2/21/20: Happy 21st Birthday NE!

I can't believe I've been updating this site for 21 years now. That's insane! It's crazy how quickly time flies by.

I started working on my VB 3.0 idea. It's coming along nice-ish. I haven't touched Visual Basic since High School back in the early 2000s so it's been a bit of a learning experience. I've also found a way (though I still need to test it to verify) to compile my Win16 app as a Win32 app so it will run on 64bit Windows (All the way up to Win10!). When I'm done, I'll post compiled binaries for Win16/Win32 as well as the source code. I don't want to announce what the "project" is yet. I'm hoping to be done with it by the end of next month.

2/4/20: Recovered source code of C++ RPG v0.0.25!

I was digging again through old floppy disks and copying off any data that I could find that was interesting and I stumbled across a copy of the RPG v0.0.25 program that's been in the C++ file's section for about 15+ years with the last update being because the source code got corrupted. The version I found on the disk was an earlier version than what's in the files section but has the full uncorrupted source code.

I added the found code to the lost files section in the archive section of the site. It has two versions. One version contains a modified version that should compile today (Did it locally today) and the other version is the original file from the disk that's missing one of the header files.

Not really anything of interest, it's just sort of cool to find some code that you thought was lost forever 15+ years ago. (Similar story to my QB Terror project which it's lost source file was found almost exactly 3 years ago to this day)

1/24/20: Another DiscApp Update 1.3.0

Admins can now choose to add flare to their posts. There is also a new CSS option that lets admins enter the CSS file on the appearance maintenance page instead of having to choose a built in option or link an external CSS file. Other than that there was a bunch of bug fixes and 'nice to have' enhancements.

There's a few more bug fixes (like activity sort only works on a per-page basis) and some very low priority new features left in the backlog. After the next 1.4.0 release, I picture future releases coming much slower as the to-do list shrinks. There are a whole bunch of visual improvements that can be done on the main site itself (homepage, account modify page, etc) so who knows... I would like to take a small break to work on my Win16 VB 3.0 idea.

1/12/20: Yet another NE Disc App Release (a few)

More Disc app updates with some enhancements to the instant email reply notification as well as other bug fixes and config related changes. Email replies now get sent to an email queue instead of blocking the thread that posts the message until the message is sent. Another thread runs in the background that handles that queue as needed.

Also added viewed message history to registered users. Now if you're registered, you can have your read messages remembered and they will be displayed as read regardless of what computer you view from or if you clear your browser history. Users have the option to opt out of this feature as well as clear any history that is currently saved in their account settings page.

Going to just link the project's page becuase I compiled the list of all the release notes until now there for anyone who wants to read them.


1/1/20: Happy Holidays and Happy New Year!

NE Disc App is now on release 1.0.2. This release fixes some search issues as well as adds instant email reply notifications to those who provided an email in their message. There are some other tweaks here and there but that's the bulk of the changes.

Work was a nightmare this year and I wasn't able to continue more on my December programming challenge. Wry HTML Beta 3 is the latest version there is still. I'm not sure how much more effort I'm going to put into it as it's mostly 100% of the way there. I will add some links later on to the web projects section linking to it. I have some other fun ideas up my sleeve which I may take a stab at so we'll see. (Possibly VB 16-bit.. we'll see)


12/3/19: Wry HTML in the works.

Well the stupid idea of Wry HTML has been started. I was able to add a basic HTML output writer for the Wry parser project in about an hour so I figured it might be worth giving it a shot. It's currently going pretty well with only a few hiccups here and there left. (Still need to fix some formatting as well as handle the win screens.)


11/30/19: NEMB Remake on Release v1.0.0 finally!

Finally figured it was time to just say the current release is v1.0.0. New release has a fix to lock accounts after too many failed log in attempts as well as the daily email subscription service. You can now subscribe to a message board and get emails daily (if there's any messages...). All in all, pretty cool. There will still be more updates coming as well as bug fixes.

I might switch focus for December to the stupid idea of Wry HTML version for this years December release challenge. It shouldn't be too bad considering it would just be an addtional plug in to the Wry parser to generate the HTML files. If it ends up being too easy, I'll come up with a second QBasic project for the month. When "Wry HTML" is finished, it will be hosted here either under Files->Web or just keep it in Projects->Web. We'll see... (hope to get screen shots of my XT accessing it!)


