Episode: 3100 Title: HPR3100: For your consideration - Makers Corner Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3100/hpr3100.mp3 Transcribed: 2025-10-24 16:49:01 --- This is Hacker Public Radio Episode 3100 for Friday 19 June 2020. Today's show is entitled For Your Consideration, Makers Corner and is part of the series podcast recommendations. It is hosted by Ken Farlin and is about 76 minutes long and carries a clean flag. The summary is, Makers Corner is a tech-oriented DIY podcast from the other side podcast network. This episode of HPR is brought to you by archive.org. Support universal access to all knowledge by heading over to archive.org forward slash donate. Music Hi everybody, this is Ken bringing you a recommendation for a new podcast. If you're into making or hardware hacking and integration with Raspberry Pi's, Adrenal, soldering, that sort of thing, then Makers Corner with Nate and Yannick is a podcast for you. It's a tech-oriented DIY podcast from the other side podcast network. They've released a few shows already. I must say that I was very slow to subscribe to this one but I rapidly called up and it is an excellent podcast and I'm glad to bring it to you today especially as they are having an interview with John and Phil about the 32-built project also features some headphones stuff. So this is not a typical episode that they do but I thought that it would be an ideal opportunity to expose this interview because it's very interesting to the HPR audience. So their website is Makers Corner.tech and sit back and relax and enjoy the rest of the show. This podcast is part of the other side podcast network. Music Hello and welcome to Makers Corner episode 4. My name is Yannick. I'm the French guy from Switzerland and joining me for this episode, as always, my front anchor host, Nate. Hello Nate, how are you? Great, how are you doing? Well, snow is back but the delight is back too. So all in all, I'm a little better than I was a few weeks back when I was driving to work in the dark. So the mood is better and we have a fantastic show tonight. So it's harder to fall asleep when you're driving if it's light out. Yes, yes. Which is something that almost happened during every morning of the winter. The winter drives are something else. On tonight's show, we have that interview with John and Phil that we talked about on our last episode that couldn't happen before, what was it, last Thursday, I think we recorded that. So we are on March the 3rd today. So we recorded that, I think the 29th February, I guess. So we're going to feature this interview in this episode. Also, we're going to talk with you Nate about what you've been up to this fortnight and then we will close the episode with the Thingiverse thing of the episode. So Nate, what have you been up to this past two weeks? I've been learning electronics with my oldest boy. He's almost nine and he's taking this electronics engineering class and it's been a lot of fun kind of relearning some things that I've forgotten and then working with him and teaching him how to properly do circuits. We've got some breadboards and it's a plan. Amy.co is the website that is kind of through, but it's part of his schooling. So this last time, we're from just having very simple circuits with switches and LEDs to now we're doing stuff with transistors now. And I got to explain to him this little PNP and NPN transistors. Sometimes they're hard for me to grasp at times like when they pull down or how to pull them down or anyway, but it's funny to think about how many millions or maybe billions of those transistors are in a phone or a computer. It's amazing to think about how far things have gone. When you look and you just pause and you think about the vacuum tube was the precursor to the transistor and how big that is. And then the transistor got a lot smaller. They started packing these things tighter and tighter and tighter. And now we have, I mean, now they're so extremely tiny. And I know it's, it makes me really appreciate all the technology we have today and how awesome, you know, pick your poison raspberry pie or do we know or blip 32. What amazing technology we have today that we can play with. And I don't know, I'm going to mumble, I'm going to ramble here on. But it's just, it's amazing to see all that we can, that we have now, compared to what it was just, you know, 20 years, 20, 30 years ago. And there's just a lot more appreciation that I can, I can re-garner just from doing this electronics class with, you know, with my eight-year-old. Did you, did you yourself learn something with this electronic, electronic course? A little bit, yes. I mean, these are things I already kind of know. But it's nice to have kind of the reformalization of the education because I'm pretty much self-taught on most of it. And I did take electronics class in high school. You know, that was, let's see, the 1990s was five years ago, right? Yeah. Yes. Five years ago. And those, those classes there, and I built circuits and I fixed things and whatnot. So I understand the concepts and I have the multimeters and whatnot. I don't have an oscilloscope yet. But that is, that's something that every mad scientist really needs to have. Exactly. That's something I've put in my wish list for last Christmas. But... Santa didn't bring it. Yeah, no. Well, maybe you weren't good enough. Maybe, maybe I just didn't buy myself one. It must be fun to be able to follow along with your kid. So I guess he's learning from school, so you're learning things. But probably you're teaching him also stuff and that must be very... It is. Very nice for you. You know, teaching things like, you know, circuits and parallel and circuits and series and whatnot. There's a lot of little basics. Yeah. And he enjoys it. It's fun for him. He's excited to do it. You know, once we get through this next round of projects, then we're going to take a part his broken tablet and see if we can actually get that thing working again. Cool. Yeah. But at the end of the day, you know, those parallel and series, circuit, circuits and homeslow, it's basically all you need to do some electronics stuff. Pretty much. Yeah, because I mean, I'm not going to be tearing into any chips. You know, but if you can understand the things around the chips, you know, the all the disasters and capacitors and everything else, then that's kind of the... And that's all the foundational stuff to be able to, you know, fix stuff yourself. Yeah. Once you know how to do a RC circuit or when you don't know how to do a voltage divider, you're pretty much... You have all the basics you need. The world is opening. Yes. On my side of the Atlantic, I was busy this week playing with the 42 Blit. I reflashed the firmware because I think it was last month since I did that. And a lot have changed, as you will hear in the interview in this last month. So I did that. I had a look at the code. I joined the Discord server. I met a wonderful community there. I also submitted a couple of full requests. Nothing fancy, just fixing a problem with the sample and fixing some displays that were not exactly as they should be. Just, you know, to kind of dig my toes into the water just to see how this thing is working. And now I'm exploring the APIs. And this thing is really amazing. It's an awesome device. But I will let Phil and John from Pymore tell you all about that in the interview. So I guess we're going to go to the interview now. And then we will come back to close this episode with the thingyverse thing of the episode. So I'm joined tonight with by John and Phil. Good evening, guys. How are you, Nick? So you guys work for Pymore and we are going to talk about the project that I like. Well, I like all of your project. But the one that I'm really into right now and I have I have it there going to show it on the camera. Yay. That's the beta version. Or is it? Yeah, beta or the access. I don't know how you call that. It's beta. It's beta. A beta unit of the 32-bit platform. We talked about that on the podcast two weeks ago, two episodes ago. So why don't we start by a small introduction? So guys, if you want to introduce yourself, maybe join if you want to start. Yeah, sure thing. I'm John Williamson and I'm one of the co-founders of Pymore any. So I started the business with Paul Beach in 2012. And since then is kind of grown into an uncontrollable beast that makes lots of