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#amstrad

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10; DROP TABLE records --<p>From the <a href="https://exquisite.social/tags/Amstrad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Amstrad</span></a> DMP2000 printer’s user manual.</p><p>Next challenge: “tune” the printer to emit radio waves at 868Mhz and turn it into a <a href="https://exquisite.social/tags/Meshtastic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Meshtastic</span></a> node. :flan_XD: </p><p><a href="https://exquisite.social/tags/retrocomputing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrocomputing</span></a></p>
Juan<p>I'm always focused on the idea that I want the music of my games to be "OK", because doing code, graphics and sound, it seems to imply I can't be excellent at all three.</p><p>But then in Hyperdrive (<a href="https://mastodon.gamedev.place/tags/Amstrad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Amstrad</span></a> CPC again), I was awarded with the "best music" at Amstrad Eterno.</p><p>This is "Hyperdrive", title song of my vertical shoot'em up. This time: full 3 channels glory of the AY-3-8910, with the difficulty that it had to be a non-looping tune because the game had attract mode and... a demo!</p>
Juan<p>Writing music for my games is a struggle because I have ideas, but they are usually quite hard to translate to an actual piece 😅 </p><p>But then, the result is generally... OK? Or I like it, at least.</p><p>For example this is "The Guardian", boss music of The Heart of Salamanderland for the <a href="https://mastodon.gamedev.place/tags/Amstrad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Amstrad</span></a> CPC. It is only 2 channels of the AY-3-8910 chip because the third one is in use by the sound effects.</p><p>Perhaps the loop is not too long, but you will only hear it ONCE (and memory is limited and precious).</p>
Juan<p>Well, looks like this is finally happening.</p><p><a href="https://mastodon.gamedev.place/tags/amstrad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>amstrad</span></a></p>
PulkoMandy<p>Working on my <a href="https://mastodon.tetaneutral.net/tags/Amstrad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Amstrad</span></a> CPC <a href="https://mastodon.tetaneutral.net/tags/Smalltalk" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Smalltalk</span></a> interpreter again yesterday and today. I made the input hrompt use the CPC ROM line-editing code, that saves a lot of string allocations and also allows full cursor control, backspace, etc to work.<br>Reorganized the sources a bit so the imagebuilder is runnable from the main git branch, makind coordinated changes to the vm and image easier.<br>The bad news: my context recycling code doesn't work, I think. One context ends up being corrupt and crashes the VM.</p>
Jason Dyer<p>In which I embark on the works of Steve Lucas, one of the most prolific adventure authors of the 80s.</p><p>We play an alien visiting the dangerous planet known as EARTH.</p><p><a href="https://bluerenga.blog/2025/07/26/journey-of-a-space-traveller/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">bluerenga.blog/2025/07/26/jour</span><span class="invisible">ney-of-a-space-traveller/</span></a></p><p><a href="https://mastodon.gamedev.place/tags/retrogaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrogaming</span></a> <a href="https://mastodon.gamedev.place/tags/adventuregame" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>adventuregame</span></a> <a href="https://mastodon.gamedev.place/tags/videogames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>videogames</span></a> <a href="https://mastodon.gamedev.place/tags/textadventure" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>textadventure</span></a> <a href="https://mastodon.gamedev.place/tags/interactivefiction" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>interactivefiction</span></a> <a href="https://mastodon.gamedev.place/tags/oric" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>oric</span></a> <a href="https://mastodon.gamedev.place/tags/amstrad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>amstrad</span></a></p>

It's #Introduction time!
I'm Devlin (they/them). I'm a volunteer Community Manager for various Discord servers. I also make games for PC.

I like classic computers, especially the Amstrad CPC, and run a Discord server for it at discord.gg/4QZqfCr

My games are available on
devlin.itch.io/

If you like what I do and would like to donate, you can find my Ko-Fi here -
ko-fi.com/magicbane

DiscordJoin the Amstrad CPC Community Discord Server!Check out the Amstrad CPC Community community on Discord – hang out with 379 other members and enjoy free voice and text chat.

Polishing off the second revision of the #Amstrad #CPC464 #MechanicalKeyboard

* Key bed repositioned by a few fractions of a millimetre.
* Diode footprint tweaked for easier hand soldering.
* Moved a couple of diodes which were uncomfortably close the connectors.
* Patched up all the traces affected by the above.

I still have a couple of minor items on the todo list but this is very close to being ready for the fab.