368 karma · joined May 30, 2021
A very nice overview of my retro projects, triggered by the launch of the Stone Tools blog, was on This Week in Retro: https://youtu.be/UHYscl1Ayqg
My for-fun development work tends to be in Pico-8, though I'm slowly moving to just plain ole' C with RayLib. A portable Zork built with Cosmopolitan LibC is on github. That single executable runs on every (?) 64-bit system you can throw it at. Check it out at: https://christopherdrum.github.io/posts/2025/04/porting-infocom-with-cosmo
From-scratch rewrites of Mystery House (first graphic adventure game), PicoCalc (Visicalc clone), Eliza 8 (scriptable Eliza clone), and Status Line (z-machine interpreter, i.e. Zork, etc.) are all available for the Pico-8 at: https://christopherdrum.itch.io/
I was getting a little bored of retrocomputing discourse being so centered on gaming, so I'm exploring the productivity software of the 8/16-bit era. I put real effort into learning and using the programs, giving my light-hearted but heartfelt assessment of its form and function for both its time and today.
Using the software inevitably gets me thinking about other things, and I explore those threads as well. For example, "Superbase on the C64" also discusses the legacy and promise of "the paperless office." A couple of other posts got some nice traction here on HN, notably "Deluxe Paint on the Amiga" and "VisiCalc on the Apple 2".
I'm hoping to build a strong monthly readership, so I'm putting in the work. It's been up for two months and five posts now, with a new one coming at the end of this week.
`sc` is the only option I’m aware of that is like a “spreadsheet vim” though there are likely others.
Interestingly enough, the original name of sc was . . . wait for it . . . vc
Productivity software (Deluxe Paint, VisiCalc, PageMaker, etc.) shaped how the world worked and, in my case, changed the course of my career. I wanted to understand this software more deeply, so I started a blog to do exactly that.
I do not write about games; I write about the other stuff.
Stone Tools revisits and re-examines productivity software from roughly 1977-1995, a fertile period when developers pushed machines to their limits, experimented wildly, and were still figuring out what kinds of software people even needed. The tone is lighthearted but open-minded: I spend weeks learning the software and use it for real work, while considering its modern-day utility (if any!).
This week's article is about "Electric Pencil on the TRS-80" - https://stonetools.ghost.io/electricpencil-trs80
The first article, "Deluxe Paint on the Amiga" was posted by someone recently and was nicely received. - https://news.ycombinator.com/item?id=45144129
Other projects of mine that resonated with HN, for the curious. - https://news.ycombinator.com/item?id=43677909 - https://news.ycombinator.com/item?id=37746663
I hope this blog is of interest and value to the community.
If one were wanting to render an image on the PICO-8 itself, the ideal algorithm would select the best 16 colors from the full 32-color palette which, when dithered, produce the most perceptually accurate version of the original image in 128x128 pixels. Were I a smarter man I would create this, but alas.
1. That was also true on original hardware (when I owned the system in my younger days). I distinctly remember having to slow down certain movements to let the system keep pace, depending on speed and complexity of motion. 2. The effect is drastically improved (and I note so in the article) by choosing a faster virtual CPU.
But also, why collect such wealth in the first place? What was the point? Was the money really better off being hoarded by one person with the fingers crossed hope that they'll spend it altruistically someday? The existence of the wealth imbalance itself, and the general practice of wealth hoarding, are frustrating counterbalances to the good of giving it away.
https://archive.org/details/byte-magazine-1980-12/page/n193/...
Working on this kind of got me re-thinking my approach to my personal projects again. What can I do today to best ensure my own code will be this easy to run in 30 years? As a corollary to that, what can I build today that will be interesting enough to want to run again in 30 years?
HHGTTG is a .z3 game and is compatible with this project's build of the Infocom source, should you get the urge to play again in another 30 years.