PCBs. And 32-bit is kind of our latest most ambitious project. And I'm Phil Howard and I sort of joined, what was it, seven years ago now? Quite a while, as employee number 11 or something like that. And I am software lead writing Python drivers for basically all of the products we release and kind of keeping on top of that game and keeping stuff released. And taking a break to work on 32-bit has been really quite interesting. All right. Yeah. So 32-bit. That's the subject of this, of this, I was going to say interview. But let's call it chat because I'm curious about that. So how would you describe the 32-bit? Is that a device, that a platform, how would you describe that? So I think the way that I would describe it, it was kind of my concept originally, is that it's the piece of hardware I wish I had back in the kind of early 90s that I could have developed games for. Because obviously everything was very different. The technology was a lot harder to get into. The cost of things like devboards was massively higher. As a hobbyist, you have no hope of even touching this kind of stuff. And we're really fortunate that today you can grab a powerful MCU off the shelf. You can stick it on a PCB that can be made for a reasonable price. There's such a wealth of features, sensors, devices out there that we can play with. We can integrate and kind of produce a product like this. So for me personally, it was, I wanted a standard platform, hardware platform, for developing kind of retro inspired games. Cool, yeah. So it's the hardware, but you also work, you're also working on the firmware. The firmware, sorry. So that's been released. It's open source, right? The firmware. Everything. Yes. Hardware, firmware. Tools, content, everything. Open source. Was the open source thing? Was that like from the beginning you were going to open source everything? Was that like, okay, we need, we need help. We can do that alone. So let's open source of that and have people help us. It was all open source from the very start. It was actually part of the pitch. We launched the product on Kickstarter because it's quite a nice marketing platform for presenting something that's new. Like we've done Kickstarter before. We obviously run our own shop. We produce a lot of products. Most of them we don't go near Kickstarter because it's just not necessary. But for this we kind of wanted a focal point for launching the product. And the Kickstarter campaign seemed like a good choice. And you'll see in the Kickstarter campaigns kind of a description about what 32-blit isn't. And that is, it's not your classic handheld console. It has no DRM. It's all open source. It's not region locked. It's designed to be hacked. It's the anti handheld console if you like. Because everything about it is not how traditionally this stuff is done. And we appreciate that the other products out there that also hit those goals. Like we're not the only ones. There's things like the Arduboy, Game Doeno. I think Adafruit have got a couple of things around that kind of space as well. But I think from my point of view what I felt they were missing is they just didn't have the power to do the things I wanted to do. Yeah, I wanted to play with like 3D engines. I want to mess around with fixed point math to do crazy effects. I want to do alpha blending. I want to render everything in 24-bit color. It's not, I don't want to move black and white pixels around the tiny OLED. I want something more than that. And that's what 32-blit is. I think the power 32-blit exceeded our expectations somewhat as well. Which it's been interesting. Yeah, when I read the description on the website or on Kickstarter. There's a lot of awesome hardware on the 32-blit. So, you know, one of you go over what kind of device where cheap is there, what kind of sensor. So, well, I'll talk about the chip and the display maybe and then Phil could take on from there. Indeed. I think the thing that made 32-blit possible as in made it into something that could achieve all those things that I mentioned before that I really wanted out of it was this particular chip coming out from STM. So, it wasn't like we had a plethora of choice. It was this particular chip coming out that suddenly sparked the idea that this kind of product could be possible. You know, it's fast. It runs at 480 megahertz. That's fast for an MCU, right? You can shift a lot of instructions at that kind of speed. It has a megabyte of RAM on board, which again is pretty rare in this kind of space. The flash is tiny, you know, 128K compared to the rest of the specs, but that tends to be the case within an MCU package anyway. Flash is very expensive to manufacture in that technology. So, we put an external flash on to kind of support it. But, you know, it's also got hardware floating-point units. It has incredible instruction and data caches. So, like, even when you write bad code, it kind of runs fast. It's a very nice piece of hardware. I've written plenty of bad code to prove this, of course. And because of the choices they made in the other thing is it's part of their value range. So, the actual chip isn't incredibly expensive. Like, you know, I can't remember exactly, but you're talking around $5, which for all that power is pretty incredible. And then on top of that, because it's an ST part, you know, it's got a huge number of great peripherals. So, things like the DPI interface for the video, which is what we use to drive the LCD. That means that we can have that kind of rock-solid V-sync 60... Well, I think we were in a 50 FPS display in 24-bit color, which you're just not going to get out of an SPI-connected display, right? And things like that DPI interface, it's entirely hardware accelerated. You know, we write to a frame buffer in memory. We tell the, what's called the LTDC peripheral, where that frame buffer is, and it handles the rest, right? It tells us a V-sync is going to happen so that we can get out of the way and let it do its thing. But all of this kind of happens in the background. This part is amazing. It's just a really great chip. It's got a huge number of features. It's cost-effective. And, literally, everything that third-stube that does is done in that chip. And, you know, we've got audio running in the background. We've got kind of the image flipping happening. You've got the engine itself running, timers, tweens. You've got all these different processes going around in the background. But still, the user's code has like 90% of the chip's performance available to it. It's a really nice part. I could carry on talking about it almost indefinitely, so I'm going to stop there. There are so many features we're not even using as well. For people following along at home, it's the STM32H750. And, because we're using a not-ball grid array part, we have to pick and choose what features we can actually wire into it. They become kind of mutually exclusive in a way. You get kind of out of pin errors quite regularly. As you try to, you know, the DPI interface alone uses something like 18 pins. It's a pin monster, yeah. There'll be a few more than that, about 20 pins. And, Phil mentioned a good point. The other thing is that this chip's available as a TQFP package. So, you could literally hand solder one of these at home. We use a machine for it, obviously. But, it's not a completely inaccessible format for people to experiment with. Which is cool. You can get a oscilloscope probe on it as well, which is a proof to be very handy in the debugging process. And then the only other bit of hardware that I was going to talk about was the screen. We are super nerdy about screen. It's like, I will not buy a device that has a poor screen on it. So, you know, we've gone for a really nice three and a half inches. It's a good size screen for the handheld console, you know. I think it's a nice balance for the size of the device, versus the amount of it that's screen area. Because you want a lot of screen as much as you can fit, really. And also, it's an IPS display, so the viewing angles are excellent. And, yeah, those two in combination, I guess, are the heart of 32-blit. Then you get onto things like the controls and the rest of it that Phil can talk about. And so, when worrying up the controls, we went for the standard four-face buttons, D-pad, plus an analog stick, start and select, which is kind of your basic classic console control layout. We