11/14/19: NEMB Remake on Beta release v0.12.0 and lost QB files added

NE Disc App is now up to Beta version v0.12.0. It's a small release but has some good features. Next release should be the v1.0.0 release as I think it's far enough along to no longer just be a beta.

I also added the two previously mentioned lost QB files. They can both be found in the NE Archive under lost files.


11/10/19: NEMB Remake on Beta release v0.11.1

Still haven't had a chance to add the lost files from the last update. Expect them hopefully by the next update.

NEMB remake is now up to release v0.11.1. I had to do a hotfix on 0.11.0 because it appeared that when the email notifications to me failed, it caused the account create and password reset pages to send failure messages to the end user even though they succeeded (minus the email). I created the hot fix to address this as well as some other quick bugs and also added a last logged in column to the users table so user log ins are tracked.

We also have our first forum from the old yourwebapps.com site migrate over. So far it seems that they are happy with the new board (If you see this and you're not, please let me know!). I hope to find more boards in the next coming days/weeks that were displaced that can migrate over to the remake. I definitely want to help find a home for any boards that were used for historic purposes as the data on these boards is important to preserve and would be a shame if lost due to yourwebapps.com closing. That said, anyone wanting to migrate over is welcome!


11/3/19: NEMB Remake on Beta release v0.10.0 & New Lost Files Found.

Fixed some more bugs and features for the v0.10.0 release of the NEMB remake. V1 was supposed to be launched on 11/1 this year but I decided that the beta's have been so stable, it's fine that I push back the official release until the final features have been added.

In other news besides the NEMB remake, there have been two new lost NE files found! I decided to revive my IBM XTs for the first time in wayyyyy too long. I was hoping the hard drive I had in my "nice" XT (I own two, one is in fantastic shape, the other is in really good shape but not the same as the first) was the drive I thought it was from when I was younger that had my journal as well as a bunch of apps and programs I had forgotten about. Unfortunately I have lost that original drive to the sands of time. (REALLY unfortunate looking up how much full height Seagate 20mb OE drives are now. :O). Well, long story short I was able to get the hard drives in both to work again by unsticking them and adding some lubrication to the encorder that works the head position. On the one drive I was able to find TWO lost NE Qbasic creations.

One found file is "Mr Face's Zero Screen Adventure". It doesn't have a specific date just the generic non-set DOS date of 1980. Nothing too interesting here, just a smiley face that walks around a screen with shrubs and enemies that don't attack. There's no end or anything... it's just a simple screen you can walk on. From what I can tell, it was written on my IBM XT though as I don't have any copies of it anywhere else.

The other game is a previously lost version of NUMB: The Stupid Adventures of JollyR. This 2002 version is just called "The Lost Adventure". The BAS file is called LOST.BAS as well. (how surprising after the whole WRY 1 file name 'drama' being LOST.BAS originally as well...). The game is pretty much just NUMB but has no typos fixed and ends when you select EAST or WEST after the restaurant screens. Not really too interesting but it is a lost version of the program. NUMB is one that I'm surprised there aren't more versions floating around. So far this is only the 2nd version in it's like 6 year development. (Please don't equate that to quality or effort put in... it's a terrible game).

Anyway, those files will be in the NEMB archive lost files section soon. Release notes for latest NEMB are below.


10/23/19: NEMB Remake on Beta release v0.9.0.

Another release for NEMB remake. More permission features implemented as well as some bug fixes. Lots still to do before 10/31 so I created one last beta release before the 11/1 deadline.


10/20/19: NEMB Remake on Beta release v0.8.0.

Big update for NEMB remake. Most of security feature implementation is completed. Working on v0.9.0 now and making good progress. Next release will have some bug releases as well as the finalization of features introduced in v0.8.0. v.0.9.0 will probably be the last release before full release on 11/1/19... we'll see though. I'm trying hard to cram as much as possible into the final release before the original site goes down for good.


10/04/19: NEMB Remake on Beta release v0.7.0.

Next message board system release is now live! We're getting down to the final weeks of the original site being live so there's still more crunch time stuff to take care of. Release notes for this version in the forum link below.

I've also updated the forum link in the navigation section to the left to officially point to the new forum instead of the original one.


9/17/19: NEMB Remake on Beta release v0.6.0.

