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Notch recently tweeted one of the most important pieces of news about 0x10c yet — the title menu screen for 0x10c. Check it out below!

The reason that we find this an important image is because  it demonstrates that 0x10c appears to have 3 game modes:

  1. Hyper player
  2. Multi Player
  3. Single Player

We’re not sure why Hyperplayer mode is, but I’m sure Notch has something up his sleeve!

While Notch has, on occasion, said that his own tweets are hardly newsworthy, we think that this collection of tweets are pretty important as far as telling us how he’s planning to continue to develop certain areas in 0x10c — specifically how to deal with sounds and explosions.

@notch: I want explosions in space to look realistic in 0x10c. I should travel to space and blow up a small ship. For science.
@notch: Actually, the best way to do it is probably to make the ship leak air visibly and start spinning for a few secs, then go “POP” for 100 ms.
@notch: Of course it’s going to be silent! There’s no medium for sound to propagate through in space!
@notch: I meant a visual pop, don’t worry. There will be no sound in space, and that’s a promise!
@notch: You will hear stuff within your own ship! And if you get hit.
@notch: Yeah. Imagine hearing your ship getting hit by tiny debris from an exploding ship… Nice.
@notch: I was thinking body internal sounds for intense situations, too. Running low on oxygen? Louder heart and breath sounds.
@notch: Also, walkmans for music. Slows down when low on battery? =D

Awesome, we love the walkman throwback!

So DCPU Spec version 1.5 wasn’t the final after all! Notch has updated it to version 1.7 and has made a few more changes.

The changes Notch made to the DCPU-16 are as follows:

  • Made SHR, ASR, SHL a lot cheaper to encourage tricksy bit shifting. Yes, a cpu from the 80′s has a barrel shifter, what of it?
  • Removed IAP
  • Updated interrupt behavior. Interrupts automatically turn on queueing now
  • Added RFI, which turns off queueing, pops a and pops PC, all in one single instruction
  • Because of the interrupt queueing, removed the callback to hardware when IA is 0. If the hardware is super curious, it can check the IA register itself.

You can find the full specification here: DCPU-16 Spec 1.7

DCPU-16 Specification 1.5

The specification for 0x10c’s DCPU-16 computer has once again been updated, now at version 1.5

This update brings in new opcodes while clarifying some of the arithmetic opcodes introduced in the previous DCPU-16 specification update.

 

The following is the changelog for this  revision:

  • Clarified behavior of DVI, added MDI
  • Changed opcodes of a bunch of instructions to make them all sit next to each other
  • Added STD (same as STI, but decreases)
  • Added 256 entry interrupt queue (only in use when IA!=0)
  • Added IAP instruction as suggested
  • Added IAQ instruction that makes the interrupt queue not empty until IAQ is unset

Notch has also stated that this is the final specification for the the DCPU-16 and he is now working on external media and bootloaders.

Read on for the latest version of the DCPU16 specification.

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With the update to the DCPU-16 specifications, all of the emulators have been broken! While the authors of each of the 0x10c DCPU emulators scramble to accomodate the changes that Notch has made, the creator of the 0x10c Devkit has updated his IDE to version 1.3 Beta. A video showing all the new features is included below, continue reading to see the list of features and changes. [click to continue…]

The specification for the DCPU-16 has recently been updated to implement some of the changes suggested by members and to add new features from Notch.  We’re now looking at version 1.3 which brings in new features such as additional opcodes, interrupts, a base for hardware support and more.  Read on, to see what’s new.

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Pentaphobe has created a great sprite editor for DCPU-16 that you can use to create custom fonts and sprites for a graphical display.

It’s quite simple to use, just use the space bar to “draw” or “erase” a pixel and then copy the hex code into your DASM program.

You’ll notice the rounded edges used on the utility which were created with the editor itself. Very cool!

Tyler Crumpton has been hard at work on img2dcpu for the past couple of weeks, and has added animated GIF support to the image converter. The 0.6 release, which includes the animated image support, has just been released, and you can check out a demonstration of the conversion on 0x10co.de. If you don’t  know much about img2dcpu, it’s a utility written in C++ that you can use to convert images (up to 64×64 pixels) into DASM code automatically. The img2dcpu project source is hosted on Github. Here’s a description of the utililty from the author:

img2dcpu allows you to convert a color bitmap image into code that can be used
to display the image on the DCPU in Mojang’s new space game, 0x10c. Currently,
the specification of the IO system in 0x10c allows for a 32×12-tile screen,
where each tile consists of a 4×8 character. img2dcpu can create assembly code
that can display a 32×24 color or 64×48/64×64 black and white image on the DCPU
screen by making use of custom fonts, splitting each tile into smaller square
pixels. img2dcpu can also generate short animations in each of the supported
resolutions. Future work includes decreasing the final output in order to
decrease the amount of DCPU that is used.

Hey everyone, the administrators here on 0x10command.com have been hard at work on a comprehensive DCPU-16 Assembly 101 Tutorial and we’re ready to share it with all of you! The 0x10c programming guide is in 9 parts and takes you from the very basics of bits and bytes, all the way up to output on the display console and keyboard input on the DCPU-16.

We know that many of you 0x10c fans out there have never programmed in assembly and thought that such a tutorial would be of great use to many of you trying to get started with programming for the computer. We’ve rekindled our own love for assembly when writing the tutorial and frequently got sidetracked, writing our own code! It’s great fun!

Speaking of fun, we’re excited to get things moving here on 0x10c Command and wanted to kick things off with a contest — for 1200 Space Credits! You’re probably wondering what we’re talking about, unless you follow all of Notch’s tweets, but 1200 space credits is equivalent to 6 copies of 0x10c during the pre-alpha/alpha period…. [click to continue…]

Notch has made the following tweets :

0x10c will cost 200 space credits during pre-alpha and alpha, 300 credits during beta, and 400 credits when it’s feature complete. 

I don’t know how much in actual moneys yet. I just meant to say I will use the same model as Minecraft used. It seemed to work!

Minecraft’s model included only a one off payment, so it is likely 0x10c will to as opposed to the earlier speculated monthly subscription model. The earlier you purchase the game the cheaper it will cost so get your copy for pre-alpha testing as soon as it is available! Minecraft initially costed €9.95 (~ $13/~£8) during the alpha phase, so we could be expecting similar pricing, or something completely different!

Notch has made another tweet: @GamesC3 single player won’t have any subscription fees. 

No mention about  online multiplayer, so we could still be looking at a subscription fee there.