actually had enough spare eye opins that had no other real use, that we could root a couple of them to the left and the right, and call them hack headers, so that people who want to add either left and right buttons, some sort of analog triggers or whatever they could, whatever they might want, can add them to the side of the console or use those for hacks and mods. We've got more eye-op rooted to the top of the device for the programming header, for resetting it externally, for connecting stuff to the internal iSquatsy bus. So, if you want to throw away all of the code we've written for it and build something completely different in faces with peripherals, then you're quite within your remit to do that. It gives you the flexibility. And then to back that up, we've got a little vibration motor connected to a PWM, so you can get force feedback in games, which is quite nice, quite cool on a little handheld as well. It's the amp, rather, which is connected to the audio output also on a PWM, then we've got the... It's actually on a DAC output. Oh, a proper DAC output, yeah. It is effectively a PWM. Same difference. And then we've got the tilt sensor, I can't remember the part number, but that gives us kind of tilt steering control. And John put together a really nice kind of sand demo where you can turn the blit around and sand particles or slide from one side to another and skitter over each other and just really satisfying. So, we've kind of gone all out with... I suppose you call it a relatively modern remit of input and output features, but in a classic console kind of style. So you can imagine you're taking stuff from the mega drive and the SNES era and you're updating that to have force feedback and tilt controls and all sorts of other new modern conveniences. It gives you a little bit more ability, I guess. And then you can go around... That's a really important point. And back in the early 90s, we didn't have men's sensors. Or, I'm pretty sure we didn't, but if we did, they probably cost thousands of pounds and the size of a trunk, you know, a fridge or something. It's only the fact that technologies moved on so much that these kind of features can be added so cheaply to a product, which means we can kind of go for that retro feel and kind of pitch towards retro gaming, but augment it with those kind of modern extras like the accelerometers, the vibration sensors, things like that. Yeah, yeah. Nate, my co-host on the show, said a few few shows ago that right now it's a very good time to be a geek because we have access to lots of stuff for... Yeah, what, as you said, about, I don't know, the 10th of the price that it was a few years ago. So, yeah, when you talk about the 32 bleeds, it sounds like a really great device and I can attest to that because I have one here and I have tested many of the examples. I'm starting to try and understand how to write my own programs for that, but we'll slow down on changing it. Yeah, this beta phase is volatile. So, we say that the API, the build tool chain, everything changes pretty much week by week, but we're trying to kind of hone in on the right experience for everybody so that when it comes out of beta, we can say, we're more stable now. We're not super stable, but it's not going to change tomorrow, right? You can have a bit of fun for a while. You see, I guess. I didn't know that this was hackable, as you said, as with the I-square scene. And the beta and so. It seems to me that it's a game console, but it could actually be anything. Could be maybe scientific tools, but to control stuff in a home automation system or enhance the games that would run on the device using, I don't know, controlling LEDs, external LEDs or things like that. It definitely could be. I think we've learned in the past to not try and be everything to everybody, especially when we're kind of scoping out new products. And you'll get a bunch of people around in the company, maybe four or five throwing ideas off each other. It's almost as important what you choose and not to include as what you choose to include, because you can end up with, I don't know if you know the reference, but Homer's car or whatever it is. There's the Simpsons where he designs a car right and ends up with like 12 different horns. And it's just ridiculous. It just adds everything he fancies at the time. And with product design of the type we do, it really is a balancing act between, you know, it's not just about price or difficulty to assemble it, or whether the parts are available, or you know, what quality of part you pick, do you pick this one because it's 16-bit, or this one because it's 12-bit, or whatever. A lot of it's about not making the experience confusing for the user, because anyone can throw every feature onto a board to charge 200 pounds as they're done. But actually, I think the more important thing is saying, these are the valuable features that can work together to actually produce experience. So while you can do a lot more with 32-bit, we're very, you know, we have been very opinionated about what we've actually presented as the final package. It's not an API feature effectively. No, we're not trying to make it easy for people to use it for home automation control, or for this or for that. We're definitely all about the game development. That said, if you can set up a tool chain and get code running on the device, or ignore all our stuff and do what you like, it opens us the end of the day. Yeah, so what's the target audience for 32-bit is that developers and nostalgic developers of a certain age, like between 30 and 50, something like that. Right, which is basically exactly me. Me too. Yeah, this is definitely, this is a passion project as in something we wanted to have, not necessarily, you know, obviously, we wanted to share it with other people and get people involved in it, and sell units because we're a business at the end of the day, but we definitely built this one for us. And I think, I don't think it's the wrong choice because I'm pretty sure there are enough software developers out there of a certain age who belong for the kind of retro gaming from the early 90s, you know. We've had such great kind of return from the beta backers already that it just kind of shows someone on the right track. Oh, that's been incredible, isn't it? Yeah. You said you had feedback from the backers. The campaign on Kickstarter was funded in eight hours, so you already had an indication that it was something that would please your audience. That kind of thing's interesting because, you know, we're not a huge company, but we do have quite a large audience already. You know, we've shipped something like 400,000 parcels worldwide since we started. So our customer base is quite big. Our mailing list is quite generous. So when we do something like Kickstarter, as long as we're not silly about it, we can hit those kind of targets relatively easily because we've got quite a wide audience to kind of transmit the message to you on day one and say, hey, check out this thing. And, you know, we're really fortunate that we have customers who are genuine fans of what we do. You know, let's come back time and time again. They'll try new things that we do. Not everything we do is perfect. And sometimes, you know, that's what it is. And we try to deal with those situations, as best we can. Yeah, not to our own horn too much, but we've worked hard to earn that reputation with customers whereby when we do a new thing, they'll trust us, they'll be on board straight away. And they'll be enthusiastic about it, which is really exciting and really nice place to be in, really. Yeah, yeah. Really encouraging. Let's come back to the platform. What are, or will be the ways to develop games for the 30-bit? We will have a lure, which will be the kind of entry point for people who don't want to get too involved with C, who want to be able to get up and running fast and want to basically just write code through the device and see results quickly, without having to have the entire tool chain and all the libraries and editors and stuff necessarily installed on the computer. And then we have C++, which is the one step on from there, or if you've already got some development experience, that's where you go into make games that are really fast, perform, or to port doom, or to just do crazy things. And they're both fun, right? I think lure is definitely more