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      Machine Code Construction Yard

      I do assembly programming on old machines and boat building.

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Tag Archive

  • 6502
  • Empire of The Sun 2
  • EoTS 2
  • Forth 1
  • GEORGE 1
  • Game Boy 1
  • Haskell 1
  • Lisp 2
  • Racket 4
  • SNES 11
  • SNES Assembly Adventure 11
  • Sub Attack 1
  • VHDL 5
  • Vectrex 1
  • Wargaming 2
  • Wyvern 4
  • Z80 2
  • aar 1
  • about me 1
  • after action report 1
  • assembler 4
  • assembly 13
  • atom 1
  • blogging 1
  • cmake 1
  • community 1
  • context-free grammar 2
  • culture 1
  • electronics 5
  • first post 1
  • game design 1
  • game dev 1
  • hardware design 5
  • intel 8080 1
  • policy 1
  • programming 19
  • project ideas 1
  • rgbds 1
  • tutorial 16
  • wasp 5

6502

Empire of The Sun

  • An Empire of The Sun After Action Report, Turn 2 (Part 1)
  • Empire of The Sun: Me vs Erasmus Bot, Turn 2

EoTS

  • An Empire of The Sun After Action Report, Turn 2 (Part 1)
  • Empire of The Sun: Me vs Erasmus Bot, Turn 2

Forth

  • Forth Programming Tutorial, Part 1

GEORGE

  • Writing a GEORGE interpreter In Haskell, Part 1

Game Boy

  • A CMake Template for Game Boy Development

Haskell

  • Writing a GEORGE interpreter In Haskell, Part 1

Lisp

  • How to Write An Assembler in Racket, Part 2: Architecture Overview
  • How to Write an Assembler in Racket, Part 1: Introduction

Racket

  • How to Write An Assembler in Racket, Part 4: Refining and Completing The Context-Free Grammar
  • How to Write An Assembler in Racket, Part 3: Context-Free Grammar
  • How to Write An Assembler in Racket, Part 2: Architecture Overview
  • How to Write an Assembler in Racket, Part 1: Introduction

SNES

  • SNES Assembly Adventure 11: Initialization and Project Template
  • SNES Assembly Adventure 10: Modular Programming
  • SNES Assembly Adventure 09: Project Structure and CMake
  • SNES Assembly Adventure 08: Reading and Handling Input
  • SNES Assembly Adventure 07: Direct Memory Access and Bouncing Sprites
  • SNES Assembly Adventure 06: More On Subroutines
  • SNES Assembly Adventure 05: Subroutines
  • SNES Assembly Adventure 04: Display Your First Sprite
  • SNES Assembly Adventure 03: Creating Your First Sprite
  • SNES Assembly Adventure 02: Basic Assembly Programming
  • SNES Assembly Adventure 01: Develop for the SNES

SNES Assembly Adventure

  • SNES Assembly Adventure 11: Initialization and Project Template
  • SNES Assembly Adventure 10: Modular Programming
  • SNES Assembly Adventure 09: Project Structure and CMake
  • SNES Assembly Adventure 08: Reading and Handling Input
  • SNES Assembly Adventure 07: Direct Memory Access and Bouncing Sprites
  • SNES Assembly Adventure 06: More On Subroutines
  • SNES Assembly Adventure 05: Subroutines
  • SNES Assembly Adventure 04: Display Your First Sprite
  • SNES Assembly Adventure 03: Creating Your First Sprite
  • SNES Assembly Adventure 02: Basic Assembly Programming
  • SNES Assembly Adventure 01: Develop for the SNES

Sub Attack

  • Sub Attack Dev Blog 01: A New Vectrex Game

VHDL

  • The Wasp: Designing a Front Panel Computer with VHDL, Part 5
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 4
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 3
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 2
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 1

Vectrex

  • Sub Attack Dev Blog 01: A New Vectrex Game

Wargaming

  • An Empire of The Sun After Action Report, Turn 2 (Part 1)
  • Empire of The Sun: Me vs Erasmus Bot, Turn 2

Wyvern

  • How to Write An Assembler in Racket, Part 4: Refining and Completing The Context-Free Grammar
  • How to Write An Assembler in Racket, Part 3: Context-Free Grammar
  • How to Write An Assembler in Racket, Part 2: Architecture Overview
  • How to Write an Assembler in Racket, Part 1: Introduction