Two releases now done since last update. More import/export updates as well as a bunch more account and app level configuration settings. Accounts can now also enable/disable their apps from the control center as well as delete their whole account. ReCaptcha added to any account related activities that require them (like create, delete and password reset.)

No point in going into more detail here, I have the release notes on the new NEMB. Links below:


9/9/19: NEMB Remake on Beta release v0.4.0.

Next release for Disc App is released and is now live (actually as of 9/7). This release includes import/export functionality in the disc app maintenance page as well as administration Python scripts for the site admin. These scripts are used to convert webapp exports to a compatible ne discapp export as well as one to import the export into the production system. So, with this release users can now import their webapp disc apps into the system as well as back up and restore the new NE disc app boards as well.

Other than the import/export features, new bug fixes for view rendering as well as some other minor feature addtions to modify account page and such.

Links below in previous update.

9/3/19: NEMB Remake on Beta release v0.3.0.

Additional functionality added with new v0.3.0 release. Changes can be read either by clicking the GitHub link or reading the forum post in the link below.
Also udpated url from shamricediscapp.herokuapp.com to nediscapp.herokuapp.com.


8/27/19: NEMB Remake on Beta release v0.2.0.

Maintenance pages have been added (still some more to add) but a ton of functionality has been added. I didn't actually realize how much 'stuff' there was in the admin section of the site that needed to be added. Still on track for going live in late October. If you click on the link for the NEMB remake below, I've been sharing the change log there with a new post on every deployment complete with screenshots when needed.

I think once I go live with the new forums, I might upgrade my hosting account to the first level above free so that there is no spin up wait time and I don't have to worry about running out of uptime hours in a month. I also think I'll most likely switch the url from shamricediscapp.herokuapp.com to nediscapp.herokuapp.com just to keep NE application project naming consistent.


7/28/19: NEMB Remake Shaping up!!

The remake of the NEMB is still going really really well. The front end is more or less complete from an anonymous user's stand point. The functionality should be almost 1:1 at this point. I just added a sign in feature and sign up feature. This also should be working like the real disc app boards (on the message board front, the account creation and modification side is different). Users who create an account can now also create their own disc app board as well. Next milestone is for creating the maintenance pages for the disc apps so once that's added, users can modify their boards to look how they want. (Currently all done manually in the database).

All in all, I'm really really happy with how things are going and I'm glad to say for the first time in the history of NE, that I'm ahead of schedule on this project and should finish before the real disc app boards close for good. :)

Note: The Heroku links might take a minute to load up if no one has been at the site for a bit. The free hosting I'm using right now spins down apps that are inactive.

7/15/19: NEMB Remake Going Strong

The remake of NEMB has been going really well so far. Getting worried about the looming deadline, I decided to go with what I know. It's a Java Spring app with originally a MySQL backend but the service I found to host the debug/alpha versions only offers PostgreSQL for free. Seeing that they're both pretty compatible, I made the move over (with attempting to keep the MySQL create script counterpart up to date as well).

For the front end disc app user view, things almost all now work. You can create threads, post replies, add message bodies, configure the prologue/epilogue and a bunch of other forum features. The only features lacking are ones that are more of a lower priority and can come later or possibly even cut. Currently no working is the preview button (definitely on the list to get done), the share button (bleh), login feature for the message board posts (probably will come with the login feature required for the maintenance page), displaying email entered, showing the IP address of the person who posted the message, search function, forum subscription (no) and RSS feed (double no).

Here are the current Alpha sites that you can try out to play around with. Currently there's only two boards but more can be added really easily but either using an existing owner or creating a new one and then making an entry for a new application. Configs can then be set later. The methods exist to populate the default configs but I haven't worked on that being kicked off. It's more or less next on the list of "to-dos".

Note: The links might take a minute to load up if no one has been at the site for a bit. The free hosting I'm using right now spins down apps that are inactive. I can't complain, for free it's absolutely awesome and I completely recommend it. The host is heroku.com if you're interested in a host that provides Java and SQL in one location for free.

5/13/19: Added projects page for NEMB remake

With NEMB (the website's message board) being shut down in October of this year by it's hosting company, there is a new project slowly forming underway to build a replacement for it. Usually when you build replacements you think "bigger and better", in this case it's more "the same and not worse". The goal is to have the same exact look and feel of the original with whatever backend needed to achieve that goal. No work has really been done yet except some brainstorming. I created a projects page under the new "Web" sub-topic to the left to track the progress as it goes.

