Last updated: Sun Feb 21 01:07:25 EST 1999
[ Projects | Programs | Films ]

currently, none of these links are working... i'm working on it.

Projects I've worked on...
Back around '93 Matta, Friar, Rob (grendel) and (pat)+ were working on a space shooting game (similar to elite, or Wing commander) and I volunteered to work on objects, well, fighters and space ships primarilly. Most of these can be seen somewhere else on my pages... The 3-D matrix routines from this wound up being the basis for (pat)+'s 3-d FAQ.
Most of the code for the Flatware project eventually tunred into the VR project in one form or another. It probably got re-written from scratch as far as i know. I made a few objects for this, the most significant of these is the Recognizer from Tron.
Unix / Text
This was my first major "C" language program. 60kb of source in one file. Ugh. Anyway... I was going to be at home for a summer, and we had just gotten an LP-Mud at CSH, and I wanted to work on it. My only net connection at home was a long-distance dialup, so, I figured I'd write a LP-Mud room parser, so i could work on it at home. As it turned out, I spent the whole summer writing this program, not working on the LP-Mud. It became quite full featured. You could walk into a room, get all the descriptions, edit the room, and move on. And thus, my life of writing parsers began. (Special thanks to Tad, who helped me debug it!)
This is a Flatware Object editor. (see above.) After the tedium of desiging Flatware objects with graph paper and a text editor, I decided to make this program for editing flatware objects, primarilly as the program for my Graphics Class. Some source for this was re-used in other porjects that load and save these objects. In all actuality, in the crunch to get it done for "demo day", I burned myself out of working on it, and it never was fully completed. The interface was vaguely based on an old version of "Lightwave", of which i've only seen screenshots.
The next quarter after working on Flobed, I was in an Indepnedant Study for computer graphics. My project was this. The Philbin Language File Interpreter. Philbin was originally a vaporware ReGis interpreter which I never wrote. (ReGis is the graphics language supported by the unsupported Digital GiGi graphics terminal, along with some of their later VT-?40 terminals). PL files were english-looking files which had time listings, event names, and event parameters. Basically, you could use these files, and a few Flatware objects to create a movie. As with the above, it was never finished. Inspired by U4iA's song "Astronaut's Requiem" (astro2.mod)
Myself, Pat, Rob, Tad (who wanted to code the clouds), Cam, Ky (artwork) got together back in '94 or so, to work on a demo for the Amiga. Primarilly based on the Orb song "Little Fluffy Clouds", it was going to be more of a movie experience than a traditional demo. It was going to follow a character whom you only saw at one point in the demo, who was to be flying around a valley/mountain/pond at dusk. Recently, we found the Sega Saturn game, "Nights" which is similar to the idea that we came up with 2 years prior. (Of course Nights was 3rd person, while the demo was to be 1st person.) Incidently, "FD" stood for "Flatware Demo", or "Flying Dream".
Black Page
A game I was working on with Chris, Tina, Ky, and Rob. It was to be an X-Com like game, with many, many improvements. As with the above Flatware project, we came up with many ideas that have been found in other games since this time. It was way too much to implement all at once, and thus, it never surfaced. We spent too much time designing all the minisule aspects of the game, before we ever coded anything. The design for the game became way too much to handle.
Grey Zombie
Since the above was too much of a thing to start off with, I had designed the Grey Zombie game, primarilly based on a dream I had a few years ago. This never came to be, either.
Since that was too much of a thing to start off with, we designed a simple game to get our feet wet. It was a Tetris clone with a few gory features. Some of the aspects of this can be seen in the Sega puzzle game, Baku Baku, where you have to match animals with their food. Granted, ours was a little different, but once again, we had the idea first. aaarrgh!
"Dumb Audio Recognition; Neat, Isn't It?". A play on CSH's DAMMIT (Digital / Analog Musical Manipulation of Incandescant Technology). DAMMIT is on a 68030 custom board, while mine was made out of some discrete logic chips i had lying around. (shift register, an audio amp, and a few inverters). After a few moves i tried to power it up, and sadly, i smoked it. (The blue smoke leaked out of the chips.) When I find the schematic for it, i'll rebuild it... maybe.