focused at the... Yeah, it's more focused at beginners, but actually, personally, I think something is what I want to achieve. I could achieve in it. It's a damsel I could and getting into it, you know, developing something in C++. And, you know, I'm not going to have to worry about hard-faulting or messing up my memory allocation or anything like that. You know, it's... We've had it running on device before. We have to kind of cut it out of the build because the APIs were changing so fast that we couldn't keep the lure bindings up to date or time scale. So we pull it all out while we let things stabilize so we can bring it back in towards the end. But actually, when we had lure running on the device, the performance is still astonishing. You know, it's a fast chip and the instruction caches and the data caches are really... really make a big difference to that. And coding, you know, I had an example doing, like, real-time soft shadows that were written in the lure. It's not... You can still achieve great things, not like it compromise. It's definitely one of those cases where, as soon as you've reached that level of competence that you're writing again, it's too complex for lure. You're probably ready to move on to see anyway. And I kind of get that. It's still a fair hunt, but... You can definitely do more. You can definitely do more and do it more quickly if you write in C++. Obviously, I mean, that's the nature of the beast. But what we're trying to do with the API is give you a really great set of tools that mean all of those kind of really hot loops aren't in your code base. They're in our code base. So things like, you know, rendering blitting screen or doing stretch blitz or processing large amounts of data like doing the audio. No, seven, I think, is a good example. That kind of thing, what we're trying... what we're trying to do is hide that all behind kind of a couple of simple API calls. In C++, you know, it's a few functional overheads. It doesn't really matter. Yeah. Any plans for Python? I know there are, because we don't have that just today. Probably not from us, at least initially. We promised lure in C++, so we're going to completely focus on that. I would be... Well, I would be astonished if someone doesn't get a microphone running on it in relatively short time, because there are people who specialize in this. You know, they just literally just grab it. They'll have it done in half a day, probably. But we've never ported my microphone to a new device. It's not part of our ecosystem. So it will be... it will be an undertaking for us to start it now. We just need to focus on the core experience. Okay. Now, I'm a developer. So I know how to write C++, and I know how to place a sprite somewhere and detect a collision with a wall. But what I am not is a graphics designer or a some designer. So how would I actually program a game if I don't have any talent in those fields? You don't have to have talent to produce something, right? I mean, I have no artistic talent at all, but I can at least... I still have fun with things like the demos and stuff, like doing the tilt demo and various effects. That's kind of what tickles me. But for people who just want to have a go at the coding side, we're including a bunch of assets. We got this great guy called Sam, who came over and actually spent some time with us in the UK. He's from Germany. He's a pixel artist who does some great stuff on it. And we saw his work, and we were like, we really want to commission some sprite sheets to go with the device. So, you know, our users can basically use them as a jumping off point. So he's put together, I think it's like eight sprite sheets that are 128 sprites per sheet. Oh. So, 128 by 128 in the size 8 pixels, which makes it... 64 sprites. 64 sprites. Is it 16 by 16? Yeah, it is. Sorry, yes, it is. No, it's filmed. Trying to do a very simple mass in my head on... It's 256 sprites. Basically, you've got like a catalog of over 2000 sprites, I think it is, you can use in your own games. And they're all completely royalty free. Again, we paid him to produce the work completely for us. Again, it's open, license free, everything. You can do what you want with it. We already have someone using the pirate sprites to make a very piratical version of Bomberman, I think. Yes, that's really sweet. But they're quite... They're a nice set of sprites because we kind of... It was great to get them over, actually, because we could go out and have a couple of beers. We could kind of talk about what we wanted to achieve. And we came up with these four themes for kind of classic game style concepts. And we've got them to put the sheets together. So we've got like a shoot them up. We've got an RPG style one. We've got a kind of a... What do you call that kind of Alien vs. Alien breed style top down? It is a top down shooter, isn't it? Top down shooter, yeah. And there's one of that type of shooter as well. We've got a platform set. So the idea is that it's kind of something for everybody. But you can mix and match them if you want to. And then there's a few extra sheets that just contain kind of dig bats and symbols and things like that that you might want to bring in as assets or icons or whatever. I think you can get started quite easily. The other thing that's nice about being retro style games is that while great pixel art is a true skill and it takes practice and an eye for the... An eye for it. Just the restraint of only having an 8x8 pixel square I think lets people achieve a lot more than they could with just a blank canvas is because they wanted it to be. And I've drawn some icons that I'm not totally ashamed of. So that's something. I was going to say my rainbow ascent game all of the graphics are just rectangles. There's no sprites in there anything. Yeah, it looks great. Yeah, that works. So I think it's about being created and you did an asteroid's cleanse as well, right? Oh yeah, that's just... Which is entirely vector based, just geometry and nothing else. So it's not necessarily about drawing, you know, sitting there and churning your way through five different sprite sheets to get the perfect look. It's about trying something new experiment. So you might not need sprites at all. Your audio might be entirely algorithmically generated or you might get a tracker or you might ask a friend or you might transpose some existing music. Or you might just play an MP3 file because apparently that's possible now. We've got into one of our big tobaccos. I think the only limit is really kind of just what you prepared to try. It's all about experimentation at the end of the day. And we'd hope that people in the community want to remix each other's projects as well. Because we're making everything open. We're hoping that people will want to share their code. So someone might put together like a great engine for some platformer actions. Someone else might pick that up, work on the sprite sheet, improve it, pass it back over. Someone adds the audio track. You know, why not? This is possible to work that way. No problem. I've finished my top notch game. The way to distribute that if I wanted to pass the game to someone else who has a 32 bleed. Is that just one file or zip file? Is there a plan for some kind of centralized platform for games distribution? Or is it just put that on GitHub and get it compiled it and run it? Well, Phil knows the ins and outs of this more than I do. But I'm kind of architecting the project. So I'll tell him what I want it to be. Hopefully I'll be like that. So the idea is that we'll have like a custom byte. Obviously we want people to share code. You know, they don't have to. It's up to them. You will be able to pass a single binary file to someone. And that will contain like a packed header with all the details with icon description, the name of the game itself. Some of the metadata that kind of travels with it. And also includes the executable code. And includes all the assets. So you can stick on an SD card, plug it into the device, or where you go. Or you can use our command line tools that are uploaded via USB serial. So you can just say, you know, 32-bit Prague file name or whatever. That's how it would work for C++ projects that are actually compiled. So everything built into that one package. When it comes to Lua projects, always, I think at this moment, we'd always run our SD card. So you'd have a