By the time you're getting to the expected { }, however, I suspect that's just the compiler having gotten confused.
  8. Well, I tried the following sample code in godbolt.org: What I discovered is that both GCC and Clang will work, with and without an ampersand before the function name when assigning to prefix[0]. cc65, however, does not like it. First off, cc65 insists that variables, including loop variables, be declared at the top of the function. This is an old C-ism that most compilers have left behind. Second, cc65 insists that functions with void parameter lists be specifically declared with void as the parameter list. This is another old C-ism that most compilers have left behind. The following code should compile in cc65: At least, it does according to godbolt.org's cc65 2.17 and cc65 trunk compiler versions.
  9. Holy smokes, no wonder your latch was having problems. That original signal isn't a square wave clock signal--- it's a bleedin' triangle wave! Was that really the output from a crystal oscillator? Edit: I may be dumb or simply inexperienced, I thought crystal oscillators produced square-ish signals.
  10. Well, after all, it's $200's of the X16's price!
  11. My big games these days are: Final Fantasy XIV Overwatch Genshin Impact Occasionally, I'm playing Among Us when enough friends are able to coordinate a game. Good times. I've enjoyed several creative sci-fi block-building survival games, but the two bigs ones are: Stationeers Space Engineers I haven't been much for consoles recently. I technically own a PS4, and it's basically a blu-ray player. PCMR4L, amirite? I have a Switch, though, and have greatly enjoyed Nintendo's Breath of the Wild, Ubisoft's StarfoxStarlink: Battle for Atlas, and Dragon Quest Builders. I'll also buy faithful ports of Final Fantasy games pretty much all day, every day, every platform, every storefront, and S-E can basically just keep printing money for themselves that way as far as I'm concerned... I've also previously enjoyed Elder Scrolls V: Skyrim, Fallout 4, and Deus Ex: Human Revolution. I expect I'll pickup Cyberpunk 2077 when it comes out.
  12. Not to ask silly questions, but is there a timing graph for the component you're using, and do you know whether your clock input is conforming to the latch's requirements?
  13. I'm just having fun by now, but I have a thought on how to fit the expansion cards into a keyboard form-factor: And this way the CX16 can also service as the mousepad! Truly an all-in-one design.
  14. So when can we expect the all-in-one keyboard form-factor CX16? (Joking, joking... Unless of course lightning strikes and the crowdfunding goes completely, ridiculously bonkers, into the multiple millions. I'm expecting the CX16 to be worthwhile for everyone involved, but I'm not betting on winning the ultra-viral lottery.)
  15. The reference to Titor I remember being there. I don't recall the IBM 5150, doesn't mean it wasn't there, just that I don't recall it. Steins;Gate is pretty good, and has a fascinating parallel-worlds interpretation of spacetime. I won't claim it's especially accurate to real-world physics or electronics, any moreso than any of the other animes listed here. Just a fair bit more clever and well-considered than most.
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