Tea Leaves is all about programming like it's 1979. Join us as we explore programming languages current and obsolete, and explore the challenges of working with retro hardware and software. We also, of course, occasionally explore games from the early 8-bit era of computing.
when you say "specifying the entire language in the BNF format", I think you mean specifying its syntax only, right? Or is there a way people used BNF to specify language semantics as well? (if so I'd love to see an example of that!)
I bought a book in ~84 to learn machine language programming on the ][. That, along with Hardcore Computist magazine, I learned a lot. Once the GS came out, I lost interest in 16-bit ML. I'd write simple ML code in class notebook when I was bored.
As a way to enjoy programming I think Haskell is way too big. My first language was Forth on a 1k ZX-81. As a teacher I learned Logo and still think it is a near perfect personal language for just having fun. Now I’m interested in APL. If you imagine Haskell suffers from brevity then APL will seriously send you crazy.
@@TeaLeavesProgramming It was my version of Eye of the beholder, IIRC, you had to press a button [Y I think] to toggle the game from movement/combat to exploration mode. Movement/combat mode locked the cursor to your character portraits allowing you to use one of your 2 quick slots [B for main hand/melee, A for off hand/ranged/spell] and locked the D-Pad to movement Exploration mode gave control of the cursor to the D-pad for manipulation of stuff with A being take/examine, B being use. I think there was also a movement compass like on the bottom left of the Dos Screen that allowed movement in exploration mode. I used to play it all the time, but that was over 20 years ago.
Hey, great video, got a similar solution, dont know either if passing the time to the leaf and then pass it to the tree is the intended way, but works so good enough.
This is great! I've hit my head against Haskell tutorials before but so far everything makes sense :D I'll be following along with this series and the CIS 194 course by Breitner in parallel. The one by Yorgey sounds fascinating, but I found the promise of making a sokoban game in the Breitner course irresistible.
Regarding the documentation for `rectangle`: Haddock (the documentation tool for Haskell code) supports annotating individual arguments with documentation; and I agree that would be appropriate here
While in this specific case it's very obvious what those arguments are, you touched a wider issues when it comes to Haskell's libraries and modules: more often than not the documentation tends to be terse to the point of being a challenge to understand. That's my biggest gripe with the community. Great video, btw 🙂
It's a touchy subject! Most of the documentation (and software) is being written by volunteers, so I want to re-emphasize that I'm not trying to diss anyone's work. What I get concerned about isn't that the documentation isn't great (that can happen in any project) but that sometimes On The Internet I encounter people who get defensive about it (...generally not the people who wrote the documentation) and insist that it's GOOD that it's overly terse.
This is a wonderful video! I was looking for simple advice on which version of Wizardry to play, but I got so much more. The story about playing Wizardry with your finger on the disk drive latch? As somebody interested in the history of video games, and *especially* the history of difficulty & frustration in video games, that story is solid gold. I also love the way your personal ritual of rolling hobbits for high stats developed. It brings me back to my own childhood with Pokemon Red/Blue- "There's a Mew in the truck! I heard my cousin's neighbor's friend caught one!" Like I said, I'm keenly interested in difficulty & frustration in video games, particularly the creative potential of frustration. I'm really torn between playing the PS1 version and the Apple 2 version. It looks like I won't be sacrificing much difficulty if I play the PS1 version, especially if I never open the automap. And yet, staring at the Apple 2 screen and knowing I'm in the exact same virtual world that got Yuji Horii and Koichi Nakamura cooking on Dragon Quest... It feels like a test of my own mettle as a hobbyist game historian. Either way, I'm off to the store to buy some graph paper. Regardless, excellent video. Subscribed!
So glad you liked it! I think whatever you decide it will be fine, you're clearly motivated enough to deal with the frustrations of Apple II play. But in all seriousness I don't think anyone is sacrificing anything by playing the PS1 version and getting the convenience of save states :-D
This is awesome, and I'm so glad I found you! Your channel is like a part of my mind brought to life 🤯 As a kid, I rented EOTB on SNES, got as far as being killed by the beholder, and had to bring it back. 30 years it has haunted me 😄
I played Fool's Errand, on my new Mac, back then. I got more than half way through it, but then, due to one of life's interventions, I never got to finish it. Now, decades later, I was wondering what I missed. It was great fun seeing you demonstrate what I'd accomplished, and it cured me from wishing I'd continued to the end.