folder that contains your various Lua scripts, your various asset files that you want to load off the SD card. And yeah, they won't be quite so tidy to pass around. Maybe we'll come up with a way of packaging them and say is it file or something in the future that allows it to be handled on, you know, unpackaged on the flyers needed. But right now, we're kind of focused on getting it working. Yeah, it'll probably be a collection of files in the folder. Do you have anything to add to that? It's worth noting as a consequence of how we built the system to allow you to develop on your desktop computer. You can take your 32-bit game and you can distribute it on Windows Linux and even in browser via EM script and as well. So it gives you that opportunity to share the game beyond just people using the 32-bit. So you're not putting a huge amount of time. Perhaps if you're really looking to take games to development seriously, you can reach out to a wider market, maybe put your game up on each I.O. and then people with the bit can download that version and everyone else can download the other versions. It makes them a little bit more free, I suppose. Yeah, that's interesting. The fact that I could run the examples and my little games that doesn't do much right now are on my computer before sending it to the device because that takes extra time each time. So the cycle of development is shortened by being able to run that on my computer. I think it's something we could never have stopped people from doing. If they wanted to redistribute their games to other platforms, they've got the kind, they've got the source, they could go for all the effort required to port it, just making it possible straight out of the gate. Why not? Well, the experience is so different. I've had times when I'm trying to debug like a slightly gnarly problem in a project and it only happens on the device. I'm having to transfer it over for every test. Oh yeah, this is very true. That's no fun. It's all right to have to do that now and again, but I'd much rather load it up in Visual Studio, smash through a dev debug cycle over and over, step-by-step debugging. 99% of the time you can get all the way to something that will run on device just like that, perfect. Why wouldn't we want that to be something? Sure. It's always complicated to debug on the device. It is, we're adding tools to the API for that. So you can expect that to improve over time, things like being able to stream via the USB serial. You can actually do step-by-step debugging, but you need to buy a plugin programmer. So it's like a standard ST programmer. But we're looking at tools to help you stream debug information via USB serial to log files on the SD card. There's overlays on the screen. But I think the thing, not quite related to that, but the thing that surprised me more than anything else is that when I'm developing on my Windows machine, which is a fast machine, right? It's stupidly quick. When I'm running Visual Studio in debug mode, the speed of the compiled code is not that far off the same speed as it runs on the device, and really smooth. I like, that's pure chance. But actually, if I'm running something, and if I'm going like five milliseconds per frame rendering on my desktop, if I put it on the device, it's going to be roughly the same. I mean, obviously, there are edge cases where if I do something that's completely pathological and happens to run really fast on my 7, but it's awful on the ARM architecture, then I'm not going to get that experience. But it still surprises me to this day that I can hack away on my Windows machine. I'm like, come up with something ridiculous. I was doing some stuff with 3D rendering, and I wasn't being careful about it. I was trying floating point numbers all over the place to just get something on screen. You're running on the device, and it's actually okay. You're thinking, wow, there's so much potential to do more with this. If you really spend the time on it, it's nice. I was amazed that the speed of the different demos and examples, even the 3D rendering is just, it's so fast. It's viable, right? And that's what matters. We're not even that skilled at it. I'm a part-time bedroom 3D code. There are people who are way better at this stuff than me. And if I can get something up, I've been developing for a long time. But I don't know anything about optimizing the assembly or using things like the SIMD instructions. There's so much scope for someone who knows what they're doing to come in and just say, let's smash this. It's twice as fast now. What the hell are you playing at? That was so easy. We had someone with the frame buffer copy I think coming on and saying, you can use DMA2D for that. You just have to do four passes or whatever. Which we're going to end up influencing. It's great. Jumped into the Discord. He's like, I noticed you're doing, we can do it with DMA2D, emailed me the source code. Which we haven't integrated it yet, but we're totally going to do it this way, why wouldn't we? And suddenly, he's just fixed that for us. That's great. It worked before, but now it takes way less time. Yeah. Talking about this person in China, do you have an idea of how many better units have been sent and did you send that all over the world? We did. Definitely ship them all over the world. I think it was about 350. Is that right, Phil? Somewhere in that region. Yeah, something like that. Because we've got the remaining units still to go out with. We're basically waiting for the plastics now. The actual case itself. But yeah, it was something like 350. And I would say most of the communication with respect to the beta has happened on the Discord. Yeah. Which is the perfect place to do it really. And out of those 350, there's maybe kind of 20 really involved contributors. Which I think is a pretty good hit rate, actually. And a few of those are like way above and beyond, who are just incredible. Yeah, I'm going to try and pop up more often on Discord. But probably to get information more than to provide information. The community there is great. I mean, when I got on the server, I was greeted by almost everyone. Everyone is, you got to help. So it's really nice, yeah. It's a really good atmosphere on there. And it's quite funny as well. Because as we said earlier on, there are certain technical challenges that are completely fresh to us. We know they're possible. It's just a case of kind of slogging through it. And I would say, there's a couple of people on the Discord who will just jump in and have a go with you. Like every step of the way they're there and we're throwing bits of code backwards and forwards and copying links out of the documentation and discussing possible ways to deal with it. And they're kind of like, you know, it definitely makes the experience more fun than Phil and I kind of just staring at each other in a room. Well, it really is just us too, who do anything really relate to it. It's like, you know, it's like, you know, it definitely makes the experience more fun than it is just us too, who do anything really related to software in Moroni. So this is almost like, suddenly having a team of people bashing away on problems and it's really quite rewarding and quite fun. Yeah, the borrower of the open source community always amazes me. It is. And, you know, we said it earlier on, but it's so important to us that this is open source. You know, as a company, we'd love to sell hardware. If it's got legs, then we want people to use it. And use it as very, you know, in as varied a way as possible. Which is why things like running it in the browser is just great because it means you can just throw an example over to your friend and you just send them a link. They can have a go at your game. Then it just makes the whole thing way more fluid, I think. It's much more interesting. And it makes having distributed teams a lot easier when you can just, okay, hold on, I'm going to put that on the brother and then refresh the page. Okay, I did that. Yeah, that's cool. Give me the thing. Yeah, it sounds really interesting. So, how far are we from some sort of release, maybe a 0.9 version that would be viable for the wide audience? It's, well, so from a purely logistical getting that the door situation all we're waiting on is the plastic. So that's the case itself from the, you know, you've got a device in your hand now and it's, it's kind of