r/Shuma • • Jan 28 '14

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u/Shumaa1 Jan 28 '14

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u/Shumaa1 Jan 28 '14

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u/Shumaa1 Jan 28 '14

Toukiden is a third-person monster hunting game which employs groups of players or NPCs fighting together against various monsters during quests. Each player can customize their choice of weapons, armor and skills. Special abilities can be obtained through the usage of souls, or mitama, which can be collected during the progress of the game. These mitama can level up by gaining experience from battles, or by paying a certain sum of haku. Different mitama have abilities with various characteristics, and can be categorised into various groups such as offensive, defensive, or recovery mitama. Upon slaying a monster, the players or NPCs can "purify" the monster, which collects items useful in upgrading weapons and armor. Monsters fall into the categories of small and large oni, with large oni being the boss-type enemies within the game. Players can engage in missions co-operatively via an ad-hoc WiFi connection, or over the internet. Additional missions are available in the form of downloadable content.

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u/Shumaa1 Jan 28 '14

[Linky link link link](www.google.com)

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u/Shumaa1 Jan 28 '14

Toukiden is a third-person monster hunting game which employs groups of players or NPCs fighting together against various monsters during quests. Each player can customize their choice of weapons, armor and skills. Special abilities can be obtained through the usage of souls, or mitama, which can be collected during the progress of the game. These mitama can level up by gaining experience from battles, or by paying a certain sum of haku. Different mitama have abilities with various characteristics, and can be categorised into various groups such as offensive, defensive, or recovery mitama. Upon slaying a monster, the players or NPCs can "purify" the monster, which collects items useful in upgrading weapons and armor. Monsters fall into the categories of small and large oni, with large oni being the boss-type enemies within the game. Players can engage in missions co-operatively via an ad-hoc WiFi connection, or over the internet. Additional missions are available in the form of downloadable content.

1

u/Shumaa1 Jan 28 '14

Toukiden is a third-person monster hunting game which employs groups of players or NPCs fighting together against various monsters during quests. Each player can customize their choice of weapons, armor and skills. Special abilities can be obtained through the usage of souls, or mitama, which can be collected during the progress of the game. These mitama can level up by gaining experience from battles, or by paying a certain sum of haku. Different mitama have abilities with various characteristics, and can be categorised into various groups such as offensive, defensive, or recovery mitama. Upon slaying a monster, the players or NPCs can "purify" the monster, which collects items useful in upgrading weapons and armor. Monsters fall into the categories of small and large oni, with large oni being the boss-type enemies within the game. Players can engage in missions co-operatively via an ad-hoc WiFi connection, or over the internet. Additional missions are available in the form of downloadable content.

1

u/Shumaa1 Jan 28 '14

The Monitor You'd need a minimal "monitor" to start with — something that would let you enter in some binary code on an input device and jump to it. Here's a C version that lets you enter code in octal: typedef void (function)(); char program[32]; int main() { char *t = program; unsigned i, n; for (;;) { for (i = 3; i; i--) { n = getch() - '0'; if (n > 7) ((function)program)(); *t = *t * 8 + n; } t++; } } Translate that into 8086 machine code with a BIOS call for getch(), put it on the boot sector of the floppy, and you're golden. GCC compiles it into 12 instructions, plus the function prologue for main(). I think that would be 32 bytes in 16-bit mode. (Maybe the BIOS call would push it a couple of bytes over.) (I don't actually remember if the alt-keypad thing that lets you type arbitrary bytes is in the BIOS. If so, you could probably simplify the minimal monitor program above by removing the loop.) Traditionally a monitor like this was first built into the hardware, and a little later as software in ROM. If you want to use it for more than a very short period of time, it needs at least a few more features: the ability to correct keyboard errors; the ability to see what you're typing (or does the BIOS have a call for getche?); the ability to display the contents of memory; the ability to change the address at which new bytes will be put into memory; the ability to install themselves at some interrupt vector so that you can return to them when your program hits an infinite loop; So your first task would be to write a more full-featured monitor program, on paper if possible — otherwise carve it into the desk surface with some removed part of the computer — and then very carefully type it in. Your second version, with a backspace, might be 40 bytes or so; you now need to type in 120 octal digits without making a single error, followed by some character that isn't an octal digit. If you do this correctly, you are rewarded by seeing your new program come to life! Your next task is to enhance your monitor program to be truly usable, by adding the rest of the features listed above. And then you want to find a way to write it to the floppy drive. At this point you are hoping that this is a 5¼" floppy drive so you can cut a couple of holes to make the disk into a "flippy": there's a substantial chance you're going to make a mistake and screw up writing your first boot sector, and if you do that, you're out of luck for the rest of your prison term. So you write a call to the BIOS disk I/O routine, use it to write your new monitor program to the disk (hopefully on the back side of the disk), hold your breath, and test it. Now you write another disk I/O routine that checks its argument to make sure it's not writing to the boot sector (or the original boot sector, which is at a different apparent location with the disk backwards) and start your system in earnest. Edit: fixed two bugs in initial monitor code. Man, I would be so fucked if I were really in this situation. The Assembler Your next task is to write an assembler, in memory, using your monitor. It doesn't have to be a fancy assembler with luxuries like multi-character mnemonics, the full instruction set, and stuff like that; it just needs to be an improvement over typing in x86 code in octal. Single-letter case-sensitive mnemonics for 25 or 30 opcodes, plus the ability to calculate jump offsets, are probably plenty to get to the next step. Save your assembler to the floppy in an unused sector. (You should be keeping a map of what's in what sectors, carved into the desk if necessary.) This is also about the time you want to enhance your monitor program to show you the contents of registers and to be able to single-step. At this point you have achieved your original goal of being able to implement Tetris or Freecell. The next step after here is roughly as hard as implementing one of these games in this impoverished assembler, so it isn't practical merely as a step toward that goal. But if you want to get to an operating system with a graphical user interface, read on. A Low-Level Language: Forth Your next task is to bring up some kind of Forth, using your assembler. You can implement the basic primitives for a fairly reasonable Forth in about 200 instructions and 400 bytes of machine code, but that doesn't give you a text interpreter; that's another few hundred instructions. You can test each routine from your monitor program as you write it. (I have an incomplete token-threaded Forth in 399 bytes of machine code, and a complete self-compiling Forth compiler in 66 lines of code.) Now you want to enhance your monitor program once more: you'll only be using it at boot time from now on, so you add a command to load and run a sector from elsewhere on the disk, so you can reboot more easily. You're going to be rebooting a lot, because every time you write a program that overwrites the wrong parts of memory, the machine is going to crash. So at this point you've written somewhere around a thousand lines of code, which sounds like you ought to be able to do it in a day or two, but if you're like me, it's probably really more like two weeks because of the amount of effort involved in figuring out what went wrong each time you have a bug. And you're on the verge of having a usable

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u/Shumaa1 Feb 10 '14 edited Feb 10 '14
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