I brought a camera to WAMP last year. The resulting pictures are very underwhelming. But because I was there and my brain has experiences and memories connected to them, I deem them worthy of being here. These are close-up shots of things lying around and stuff but not people. There is a separate entry with macro shots of things lying around and stuff but not people.
WAMP 2023 - Close-Up Shots Of Things Lying Around And Stuff But Not People
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WAMP 2023 - Macro Shots Of Things Lying Around And Stuff But Not People
I brought a camera to WAMP last year. The resulting pictures are very underwhelming. But because I was there and my brain has experiences and memories connected to them, I deem them worthy of being here. These are macro shots of things lying around and stuff but not people. There is a separate entry with close-up shots of things lying around and stuff but not people.
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One of my favourite NES games is Crackout, a Konami game (disgtributes by Palcom) that I used to play and be bad at as a child. It's a relatively simple Breakout style game (relatively simple compared to what crazy creativity got hold of game programmers since then when reinventing video game classics). Sometimes you have to destroy non-blick objects, like glass boxes or monsters. Often there are creatures that produce a variety of bonus objects that can help not at all or very very much when you collect them (depending on the situation you're in and what bonus it randomly produced).
One thing that I like a lot about it is that it has an interesting way built in to save games. There's no RAM on the cartridge. Nintendo games didn't usually do that in the early 1990s. Of course no flash storage, either. Rather it generated a string of characters every time you lose your last ball. This generated "Password" contains the level you were in as well as any other relevant statuses. When you start a new game you can choose to start from the beginning or to enter a password. Either way you always start with 6 balls. This means as long as you write down the password after a Game Over, or not turn off the console, you can always continue by starting again at the last level you were at.
I'm still bad at this game. But it still is fun. The levels get pretty challenging early on, which makes the priciple that you can only fall back to the beginning of the current level a welcome design choice. And because of the password system I can continue my recent appempt at advancing to higher levels than I've reached as a child on any console and cartridge I like, including emulated ones.
Edit: As I learned today, this method of letting the player continue at the beginning of the level at which the game ended, is actually pretty common for games from that area. Bomberman 2, for example, is even a game that I played a lot myself in my childhood, but didn't remember the codes about.
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My Further Experience With (Trying To) Use Astro Slide As My Main Phone
After having owened and used both previous PDAs by Planet Computers (the Gemini PDA and the Cosmo Communicator), I partly knew what to expect from their new modal, the Astro Slide. I knew it wouldn't be a robust, top-notch state-of-the-art smartphone. Planet Computers makes devices for a pretty small niche and needs to sell these devices for a reasonable price despite their low quantity. After having used it as my main phone, I've come to the comclusion that there are reasosn to be disappointed by the outcome of the device anyway.
I've written about my initial impressions of the device. This entry just adds what further experiences I made while using the device as my main phone for ~42 days. tl;dr: I'm still disappointed.
The build quality is relatively low. But I underestimated and/or misremembered how annoying those buttons with no pressure point whatsoever are. Thy aren't even protuding, nor do they have a different color or texture from their surrounding. That means every times I want to turn on the screen of the phone without opening it, I have to either stumble around the edge of the device with my finger for a while, or I need to have a close-up look at the side of the device to locate the button, then fumble around with my finger for just a little while. That turns of the touch-screen. But unlocking it by using the touch-screen doesn't always work. Sometimes the touch-screen just doesn't seem to be in the mood to respiond to being touched in certain places. I also forgot how annoying it is to have a phone without working adaptive sc reen brightness. I have to turn of the brightness way up, above a sensible poiunt, to make sure it's readable in sun-light. Sometimes, adaptive screen brightness just turns it to 0 for a while, which effectively means it turns off the screen. I guess there's a reason why automatic screen brightness is turned off by default.
The screen is okay, but not very bright, hardly readable in direct sunlight. Colors aren't very accurate. And sometimes contrast and colors shift as if some filtwer was applied, for no reason. The speakers are small and not very loud, lack low frequencies completely (no bass). The headphone output is prone to CPU noise while the screen is turned on. The fingerprint reader is so unreliable it's best treated as if it didn't exist. It's useless. The sliding mechanism feels surprisingly sturdy. I didn't break it yet. But I'm sure something will break or come apart soon, as it was the case with my previous Planet Computer PDAs. The software isn't much better. Ecven though there are security updates available and a notification makes sure to permanently inform me of that fact, no updates can be loaded. The OTA update is fundamentally broken. Apparently Planet Computers didn't think it would be a necessary feature to be able to update Android!