constructed from layered PCBs. And it actually works incredibly well. I think we're quite proud of how well that works. And I love it. I love it. I love it. It looks cool, right? Yeah, it looks cool. But obviously we promised with the Kickstarter that it would come in a proper and we've spent a lot of time on the shell and we tried to make it as nice as we can, trying to make it look great and just basically work well. So, you know, we needed to ship that as part of the pledge. Having said that, we still got tons to do on the software. So, you know, from film, my point to you, it's no bad thing that we're not quite shipping out the release units yet. But, you know, there's going to be a point at which our factory in Taiwan says, here you go. Here's a load of plastic. Go nuts. And I guess we're just, you know, it's not it's not the best answer, but I guess we'll scramble at the time when we fill to tidy up as much as we can. We're currently mired in some really difficult problems, I think, is there? What? A couple of really difficult things. Plus, all of the other stuff. Luckily, we've done the lure stuff before. So, there's work to do. We know how to do it. We know what we're doing. The specific thing we're working on at the moment is what I mentioned to you earlier on before Phil came into the call. So, there's this idea of getting the making proper use of the external flash that we put on the device. So, you can have a library of games installed simultaneously. Now, worst case, it's not actually a it's not a stopper, right? If we have to skip that, we can still release and let people get on with the device, fix it later. But, we'd like to get that kind of thing sorted before putting the release units out there. Let's just do one really awesome thing, which is to preload all the release devices with a whole bunch of software and just send them to people and say, let's have a bunch of games playing. Again, we've got nothing that's kind of we've got loads of stuff on the list. Like, it's terrifyingly long. But there's nothing on there that's an absolute stopper. It's just, that is that personal pride thing of I don't really quite want to let it go out of the door without that game sorted out first, you know, but there will come a point at which we know that those release units are going to go out. And at that point, we can have to put down tools on certain aspects of the system, just tidy up that day one experience for people and get the, you know, what we have, get that ready rather than worrying about anything we don't have at that stage basically. So, it's getting there. So, to help you with that, the long list, how can people contribute to the platform? I mean, not, I'm not talking about writing games, although that could help if you want to provide games from on the device. But is there something people can help you with that's directly linked to, I don't know, the firmware or some hardware drivers or do you need help in this area? I would say that if people have advice and they have the skill set to kind of make that hardware seeing as they already know how to do this stuff, if they want to jump on the discord and chat about it or, or even if they don't have the hardware, actually, if you can read a day cheat, you'll kind of understand what's going on. If they want to jump on the discord and talk to us, then we're all ears. Like, the code, the code is there, it's on GitHub, people can dive in, have a go, bits of it are quite painfully messy and still need to be kind of worked over, refactored. But I think, you know, on the whole, we're doing okay. And actually, for people who've got the devices, almost one of the most useful things they can do is build projects, have a go, do their own thing, and let us know whether api fall short for them, let us know where they're finding bugs. Find the pain points, find the holes in the documentation, etc. And yeah, things like documentation. So every little helps, as they say, at the end of the day, we're not looking for one person to ride in on the horse and fix everything. It's going to take time for us to fix everything. So even if someone is not a developer or doesn't have the device, you talked about the documentation. So people can help with the documentation too. Do you have some kind of special format, some things that, you know, they need to be fixed in the documentation and that can be contributed too? I think probably during this phase of the beta, we're not quite ready for that yet. But obviously, as we come to that release, one of those kind of tasks to get it ready to go out of the door is to get the documentation a bit more tidied up. And well, we're going to have to get to a point where we kind of lock down the functionality and say that's that bar breaking bugs, basically, and that's what gets documented. The problem we've had today is that, obviously, documenting is kind of not something that developers like doing when there's a big voice code you're going to be done. It isn't just that's the case. Tell me about it. The API, the way that we've worked with the platform, change is so fast at the moment, but you can't really nail anything down. So it's, you know, there's going to be a point where we have to. And actually, the core 32-blit API, I would say, Phil, has been pretty stable for a few weeks now, actually. We had a full time, for a few weeks now, actually. We had a flurry of changes early doors. Yeah. For a few whole weeks. Yeah, but a few weeks is good, right? We used to have situations where someone would come on to Discord and say, hey, haven't been online for two days, my project won't build. And then you just have a literally, like, a list of all the changes that have been made, like you need to rename this to this. You need to include this header file in 30. They're like, there would be a swathe of changes that they had to deal with, their projects to fit those changes. And they've all been good changes. I'm happy with every single one we've made, like they're just much more safe. It's finally the piece of the puzzle coming into place, I think, for us as well. Exactly. But for the last questions, the last two weeks, I think it's all been about the firmware. And we haven't actually touched the core API. So we may be at a stage where we can start thinking about actually locking that down, documenting it better. But I think another thing that's quite nice is, obviously, you can't get away with no documentation, as much as I'd love to. The API is smaller, like the surface of the API is small enough that people pick it up very quickly. And I'm really obsessive about APIs being human. And not like, yeah, I've written Win32 code. I've written stuff in .net. And like, we don't... Just to do something simple, you don't have to create like a do something simple, factory-factory controller or whatever. It's literally like you write screen.rectangle. And that's how it's meant to be. That's the point. I understand. If you want to make it more complicated, go ahead and make it more complicated. But for us, we're going to just tell you to use the variable that's called pen and then call rectangle. And like, that will put you a rectangle on screen. So, you know, for us, the API, because it's pitched at the beginning as well as more advanced people, the API is super important. It has to be human, it has to be understandable. The more advanced developers at the end of the day, you can just swap it out. They can change it. They can re-implement bits. They want to, if they want to do... People already have, more or less. Well, let's see, if you want to manipulate the frame buffer directly, because it's faster, whatever, people can do that. That's the nice thing. There's no real restrictions. So, our API has to focus 100% on doing what you expected to do when you tell it to do something. And to do the heavy lifting, because it's also going to become the back end for the Lua API, it has to do the heavy lifting, where it doesn't make sense to attempt to do that in an interpreted language. So, if I want to put a sprite on the screen, or say I want to put a 5x5 block of sprites, I'm doing like a boss fight, right? So, my boss is 5x5 sprites, and he jumps around the screen, and he rotates, and the alpha blends in and out. You do not want to be doing that in Lua, right? You want to call screen.sprites, pass in the transform matrix, pass in the global alpha setting, and