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Minecraft Creator's New Game Called 0x10c 206

Posted by Unknown Lamer
from the space-wars dept.
silentbrad writes "As announced last month, Notch — creator of Minecraft — is working on a sandbox space game (no, not the Mars Effect April Fools joke, though it's similar). "The game [0x10c] is still extremely early in development, but like we did with Minecraft, we expect to release it early and let the players help me shape the game as it grows. The cost of the game is still undecided, but it's likely there will be a monthly fee for joining the Multiverse as we are going to emulate all computers and physics even when players aren't logged in. Single player won't have any recurring fees. ... The computer in the game is a fully functioning emulated 16 bit CPU that can be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish. Full specifications of the CPU will be released shortly, so the more programatically advanced of you can get a head start.""
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Minecraft Creator's New Game Called 0x10c

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  • by LanMan04 (790429) on Friday April 06, 2012 @03:30PM (#39600901)

    May appeal to some, but...

  • From reading Notch's twitter, reddit and forum posts. He's looking to create his version of Eve Online, course he mentioned Eve on the forum but he wanted a bigger sandbox whereas users could build similar to freedom to build in minecraft. But with a different spin on things.

    the built in 16 bit cpu description on the 0x10c website is very interesting.

    course he mentions a monthly fee for this one, so it won't be a 1 timer like minecraft, but definitely something to keep eyes on. Just hope he FINISHES it,

    • by kaellinn18 (707759) on Friday April 06, 2012 @03:44PM (#39601061) Homepage Journal
      The fee is just if you want to play online multiplayer (since the server will be spending cycles emulating your ship's computer whether you are online or not). Single player will still be a one-time charge.
    • by Thud457 (234763)

      He's looking to create his version of Eve Online,

      I saw no mention of any purported galactic spreadsheet empire.

      And as far as the Inception reference, I'd be more interested in a utility that allows me to exit out to the next highest emulator level. Probably need a Valentine Michael Smith to write that one, though.

  • by dmomo (256005) on Friday April 06, 2012 @03:32PM (#39600935) Homepage

    Bit-coin fortune, here I come.

    • by jandrese (485)
      The in-game CPU runs at 100khz and has fairly primitive support for words larger than 16 bits. I'm guessing it will take an impressively long time to generate a single Bitcoin.
  • by lixlpixel (747466) on Friday April 06, 2012 @03:33PM (#39600939) Homepage Journal

    there's already a lot done,

    see reddit.com/r/dcpu16/ [reddit.com] for the first reactions...

    and the first questions on stackoverflow are already coming in - stackoverflow.com/questions/tagged/dcpu-16 [stackoverflow.com]

  • Programmability (Score:5, Interesting)

    by Sperbels (1008585) on Friday April 06, 2012 @03:42PM (#39601051)
    I'm surprised we haven't seem more of this already. I guess the success of WoW has really dumbed down the MMO scene. Back in the day I played around with writing a BBS door game like Trade Wars 2002, but the behavior of your deployed fighters could be scripted and they could perform actions while you were offline. 0x010c looks awesome. We need more games like this.
  • Actually, 0x10^C (Score:5, Informative)

    by Anonymous Coward on Friday April 06, 2012 @03:57PM (#39601189)

    Took me a few minutes to figure out, but the title is actually 0x10^C, which is 16^12 in decimal, which is 281,474,976,712,644, which is the year the game is set. Clever!

    • Re:Actually, 0x10^C (Score:5, Informative)

      by Rotag_FU (2039670) on Friday April 06, 2012 @04:59PM (#39601853)

      Took me a few minutes to figure out, but the title is actually 0x10^C, which is 16^12 in decimal, which is 281,474,976,712,644, which is the year the game is set. Clever!

      Well if you want to get ever more precise and pedantic. 16^12 is actually 281,474,976,710,656 not 281,474,976,712,644. While it is true that the game is set in the year 281,474,976,712,644, the way that number is arrived at is by adding 1988 to 281,474,976,710,656 to get 281,474,976,712,644. The concept is that in 1988 the cryo units for travel were accidentally set for 281,474,976,710,656 years due to an endian mistake.

      • by Chris Burke (6130) on Friday April 06, 2012 @06:21PM (#39602613) Homepage

        The concept is that in 1988 the cryo units for travel were accidentally set for 281,474,976,710,656 years due to an endian mistake.

        What I find amazing is not that such a simple mistake could be made, but that the cryo machines and the 16-bit computers running them were able to run for over 10^15 years!

        Fucking nice job on the hardware, guys! But next time don't leave the drivers for the interns to write...

  • How long before GCC can target the DCPU-16?
    • by Anonymous Coward

      Forget gcc, I want to see it implemented in redstone.

  • It's like a PDP-11 (Score:5, Informative)

    by Animats (122034) on Friday April 06, 2012 @04:01PM (#39601237) Homepage

    It's very similar to the basic models of the PDP-11. 64K of 16 bit words, two-address instructions, operands can be registers or memory. It should be possible to modify a PDP-11 C compiler to compile for the thing.