I love your videos 😆 have you heard of a game called ComPressure? You build computers with fluid as opposed to electric current. Would love to see you give that a try 🤔
Love this intro series, well constructed, narrated, clear. Thank you. If you want a few hundred thousand views throw ASMR in the title and there you go. Looking forward to more, please.
Woo! Ep2! Very clear, thanks! I can see the power of the lang - much like Forth, it seems like it comes in to it's own once you start building up a library/vocabulary. Still hard for this imperative hobbyist coder to wrap his head around, but it's starting to make more sense.
Thank you so much! without you I wouldn't have experienced project 5, which is the BIG reason one gets into this course. The moment I saw the ALU truth table in project 2 I understood that at some point I'd have to stop and basically see how it's done. I was already shaky with project 4, but I can say that more or less I did 100% by myself up to this point. And I as a bare minimum learned a concept such as 2's compliment, which was alien to me before Nand2Tetris. So things were learned. So thanks again!! It's because of what you've uploaded that I didn't quit the course. I hope now the software part is more followable/learnable.
Nice step-by-step walking through beginning to grasp Haskell 👍 Will be following this series for sure! Might become a really nice resource to point beginners to :D Small comment: might be good to explicitly mention the fact that in Haskell, the space between two "words" means "function application", since in this video you just start using functions and I know it's one of the things that trips people up from pretty much every other main-stream programming language.
Yes - I have spent years being very unhappy with my intro thumbnails, so I'm using Dall-E to generate them now. I feel a bit ambivalent about using it conceptually, but frankly really like the results.
I have tried to get into Pool of Radiance at least twice and bounced off each time. Maybe I'll give it a go for the channel! My college roommate was OBSESSED with the game.
nooooooo, I was just looking for my actual first instance of "just look at the solution and copy paste" for Fill.asm xD in any case, thank you for your videos!
The only problem is that Haskell is only 34 years old, so if we're programming like it's 1979, then we can't use Haskell for another 11 years. I guess that means that for the next video you'll have to time travel a bit to actually use it. :))
I went into spring13 link ... and no materials there... btw, highly suggest to not use font with 1 looking as l, or major i. anyway looking forward for this serie.
I would like to hear your hot takes on good and bad resources. For example Real World Haskell seems like it pretends to be for beginners but it doesn't quite land right for me. I'm a mathematician and even I'm looking for more down to earth materials. I think I'm trying to just pave my own way instead since I can't find any.
I will definitely devote at least one video to mentioning the good resources. Naming and shaming the bad ones is more fraught because it will just make people angry. One resource that I think is particularly great is Graham Hutton’s book “Programming in Haskell”. It’s extremely down to earth, without being trivial.
The biggest limitation of this series, and I want to be open about it from the start, is that I don't use Haskell professionally. So there are going to be best practices and adaptations that happen in the field that I'm not even going to know about. But! That's not a reason to explore it with me.
@@TeaLeavesProgramming This works great for me. I'm interested in hearing what you've found from a similar perspective of mine. Not only would I not be using this professionally, I've moved into management and no longer program professionally. I do it for recreation now.
Looking forward to this - I grew up using FORTH, C, C++, a little 6502 assembly, and currently use Go extensively. But every time I look at Haskell it just makes my head hurt.
I played the non original game on a non original apple 2 and had a lot of fun. You will guarantee to beat the game by lending the bankers money instead of borrowing. Then you will see your cash grew and grew as the bank owed you more and more money
I'm absolutely one of the people that this video is for because I want to try to get into the games but find the decision of where to start kind of daunting. I'm also someone who finds this particular type of tile based first person movement extremely confusing. Even if I had my grid paper in hand I would get hopelessly lost. I think my brain just has a hard time making contiguous space out of that. But these games are a huge part of the hobby I love so I want to at least see them. Also, PLEASE do that video on SMT spell names coming from Wizardry! Dragon Quest does the same thing and Final Fantasy does it to a lesser extent. People tend to forget it.
Loved this video, thanks! (thumbs up) As a software engineer who has put up with GnuCash for many years, I recently came across plain text accounting as a concept (honestly, never went looking so didn't know about it until the algorithm prompted me) and find it really appealing. Regarding input validation, my first thought was to use an IDE extension to validate. Looks like there are some extensions for VSCode, but haven't tried anything yet. That means I'd still be editing plain text, just like I do when programming, but with a little help from my editor around syntax highlighting and (hopefully) validation.