tell it where the sprite sheet is, in that single one call, because behind the scenes, all of the tight loops, all of the hard work is being done by our firmware, our API. But that's what lets you get away with doing kind of big, impressive stuff in Lua, and advice like this. So, it's critical. Well, it's a really interesting platform. I'm really looking forward to producing something for it, and hopefully see the production units pretty soon. So, just to come back on that, that means that it's not possible anymore to get better units now that the Kickstarter is finished. Oh, wait, we're torn on this, because we kind of love them. They turned out so much more nicely, I think almost, if we don't know they were going to be this good, even offered the plastic shell. Because there's something about it, the aesthetic of it, it feels quite nice in the hands. It feels good, the weights good, the controls are surprisingly good, considering it's, you've got limited granularity when it comes to PCB layering. So, yeah, everything about it, I probably prefer it to the vinyl. I don't know, maybe I prefer it to the vinyl unit. We'll see when they come through. I think the difficulty that we have is, when it comes to pricing, is that customers look at something and they look at something else and they will make a comparison. And the hard truth is that the BT units cost us as much to make. Because, in fact, they may be slightly more expensive than the retail units. Because plastics, while the molds are expensive, once you've paid for the mold, the per-piece costs are very, very low. Whereas those PCBs and having someone like to screw them all together is quite expensive, right? Especially when you do it in Sheffield, rather than in Shenzhen. So, I think there might be scope for it to be available. But the other problem is, because it's not fully contained, we weren't comfortable putting a battery in there by default. There's all sorts of little compromises. It's a better unit, so we knew where we were getting when we ordered that and we kicked that around. We made that super clear, right? That was really important that we told you exactly what was going on. I think a few people were disappointed it wasn't more beta. Yeah, people complaining saying, can you just send me a bag of parts? I'll deal with this. I know I'm going to keep this one. I mean, as long as it will live, and there's no reason to think it won't live as long as any other. But yeah, I'm going to keep that. Yeah, my goal is to try and do some stuff for my daughter, so yeah, she's five, yeah, this is five pretty soon. So, I'm just discovering this platform too. I'll be on Discord and getting information from the community to help on that. Are you more excited about C++ or Lua? I know both. So, I don't know. I've used Lua in the context of World of Warcraft and you can add-ons for World of Warcraft in Lua. So, yeah, I like Lua. I like C++. I'm going to try both. I just think, I know a lot of people mention MicroPyFilm. But the Lua is not perfect. We all know that. But the elegance and how lightweight it is and nicely it binds into C++ projects. It's a cracking project like Lua is a I think it's under-represented. I think it's under-appreciated. And I think if they're a race started at zero, that would be different. And you're like, genuinely, it's that stupid, isn't it? I think people dislike it for some of the war too. But, embedding on a device, you get that performance that you want almost like it's running on the bare metal. And, you know, as a language, it's also so tight and so synced that is not like syntax soup. There's not 10 different ways to do the same thing. And I really appreciate it for that. And I think it's a good choice for a platform like this. You can do a lot with it. Interestingly about a year ago, we had a web-based IDEA up and running that let you write Lua and hit F5 and see it run next year code in real time, which it's just kind of a reflect sort of thing we could do with that. Which is kind of cool. Yeah, that will be coming back. And I think it's that it was the debug build cycle was just great on the lure because like you literally just edit the code and hit reset and it's like it's up and running again with the new version. I think, yeah, for a lot for a lot of people that's going to be the experience Yeah, and if you can manage to have a master-age USB master-age on the device and that does going to be even great. So you can plug the device on the PC, edit the code, reset the device and don't know nothing else to do. So it's great. That's it. I mean, we're looking obviously the tools around 32-bit are coming together at the moment. But we're kind of keen to try and bring them into one single suite where you can edit your sprites, edit your audio, edit your maps, write your code all in a single space, probably web-based because that's how the world works now. You want to be able to use it on a tablet, you want to use it on your Chromebook, you want to use it on the Mac. So the idea being you almost have like this, you know, as an idea, it's not as complex as a visual studio but it's not as simple as say the Arduino idea somewhere in the middle it has intimate knowledge of what kind of assets 32-bit uses and it could let you manipulate those and work on a project with everything in one place or like that. That will be a great experience if we can get it right. That sounds like mic code. Is that the Microsoft thing? Yes. I haven't even looked at it. Is it any good? Yeah. I've looked at it. I don't have any device that I can use with it but it seems like you have you abstracted, you know, but the device can do and say, okay, I want to blink an LED and obviously not on 32-bit but on other platforms. I want to blink an LED and you grab the block then and then add some devices and buttons and this wouldn't be block based obviously. I mean, I think what we're thinking about is a much more grown-up idea if you like. That said, I have talked to some people about possibly getting make code arcade up and running on the device and it should be theoretically possible but again, it's not one of those things we have the skill set to do in-house so it'll be something we'll kind of wait around and hope will happen. I think it's possible that something like that may come along but I think our interest in what could be produced requires a level of that of advancement beyond kind of block level programming. So, you know, devices already out there that are pitched entirely at that experience. I think we'd see ourselves as like where you go after that and when you want to write some code maybe you've done a bit of Python or something but you know, you're comfortable with the idea of writing at that point I think that's what it's too but can come along and become a tool. I think the great thing about that is a pitch that gives people the opportunity to learn code Lua being a prime example that is applicable to writing actual mainstream games and using in the game industry. Yeah, but I'm sure that Godclubs or things like that things for young children that can be used by such a platform because kids love games. So, if you can teach kids how to program and then tell them look, you do that and you can go home with your console and play your game back home. They will like that. I think so. I mean, I would have thought that I was in programming from an early age, my dad was a programmer when I started writing programmes in basic and I think Lua Sash Python probably take roughly the same kind of there are a lot more complex depth to them than basic on the spectrum but I think around the same age if you have the aptitude for it and the interest in you prepared to put the time in and I think you can get stuff done. So, it still works from a young age but it's not kind of the I think in the UK I'm talking about scratch around 8 years old and probably 32 but isn't quite for you at that stage, you know, maybe five years later you've had some exposure at school to initially block programming then maybe you've moved into kind of Python and stuff but ultimately I think the biggest interest for this will come from people who not necessarily don't know how to code at all but they already know how to code but they just want to write some games because that's the fun bit of coding right? They say it's a set at work all day or at university doing whatever it's called in their