hello. my name is jeremy, and this is a rarely updated list of cool
things i have done in my spare time.
i host a podcast where i interview people about their experiences making
freeware, shareware, and homebrew software, called the fringe game history podcast. episodes come
irregularly but i believe it is important work.
my most ambitious and unexpectedly successful project is my
attempt to bring back the anarchic spirit of mid-90s shareware with my
website, glorioustrainwrecks.com.
the site has been hosting a regular two-hour game jam every month called
the "klik of the month klub", in which people who make their living
independently making videogames create alongside people who have never
written a program before, and everyone has a great time. i have also
been responsible for organizing a couple of events called "pirate
karts", in which i get as many people as i can to make games
continuously for 48 hours, and collect the result. during the first
event, 17
people made 105 games; during the second, 102
people made 529 games.
i have a couple of mostly dormant blogs; i used livejournal for many years
to catalogue personal / amusing things, and had a blog called geekstorming intended me to spew out my
half-formed opinions and ideas about software. mostly these days i just
yammer at people on mastodon, though.
i like to write software; much of it is ridiculous is some manner or
another.
- i am in the process of building a real-time multi-user game creation
environment which i call marmots;
so far, though, i've only managed to build the part where you can
collaboratively make ansi art with your friends. uses telnet for
simplicity and authenticity; requires a glorioustrainwrecks
account to use.
- i have done a fair amount of reverse-engineering
work of the file formats for the game creation tool "klik & play".
this has allowed me to build tools that extract resources from klik &
play games, randomly
generate
screenshots
of hypothetical
games that use klik & play's built-in
graphical resources, and programmatically remix
games
using the
resources from other games.
- speaking of reverse-engineering, i figured out
the infrared protocol spoken by the "v.smile baby" videogame
console for very young children.
- the ludum dare 48-hour game
programming competition is a lot of fun. my proudest weekend
creation was a nice little faux-japanese shooter i call magnificent
gunbright. before that i tried to make a game about sneezing but i didn't finish.
- i ported kenta
cho's noiz to the nintendo
ds.
- i wrote a reimplementation of the world's second videogame, tennis for two,
that you can play with a friend over the internet.
- i enjoy constantly re-implementing robotfindskitten for
all known platforms.
- would you like to read my undergraduate thesis? it's about writing
hard realtime interrupt handlers in sml. i'm fond of ludicrous ideas
like this.
- would you like to read the last paper of my
undergraduate career? it is technically about just-in-time
compilation, but at the time that i wrote it i was so burned out on my
thesis that i just couldn't do it straight. watch out for page 3.
- looking for some wacky toast-modern (as opposed to that postmodern
crap) gameplay? look no further than scong! be
the ball! note: does not contain naked people.
- in university, i created a programming language to annoy a
professor. it is called intbigot and it is very silly.
- i ported linux agi studio to macos x. you might like to play with it. i'm not really supporting it, though.
- once upon a time i decided i wanted to put qnx on a
sega dreamcast, so i did.
i think too much about videogames. sometimes that turns into writing
too much about videogames, and it ends up at the gamer's quarter. sadly
that lovely webmagazine has lain dormant for some time now, but it's
still worth reading if you never got the chance.
i am a band. its name is livestock at large. you
probably shouldn't bother to listen.
stuff below this line is really getting pretty old now.
i had a great deal of old
computers. i have less now, and they're much more organized.
i wrote some articles about how big of a geek i
am. they're many years old now (ah, first year university!), but
hopefully they're not too embarassing to continue to exist.
lucky charms in the united states are magically
disturbing.