Exploring a Pseudo OS with no documentation
I've been in the coding business for a while now: reading source code isn't that scary. That seems to be the world I'm putting myself in with the picotron. The manual seems woefully sparse and is falling behind with each update. There are sections and behaviors of the editors that are so cryptic that I still don't know what they're doing. Fortunately, I can scry the behavior from /system/apps. Still I wonder why Luadoc wasn't adopted and enforced early by the developer. Strange.
Maybe the online blogs are the place to find the answers. I'm struggling to filter or find.
Examples of the inexplicable
In the GFX Editor, we've got these dots here. I click on them and they fill with a colored circle--cool. But... what is that?

It would be nice to hold Alt or something and put my mouse over to get a description like this.

Maybe this is my first cartridge. However, I'd rather make a juvenile videogame.
Here is another example, these guys increase canvas size of the currently selected sprite block. The lock doesn't make much sense, but I'll ignore it.
But what is happening to my sprite sheet??

I'd expect the sprite to fill more space down there like I see on other projects, like below.

(courtesy #pheonix_picotron-0)
Oh wait, this is the shift click and drag principle on the sprite sheet I read about earlier.
Digging through code in a sparse environment
I'm tempted to open Vim or VS Code to explore the picotron, as I have not found picotron's ability to jump to definitions, or other basic codebase navigation.
But I'll be honest: that will absolutely kill the experience. This concept is a toy, not a real development environment at this point. I think I like that about it. The moment that I leave it for the tools I use in my 8 hour work day will the moment I concede that what I am merely extending that workday.
But at this point, I need to admit that I probably won't make a game in this. I'll just dink around with an OS until my perfectionism fatigues me.
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