Z80

  • How to Write An Assembler in Racket, Part 2: Architecture Overview
  • How to Write an Assembler in Racket, Part 1: Introduction

aar

  • An Empire of The Sun After Action Report, Turn 2 (Part 1)

about me

  • My very first blog post

after action report

  • An Empire of The Sun After Action Report, Turn 2 (Part 1)

assembler

  • How to Write An Assembler in Racket, Part 4: Refining and Completing The Context-Free Grammar
  • How to Write An Assembler in Racket, Part 3: Context-Free Grammar
  • How to Write An Assembler in Racket, Part 2: Architecture Overview
  • How to Write an Assembler in Racket, Part 1: Introduction

assembly

  • A CMake Template for Game Boy Development
  • SNES Assembly Adventure 11: Initialization and Project Template
  • SNES Assembly Adventure 10: Modular Programming
  • Forth Programming Tutorial, Part 1
  • SNES Assembly Adventure 09: Project Structure and CMake
  • SNES Assembly Adventure 08: Reading and Handling Input
  • SNES Assembly Adventure 07: Direct Memory Access and Bouncing Sprites
  • SNES Assembly Adventure 06: More On Subroutines
  • SNES Assembly Adventure 05: Subroutines
  • SNES Assembly Adventure 04: Display Your First Sprite
  • SNES Assembly Adventure 03: Creating Your First Sprite
  • SNES Assembly Adventure 02: Basic Assembly Programming
  • SNES Assembly Adventure 01: Develop for the SNES

atom

  • My new grammar package for Atom

blogging

  • My very first blog post

cmake

  • A CMake Template for Game Boy Development

community

  • Blog Comment Policy

context-free grammar

  • How to Write An Assembler in Racket, Part 4: Refining and Completing The Context-Free Grammar
  • How to Write An Assembler in Racket, Part 3: Context-Free Grammar

culture

  • Forth Programming Tutorial, Part 1

electronics

  • The Wasp: Designing a Front Panel Computer with VHDL, Part 5
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 4
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 3
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 2
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 1

first post

  • My very first blog post

game design

  • Sub Attack Dev Blog 01: A New Vectrex Game

game dev

  • Sub Attack Dev Blog 01: A New Vectrex Game

hardware design

  • The Wasp: Designing a Front Panel Computer with VHDL, Part 5
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 4
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 3
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 2
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 1

intel 8080

  • My new grammar package for Atom

policy

  • Blog Comment Policy

programming

  • A CMake Template for Game Boy Development
  • How to Write An Assembler in Racket, Part 4: Refining and Completing The Context-Free Grammar
  • How to Write An Assembler in Racket, Part 3: Context-Free Grammar
  • How to Write An Assembler in Racket, Part 2: Architecture Overview
  • SNES Assembly Adventure 11: Initialization and Project Template
  • SNES Assembly Adventure 10: Modular Programming
  • Forth Programming Tutorial, Part 1
  • SNES Assembly Adventure 09: Project Structure and CMake
  • How to Write an Assembler in Racket, Part 1: Introduction
  • SNES Assembly Adventure 08: Reading and Handling Input
  • Writing a GEORGE interpreter In Haskell, Part 1
  • SNES Assembly Adventure 07: Direct Memory Access and Bouncing Sprites
  • SNES Assembly Adventure 06: More On Subroutines
  • SNES Assembly Adventure 05: Subroutines
  • SNES Assembly Adventure 04: Display Your First Sprite
  • SNES Assembly Adventure 03: Creating Your First Sprite
  • SNES Assembly Adventure 02: Basic Assembly Programming
  • SNES Assembly Adventure 01: Develop for the SNES
  • My new grammar package for Atom

project ideas

  • My new grammar package for Atom

rgbds

  • A CMake Template for Game Boy Development

tutorial

  • How to Write An Assembler in Racket, Part 4: Refining and Completing The Context-Free Grammar
  • How to Write An Assembler in Racket, Part 3: Context-Free Grammar
  • How to Write An Assembler in Racket, Part 2: Architecture Overview
  • SNES Assembly Adventure 11: Initialization and Project Template
  • SNES Assembly Adventure 10: Modular Programming
  • Forth Programming Tutorial, Part 1
  • SNES Assembly Adventure 09: Project Structure and CMake
  • How to Write an Assembler in Racket, Part 1: Introduction
  • SNES Assembly Adventure 08: Reading and Handling Input
  • SNES Assembly Adventure 07: Direct Memory Access and Bouncing Sprites
  • SNES Assembly Adventure 06: More On Subroutines
  • SNES Assembly Adventure 05: Subroutines
  • SNES Assembly Adventure 04: Display Your First Sprite
  • SNES Assembly Adventure 03: Creating Your First Sprite
  • SNES Assembly Adventure 02: Basic Assembly Programming
  • SNES Assembly Adventure 01: Develop for the SNES

wasp

  • The Wasp: Designing a Front Panel Computer with VHDL, Part 5
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 4
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 3
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 2
  • The Wasp: Designing a Front Panel Computer with VHDL, Part 1
Tag Archive | Machine Code Construction Yard