Amiga Controled Light Show. It was a deice to be plugged into the serial port of a machine, and there was to be a UI on the the host machine to display patterns. The device itself had a mirror mounted on two stepper motors, one for each axis. Below that sat a high intensity spotlight, shining up onto the mirror. I never found a good lightsource, so it is collecting dust in my basement currently. The UI never got written either.
The Demo
Since Fall of '96, Rob and I have been vaguely working on this. Primarilly inspired from the VLM from the JaguarCD, (written by Jeff Minter (my hero!)) this was supposed to be done-ish for january of '97. It has since overgone a code re-organization, and a port to a different compiler. (It was Watcom, but it is now DJGPP). We have been slowly adding stuff to it, as we think of stuff. There is no hurry to get anything done, so it probably never will. :}
Tron Maintenance
I got my TRON arcade machine back in spring of '97, and i spend a lot of time playing it, and working on the hardware of it, and it's little sister, which now houses a Satan's Hollow boardset.
Pac-Man Data
Since winter '96, i've been accumulating a lot of data about the hardware from the Pac-man arcade machine, along with the software. I've tried to amass that data (along with useful tools) on the page linked to above.
A.K.A. Arcade Games Editor
Back in January '97, i started to write my own Pacman editor, "Stylist", only to abandon it. I eventually met up with Ivan Macintosh, over in the U.K., and I've been working with him (and occasionally Chris "Zwaxy" Moore) on AGE. I added all of the PacMan map editing, string editor, all of the bitmap manipulations tools, and the screen/romset bitmap saving/loading.
Programs I've written...
Unix Tools
Working in MS-DOS is not entirely unlike driving cross-country on an ostritch. (wow. i have no idea what that means!) I made these utilities to help make my MS-DOS environment less user-hostile. They include directory utilities (pushd / popd / topd / swapd / dirs) and a fairly crappy "df" like utility, "mounts"
AmigaDos / MS-DOS / ?
Based on an old scheme of (pat)+'s to store quotes, this program spews out a random quote from the text database you throw at it. when you open a CLI or Dos-Box, your computer can say such pleasant things as "It's all in the refexes", or "Friggin-A!". (Warranty void where prohibited.)
A simple little utility (less than 40 lines of code including comments) to pad out files to be specific sizes. Very useful when making program roms for emulators.
Win 95
A little puzzle game I wrote when I was learning how to use MSVC 4.0, MFC, and programming for Windows 95. It's vaguely based on the game "Lights Out" which you have to get all the lights to go out by pressing buttons. It's similar to one of the games in the old '80s toy "Merlin".
MS-Dos / Win 95
A little program based on Flat 42's (i think) color scheme for the time. it brings up two little icons in your task tray which display the time as a brightness and a color. So, instead of looking at the clock to know it's 5:30, you just look at these two icons, and you say, ah, the time is medium green. TC is the dos version, TC32 is the Win95 version.
Films I've worked on...
The Juice of Frankenstein
1990 / 1991
Something i worked on back in high-school. It went into the Florida Orange Juice music video competition. I did some camera work and some editing, along with all the video effects for it. Wow... High-School.
The Film
1991 / 1999
Chris "Preacher" Pallace, and Gil "Gil" Merritt's masterpiece of deja-vu and color bleed will be restored for the 10 year anniversary of their comic peice. (I had no involvement with the original, but I want to re-edit it, to reduce fuzziness and general Tee-Vee unhappiness.)

UPDATE! The Gorefest edition is out! Edited on my home pc!
The Sequel
1994 / Future
The sequel to "The Film". Much footage was shot in may of '94, then edited in November of '94, but time was not available at the time to complete the film. Preacher and Gil are currently re-writing the script for this. (costumes and props are mostly destroyed thanks to a few cute raccoons.)
Siggraph Video
A short 7 minute edit of lots and lots of house-history videos for a "this is CSH" all encompassing video for our SIGGRAPH trip. Edited together in the teaching center nextdoor to the Ginnea (sp?) nuclear power plant. There was a harsh thunderstorm one of the days i was there, and ironically, there was a power failure. quite funny, if you think about it. (not very funny at the time - my tapes were stuck in the VTRs. ugh.)
P.O.V. - Heads
P.O.V. - Tails
1998 (Scripting)
One story can be seen from many different viewpoints. Watch an event that was a traumatic happening for one, and a carefully planned out schedule for another. (Using the music from Mike Oldfield's "Tubular Bells II", and The Prodigy's "Voodoo People".
Tron v2.0
1998 (Scripting)
Alan and Flynn uncover a terrible masterpiece abandoned by Dillinger, and the only way to stop it, is to go back inside the machine... / Scott "Jerry" Lawrence