    No indication of how I/O works, or if there are timers or interrupts. If you're supposed to control a spaceship with this, they're going to need those. PDP-11 I/O was done by putting devices on the same bus as memory, and storing into their device registers. But the spec here says that you have 64K words of memory; no portion of the address space is reserved for I/O. So they may use the unassigned opcodes for I/O.

    • by Surt (22457)

      Where did you get the 64k? The spec says:
      * 16 bit unsigned words
      * 0x10000 words of ram
      * 8 registers (A, B, C, X, Y, Z, I, J)
      * program counter (PC)
      * stack pointer (SP)
      * overflow (O)

      That's 32 words, or 64 bytes, not kbytes.

    • by loufoque (1400831)

      No interrupts nor timers, memory-mapped I/O.

  • With a concept like this, there is no middle ground. It'll either be incredibly great, or painfully bad. No possibility in between.
    • I think there's a big middle ground: Incredibly great, but only if you're in the small niche it appeals to.
      • I thought that was a given. If you're not in the niche, it doesn't even make it to suck. It's be incomprehenseable, and unplayable.
  • by ktappe (747125) on Friday April 06, 2012 @04:27PM (#39601489)
    How long until there's a virus that starts crashing players' ships?
    • by blattin (1335585)
      "The possibilities of this CPU and generator are... Fascinating. For instance, users players (see, lines are already blurring) can exchange programs, so you can expect a lively scene of people exchanging programs. There's a nefarious side to this as well - Notch will not stop anyone from making viruses, so even computer security becomes an element of play. A virus could, for instance, disable a ship's weaponry or shields. " From: http://www.osnews.com/story/25765/Notch_unveils_0x10c_space_sim_with_custom_v [osnews.com]
  • In the end this is all you're going to use your emulated CPU for - scripting events. And while people will argue until their throat hurts that scripting is so much more limited than a real CPU, please remember one crucial fact: this IS NOT a real CPU.

    This is a simulated CPU crafted by the game designer, and any use you get out of this CPU will be limited by (1) the architecture/memory and (2) the I/O provided to interface with various aspects of the game.

    Why not just use a scripting language with defined interfaces and put a limit on the maximum program length (to simulate the intended limitations of the 64k ram, etc)? There's no reason you can't design-in similar limitation to keep players on their toes. You will also entice an entirely new set of players into the game who can comprehend how a simple script works, but stare glass-eyed at you when you mention non-maskable interrupts or twos-complement arithmetic.

    Besides, everyone knows that some community member(s) will release a high-level language and compiler (of questionable quality and support) as soon as the game is launched, so why bother making this pretty CPU emulator if few players will ever see? I say the creator should just save himself the trouble of player backlash about a crappy community-supported IDE that he can't fix, and just do it himself.

    • by IICV (652597) on Friday April 06, 2012 @05:54PM (#39602371)

      Because that doesn't fit with the plot or mechanics of the game?

      The plot is that the space race never ended, so in 1980ish we had ships equipped with 16 bit computers and cold sleep chambders. An endianness bug caused people who wanted to sleep for 1 year to sleep for 0x10^C years (which is where the name comes from), so now you all have to rebuild stuff.

      The mechanics inolve writing programs that will be run offline; your computer in-game will execute a particular number of cycles per second. With a low level assembly language, Notch can (and does) define precisely how many cycles each instruction takes. How would you do that for a scripting language with API hooks? It would end up being ridiculously complicated.Doing it in assembly like his lets people hand-optimize their stuff a lot easier, especially when (as you say) the high-level languages will be quickly available anyway.

      Basically, doing it your way would be fairly blah.

      • Sorry, I just don't buy that a significant percentage of players will have the patience to hand-optimize assembler. And an event-based scripting language could certainly handle situations where you want the ship to do X at time Y with circumstances Z.

        Anyway, the high-level OSes and scripting languages will be born, but they won't get much further. A high percentage of Open Source projects are abandoned before maturity [robertogaloppini.net], and I can imagine that people will abandon this thing in droves once they figure out ho

        • by Reapy (688651)

          I always read people complaining endlessly about not enough difficulty or complexity in games. Here you go, here is a fucking 16 big cpu, write assembly to run your ship. Then every one gets pissed off.... Make up your minds. A "real" cpu in the ship is geeky and fascinating, a made up scripting language is a made up scripting language. He could also let you run ship systems by pushing keys on your keyboard, but that layer of difficulty in doing things is supposed to be the whole point of the game.

          I rememb

    • by Issarlk (1429361)
      because it's cool!

      Why do people build redstone circuits in Minecraft when there's a mod that allow to write scripts in a little computer block?
      Because they have fun.
  • by pushing-robot (1037830) on Friday April 06, 2012 @05:43PM (#39602263)

    I'm writing a really useful navigation package [battlestarwiki.org] for players' ships.

  • They probably already have the C&D letters printed (And maybe sent.)

    I'm looking forward to punching trees to get the wood for my first spaceship :-P

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