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This month, I worked on a discrete number of projects. I'll try to keep each section brief to encourage future documentation.
This was inspired by Martijn Braam's blog post "Packaging music in postmarketOS"
Instead of packaging copyright-encumbered music, though, I'm only packaging music which is available under a creative commons license. If you want to take back the creative commons, start supporting it with your ears! I guess you could also produce CC-licensed music if you like.
MusicDir is a project to create and package music downloaded from the internet using alpine build scripts.
If you've ever contributed to alpine linux packaging, you may find the process rewarding.
If you haven't contributed to alpine linux packaging, but want to, this might be a good project to get your feet wet in? Though I certainly don't have the greatest documentation at the current time.
Check out the project hub to get started
or browse our currently-available packages. There are almost dozens of songs available today!
(and more coming in the future).
I've been working on a new SwipeBehavior.
(SwipeBehaviors is my project to enhance the swipe-typing prediction pipeline for wvkbd/sxmo-sway)
This one uses a list of bigrams to predict what word you want to type next. It's already been pretty handy (though I have had some logging issues with the way I store things in /dev/shm). I haven't changed it in a while, so I'll probably merge it into SwipeBehaviors soon (it's currently in a branch).
I had an idea to add trigams support to it, but I haven't gotten around to getting a list of trigrams, so the predicted words remain pretty basic.
I'll try to include setup instructions with it when I get around to merging.
I started a new project, gaming related. Right now, the idea is to clone the gameplay of Super Mario War using mari0 (a mario/portal crossover written in löve)/Gateway Jump (a re-skin with free graphics).
If you've never played Super Mario War, it's an open source competitive arena-based mario game. You jump on each others heads to win. The codebase of it is supposedly very messy, hence my thought to remake it.
This is far from finished, though not far from fun!
I bought a bluetooth adapter for my desktop, so I've been having fun connecting controllers to that. While mari0 is 4-player, I have the capacity to connect much more controllers to my computer than that. I'll have to play-test it though.
In terms of game-modes, a basic stock deathmatch is all that there is, though I imagine some more might be fun, like
The plan is to do this with as little changes as neccessary to the code (and sending things upstream whenever possible). This is because löve often releases breaking changes as updates (a popular fork of mari0, Alesan's Entities, hasn't yet been updated to LÖVE 11). The game's already kind of crashy/breaky, so any way I can outsource fixes would be ideal.
In SXMO, I came up with a new plan for icons. I've been driving it for a few days, and while there are some things to work out, I'm confident that this time, it can get done.
See more about this at sxmo-tickets
If we go this route, then changable icon-packs will be an easy future modification.
I've been updating my PHP library for BARE messages. An updated draft of the spec came out, so I've been making changes and (gasp) discovering bugs in my implementation as I add new test cases. I don't actually use bare-mess-php for anything (though I have thought of a use-case for it). It's at least fun-ish to develop.
Another month, another 500+ words 😂. I've often had the mindset "Even if I'm not working in software, I'll still be writing code in my free time." I recently met someone who said "I used to have side-projects, now I have kids." I don't know if that'll be true for me.
I got into programming through videogames. I hope to be able to share that passion with others, and have fun while doing so.