There are a number of add-ons for some of these systems that help validate; the one I'm most familiar with is 'fava', a web-based add on for Beancount. If you find it appealing I definitely think it's worth trying! My major meta-point is that the issues many people (including me!) have with GnuCash don't have anything to do with the backend file format, and actually are fundamental UI challenges.
I'm really happy to have been stumbling across this video because it might not be a tool I need, but I will definitely try it out and spread the word. <3 Open Source
Thank you! I've asked my accountant about how to do this and just keep getting told to leave it unitl year end & have had trouble finding the correct best method
In the video your show crediting an asset checking account when the installment payments are made. I use Quickbooks & pull transactions from the register. Would this just be automatically applied to the account used to make the payment or do I need to actually credit an asset account specific to the taxes paid? Thanks
For someone who is interested in JRPGs/dungeon crawlers and dungeon mapping, there is the Etrian Odyssey series for Nintendo DS/3DS, its main gimmick is you must manually map all dungeons on touch screen using stylus, Grid Cartographer style. This somehow contradicts the idea of playing a first person blobber in your bed, but sounds strangely appealing for some reason.
Absolutely agree, I love those games. As I said in another comment, Labyrinth of Refrain/Galleria are the spiritual successors to Etrian, but they don't have the "draw with a pencil" UI aspect of Etrian.
Thanks for showing this! Some years ago I was searching for an open source program with this exact functionality because I was SURE someone HAD to have thought of it before because I can't be the only person in the world who wants an easy mapping program for dungeon crawlers. Unfortunately at the time all I could find was substandard java applets you could only run from a web page, or commercial programs. I agree with your assessment that mapping just for the sake of mapping can be fun, and I would say also somewhat relaxing like crafts hobbies are for some people.
Hi, author here. This is a great introduction, and you've managed to convey the *spirit* of Gridmonger very well. It's meant for people who *love* to map cRPGs and prefer to use the keyboard; it will never become YetAnotherAutomapper(tm). I've done all the themes myself; the example maps will give you some hints about my theme name choices. By the way, I recommend playing the Amiga versions of Eye of the Beholder as they have superior digital sound instead of the AdLib blips and blops, plus the game has a proper outro which was cut from the DOS version (it just exits to the DOS prompt upon completing the quest...) The original OCS version features a reduced 32-colour palette, but it's very skillfully done and some might even prefer it to the 256-colour original VGA art. At the very least, it's a stunning-looking, unique variation of the original graphics. Then there is an AGA fan remake, which is basically the 256-colour graphics from the DOS VGA version grafted on top of the Amiga OCS original (plus a built-in auto-mapper, which I stayed away from, and I'm sure you'd do the same). Enjoy the game, it's one of my favourite cRPGs, and it was the first game I used for "test driving" Gridmonger before the first public release. I played the Amiga AGA remake, so it's definitely completable without bugs and glitches.
Thanks for dropping by, and thanks for your work making such a great open-source tool! If I was going to ask for any feature it would be...zoom level 20 isn't enough :-D! I like zooming into maps to an arbitrarily close zoom level.
@@TeaLeavesProgramming Just added zoom level up to 50, it will be part of the next release. The searchable notes list pane on the left is another teaser, one of the major features of the upcoming release ;) Okay, RU-vid keeps deleting my image links, no matter what tricks I'm using. Thank you, almighty Google! I've posted the image example to the Codex thread.
@@johnnovak1979 Is blender apps framework out or how did you achieve the color palette editor using blender UI? Just a well done style in another toolkit or what?
Also sorry to spam your comment section with an off topic question but with the Steam sale going on. If I’ve only ever played Wizardry Proving Grounds of the Mad Overlord on NES which game would you recommend on Steam? Labyrinth of Lost Souls, Five Ordeals, The Proving Grounds Remake, or maybe something else like Elminage?
No worries, happy to have your comments. I haven't yet played Labyrinth of Lost Souls, but I got partway into Tales of the Forsaken Land, which was in the same series, and liked it. Honestly, if you want the "classic Wizardry" experience, I think Five Ordeals is the sweet spot right now. HOWEVER, if what you just want is "dungeon crawl", then I think the best one out there at the moment might be either Labyrinth of Refrain or Labyrinth of Galleria. They have a bit of that visual novel vibe going on, but they're basically "What if we took Etrian Odyssey and spun those ideas out a little more?"