computer science, I guess I don't know or they set at work all day writing banking systems and in the evening they get home they just want to blitz and pixels and then make some noise and that's what it's all about Yes Yes Well guys, thank you very much for joining me for this this interview. I have a feeling that you're going to be back when the device is shipping to talk more about the final product namely the the the breakout garden I think we're going to say breakout I had no idea Go ahead Because that's that's a really nice concept Yeah, I'm pretty sure you're going to be back on the show before It's been a pleasure Where can people find more about you guys on social media or somewhere else? Follow us on Twitter We are by far the most active on Twitter So just search for Pimirony and we're on there Other than that we're terrible at social media Because Twitter's like 280 characters or less we can just about deal with that in the day All right Well, it was a pleasure to have you This awesome platform that 32-bit is Thanks again for joining me And as I said You will be back If you want to Let's talk about breakout garden There's a good story behind that one Oh, now I'm enjoying it I'm going to go Yeah, I know Thanks, have a good evening Talk to you soon guys Cheers, bye So that was our interview Once again, I would like to thank John and Phil from Pimirony for Accepting to appear on this show It was great I mean, the device is great And the people who do this These devices are great too Really It's a shame that that they are going to sell it I think around as we said Earlier Earlier before we started recording We talked about that together And then I talked about that With them It's really nice I put some picture in the show notes It's Even though the buttons are not labeled And you know It's Really a row design It's really nice Maybe they can Maybe they have a few extras And they will Send that That's going to be a collector I think some day I kind of need the case for me Because I'm a bit of an animal in pants And I break everything So the more case In plastic layers The better I don't know I just Maybe a clear case Back in the 90s Five years ago But yeah Maybe I can Three brings one But it's very Inspirational to see This device It just makes me think back to my Days of when I did I did some game programming And my youth And I did all that for sure To take Take a little time and maybe Figure that out I've always enjoyed the platformers And I had my own little take on a platformer But the That would be fun to really revisit And look and do And submit that up But yeah that would be really fun to play with for sure I would get a huge kick out of Out of that I just need a little more time But you can grab the The Github repo And compile that for Linux All windows And you know Make your game Without even having a device And then you know Once you get your hand on the device Flush that and of course there's going to be problems Because it's not exactly the same Platform but A lot of things can be made The The windows are the Linux version of The game So hopefully Yeah, hopefully this is going to be A great product and I myself I'm still trying to Find an idea I always find it a lot easier To have a goal So I have a project in mind And then With that in mind explore Then just you know running examples And thinking that could be That could be great So I'm going to try and think About something to build For the 32-bit So I'll keep it It always makes me think I still have all my Assets from my Amiga Programming days It's really not that hard to convert Those graphics over And I could still use the Disney animation studio From like 1993 And probably just you know Because it's I mean I don't remember what the resolution was on that But no I did most of my Drawings from 320 by 200 So I'm sure it can scale fine It's 320 by 240 Okay, well there we go I could definitely do that And you can still have a Studies bar at the bottom or something Yeah That might be kind of a fun excuse Then to tie in some of my old tech My retro tech into helping to You know build some of these things So yeah All right, so I think it's almost time to Finish this episode So we're going to do What we did last time And hopefully in the next episodes And in the next episodes to come That's the thing Give us a thing of the episode And for this one I selected something that I've printed A few Month back And it's called the monster mouth Headphone holder Clumpable So that's basically That's a huge Support for your headphone And then you also Print a Screw and then you can And fix it Get mine I also will put some Features And I did some Some magical that Things you know to To avoid making Indense in my On my desk Yeah, and that's the screw You put like a little rubber Rubber feed on that or something Okay, rubber feed I've printed it A few months back And it's already Been a little Because it's pretty Too much But it's really study So it's going to last for A long time And I'll just print another one When this one That would be a fun one to redo And change it for my situation here Because I'm in my basement I am my own troll And put on my ceiling here Which is you know Floor joys and just kind of just change How that's done At a right angle And then I can have all that stuff Rottered above me That would actually be really neat And then you can submit that to Thingiverse and we could feature it In the future episode Yeah, why not I could even do like a little like you Yes, that would be awesome Yeah, I have to look into what the Pictures on that and that screw But yeah, that's very cool. I like that. That's handy It's like a little it is A little problem solving right there I like practical prints you know Things that solve problems Or create new ones Sometimes Well then that's new problems to solve Exactly Which creates some problems You have to find a solution for Yeah Yes, someone else Well, I can create a problem and someone else can find a solution Right, yeah I'm a master at creating problems Oh, okay I can try and find solutions for your problems I am hoping Right So for us it's been a very short recording but the episode is Going to be quite long because This interview was an hour or so It was a lot A lot that you want this episode Lots of meat Lots of meat in this one Very few bones to spit out, lots of meat Exactly, great If you're vegetarian, lots of eggplant, lots of eggplant Eggplant Parmesan Extra sauce Extra sauce, wow It's always better with the extra sauce Yeah, it always is, yeah Thank you for everyone We don't already did our previous episodes And for the kind feedback Once again, thanks to John and Phil for Appearing on the show You can get in contact with us by sending an email At feedback at makeersconer.tech Or by following us on Twitter We are at makeersconer.pod If you want to chat with us In a more lively fashion, you can join our telegram group At t.me slash makeersconer.pod And that's otherwise stated This podcast and the interview Are released under a creative commons By attribution Sherlock license Whatever you want with it, as long as you create us As the original authors And if you publish anything based upon this episode You have to release it under the same license Well, thanks Nate for joining me Once again, this fortnight It's always great seeing you So it's a good time Yeah, even though this week has been quite short But yeah, it's always a pleasure A little high in buy and it's, you know, a little chat Here and there, we're good to go Yeah, yeah, absolutely We will be back in two weeks with another episode of makeersconer In the meantime, take care of yourselves Ciao ciao You've been listening to heckaPublicRadio at heckaPublicRadio.org We are a community podcast network that releases shows every weekday Monday through Friday Today's show, like all our shows, was contributed by an HBO listener like yourself If you ever thought of recording a podcast And click on our contributing to find out how easy it really is HeckaPublicRadio was founded by the digital dog pound and the infonomicon computer club And it's part of the binary revolution at binrev.com If you have comments on today's show Please email the host directly Leave a comment on the website or record a follow-up episode yourself Unless otherwise stated Today's show is released under creative comments, attribution, share a life, 3.0 license Thanks for watching