An amazing version of PacMan was in DCPU!
Seems like Github has implemented DCPU16 Assembly as a language!
In a recent tweet, Notch has declared that we (the community, not just this World) will develop the OS to be distributed with 0x10c. I hope we're up to the task. Notch thinks we are, and that gives me all kinds of warm fuzzies.
The developer community has already made some incredibly quick progress on implementing assemblers, interpreters, and emulators for the proposed virtual computer in 0x10c, Notch's latest game. But the truth is that the majority of programmers out there couldn't be bothered with spending enormous amounts of time writing anything much more complicated than a "hello world" application in assembly. What's on the top of everybody's mind is creating a compiler for a more widely used language.
This morning's live stream of Notch coding part of the shape editing engine for 0x10c included a very brief moment where he typed out his pronounciation of 0x10c on the screen. It's not clear how he got to this (or even if he was just trolling the live-stream viewers), but according to notch, it's pronounced ten screw:
Yet another assembler and emulator. This one supports video RAM and the "dat" assembler directive.
; Assembler test for DCPU ; by Markus Persson
Hello everyone! I'd really love for my implementation to get more popular and become one of the official java implementations of the DCPU. If you could help me out by bug testing or sending me a pull request to add new features, that'd be awesome. Thanks!
Don Williamson shared his real-time web-based code editor & interpreter for the DCPU-16 Virtual Machine. It makes nice use of the canvas tag for a beautiful blue console, features a real-time recompile as you type, and thanks to some custom DCPU-16 support for Marijn Haverbeke's wonderful CodeMirror syntax highlighting textarea library, it'll give you real-time error feedback as you type.
Here's a chronological sequence of screen-grabs showing progress on the 0x10c shape editing engine so far. As of now, you can easily resize and move cubes, as well as squeeze down the size of their top plain to change them into symmetrical trapezoid-like shapes. Texture shading is now supported, and for a brief amount of time, he enabled smooth shadows (which look great, but slow the frame rate by 10x). Take a look:
The as of yet undocumented DAT op code can also be used to read keyboard input by simply referencing dat 0. Here's the code from Notch's pastebin:
How To: Latest 0x10c Screenshot Hints at How to Write to the In-Game Terminal from DCPU-16 Assembly Code
Update: Based on comments from Adam Novak, this article has been updated to better reflect how the video memory range works. You can check out his working emulator (written in c) here.
An emulator written in C#. There is a demonstration loading and running Notch's test program at line 252.
@Notch's spec sheet for the DCPU-16
Yesterday, Mojang announced their next video game project 0x10c, and the response has been tremendous. Discussions have covered everything from the math mystery over the game's name, to creating projects that interpret the assembly instruction code the in-game computers use (more on that later), to the debate over why a monthly fee would be required to play online in the "multiverse". To answer that last one, Mojang wants to run everyone's virtual computers in their cloud, even if the user is...
Someone has created a virtual machine for the DCPU-16, which would be good to test apps.