I don't know if it's the Mediatek chipset that the device uses (Maybe Android support for that chipset really is that bad.) but using Android on the Astro Slide is just as buggy on the Astro Slide as it was on previous Planet Computers PDAs. Some apps aren't available for the platform. After every time Android boots some internal app whose function isn't clear to me crashes. Sometimes notifications disappear for no reason. Sometimes a notification sound plays for no reason. Sometimes the screen turns off and locks for no reason. Sometimes the device reboots for no apparent reason. It can be said that Android does run on it. But it's not the experience one expects from a system that is supposed to be native to and ships with a device.
The camera quality is just beyond embarassing. The sensor was obviously chosen by number of megapixels and price only. It's been a long time since I've seen such smushy and noisy pictures even from a <100€ phone. Battery life isn't as good as you might expect from a clunky devoce like this. My Google Pixel 4a with not even half of the battery capacity, despite being over four years old and in daily use, lasts longer than the Astro Slide with (very roghty and estimated) similar use.
When backing the Indiegogo project, my intention was to use the Astro Slide as a small Debian laptop for my packet. A mobile machine for SSH, FTP, some web stuff and for texting. It would have replaced its predecessor, the Cosmo Communicator, in that role. But Planet Computers stopped supporting any OS other than Google Android. Not only is there no official buld of any Linux distribution, the package mirror that used to provide DEBs for the Cosmo Communicator also quietly diasppeared. There doesn't seem enough interest in the device in the Sailfish community. Maybe some Linux support will come from users at some point. But I don't see any on the horizon.
With the previous Planet Computers PDA, the Cosmo Communicator, I had a fallback use case: an occasional PDA for SSH stuff while travelling, sometimes a tiny fileserver at events. But lacking availability of any non-googley OS, I feel compelled to ask: What is the Astro Slide for? I, personally, don't seem to have a suitable use case for it.
I'm glad to have this version done and published. Even though it has new features compared to the last published version, I've used it enough to feel relatively comfortable saying it is also more stable and has fewer bugs than the last version. There are known bugs still left. But those aren't new.
Caching options and settings are slowly getting a bit elaborate, but also close to what I imagined them being able to do. There are new cachegroups and parts of entries can now be chosed as individual cachegroups, giving the user more control over what is cached and what caches are used. The lifetime of caches can now be set to make sure that no matter how the caching options are used, no outdated content, tags, attachments, etc. will stay on the web site for too long because cache files have been forgotten to be purges. The cache lifetime can be chosen from 1 second to unfinite. The directory used for persistant caches can now be chosen via command line option. I think the caching options are now in a state in which they can seriously be used reliably. Changes to existing cachegroups, like in previous versions, will probably not be made anymore. Just more cachegroups will be added.
The README file has grown a lot. Not only from new features and options. It's now also more complete. A lot of bugs have been fixed. And some general little code quality improvements took place. The stylesheets of the example web site have been improved a bit.
The messaging and logging system has been completely rewritten. It's not really an important part of the script and strictly doesn't matter for its functionality at all. But I decided to have a messaging system and a logging option that doesn't rely on shell redirects. So I did want to redo it properly. Different message types can now be redirected using file descriptors. The option parser has also been party re-written. It's approaching a state in which it's close to what I think personally a complete option parser for Bash should be like.
Alternate styles can now be defined in a web site's settings file. That way alternate style sheets will be offered to the web browser. If the browser supports alternate style sheets, the visitor can select from them to view the page in a different style. There is now an option to change the tagstyle, enabling a web site to have tags of the same type grouped for a more readable look of the entries' headers. Tags now show in parenthesis the number of entries that carry that tag. The number of file attachments is also displayed below entries.
The options for generating a single entry, page or gallery that is not located in the input directory/isn't actually part of the web site can now be used. They were very buggy or nonexistant before. Entries (and other items) with duplicate names are handled in defined ways now. Text files can now be used as file attachments to entries. But if the script determines one to look like a SBWG source file, it is omitted/not displayed/not linked to.
There are still big plans for future versions. Small and big features as well as a complete re-thinking of how the input directory is structured. Nicer looking web sites, more flexible command line options, more options for speeding up the script in cases where a complete website is updated/re-built. A pause like the one before this release will probably occur more often in the future.