Unlike other projects here, this one has a hard deadline of October 2019 so it currently has highest priority as projects go until it's completed and deployed. (Whatever that means...)

4/12/19: Added old Doomed project page to the NE Archive

Found a copy of the Doomed project page that was last updated in mid 2000. The only salvagable page besides the homepage was the downloads page. Download links don't work but the files are more of less in the Lost Files section of the archive already (Version numbers don't 100% match but I don't have access to the versions linked on the Doomed page to confirm if they're different or not). Not really too interesting of an update. Figured I'd add the site as it was one of the Qbasic projects pages (Wry being the other) that spawned the creation of this site 20 years ago.

3/27/19: @ 3:27AM : disc.yourwebapps.com (formally disc.server.com) Closing!

After 20 years of being online with disc.yourwebapps.com it appears they're closing for good. Soon too might I add. I guess I would have got the memo if I was updating a bit more frequently. :D. Now it's time to pack my bags and move out and look for another free hosting site. Wish me luck...

Jk. Figured it would be fun to revive the old GeoCities closing update for the forums as well. 10 year anniversary of NE; GeoCities closes, 20 years of NE, we have our forum host for forever is finally closing. Thanks Puck for giving me the heads up beforehand about the closure.

Most likely there will be a new project to do with migrating the current forum to a locally hosted creation rebuilt to mimic the original. More info on that idea as it progresses... work has been too busy this past couple of weeks to really think about it but I would like to do it. Shouldn't be too difficult. The current forum is tech from 1999 (and originating earlier) so recreating with modern tools and languages shouldn't be an overly huge undertaking. (We'll see though.) Worst case, we fall back to the old PHP boards that haven't really been used in the past ten years or so.

3/21/19: Site updates.

No real project updates to go here. I finally got around to adding file and project pages for both Wry Parser and Wry COBOL. Those can be now found both under the projects area and files areas. Other than that, the forum link now links directly to the forum instead of to a page that then links to the forum. (Not sure why I had it set up like that for all these years..) Anyway. That's about it for now.

2/22/19: Happy 20th Anniversay NE! Also Wry parser and COBOL release!

Happy 20th anniversay NE! Can't believe it's been 20 years since I've started this site. That's completely insane. I was actually on time for the release of Wry COBOL for 2/19 but felt like I needed to also include a deb package and the Windows executables. Well.... it turns out work has been too busy and I really haven't had time to get the Windows executables built. I'm going to post the links to release tags in GitHub here for now. (Wry parser is written in Java so the Jar is included and should run on all platforms. Wry COBOL is GnuCOBOL so will require a local build, or deb package install).

Hopefully some time next week or so I'll have time to make the actual build for Windows and create proper project pages for all. For now, enjoy (hopefully) the current releases:

Wry COBOL v1.0.0.0 Release: Here (Source or .deb package)
Wry Parser v1.0 Release: Here (Java jar)

Side note, you need the WRY.BAS file from the files section to run the wry parser application. Wry COBOL requires the output of the Wry parser application to run. If you want to just run in the parser app, use the WRY.BAS source and the debug flag to run the game directly in the parser application.

Feel free to post on the forum all the bugs you find. I'm sure there's many. :)

1/10/19: Wry Source Parse Update

First of all...


So the Wry source parser is still going strong.
In it's developement it's had periods of being able to play most of the game after parsing and linking using the debug play option without issue. Tackling new edge cases parsing the original source has caused road blocks that caused the current version committed to be flakey as to if it will run the game or not. Basically, as far as I can tell, I'm down to just finishing up parsing the subs that have multiple story pages in one sub (original subs addeded later during Wry's development to combat the stack overflow issue of the game). Once these "special" subs are parsed correctly the game will be parsed by the parser correctly and be ready to output the game dat as Wry COBOL dat files. (You can also play the whole game through the Java parser application if you want as well).

All in all, once the parser app is completed, it will probably be the most specific single purpose useless application that I've ever released on this site. Honestly it's not even required to be run if you have the DAT files from a previous run for Wry COBOL. The only future purpose I can think of would be to create other versions easily which I don't really seeing as happening any time soon.

Anyway... more updates as they progress. Projected completion time is the 20th anniversary of NE in 02/19.

12/28/18: Wry COBOL is back in progress as well as a Java based Wry source parser.

Yep, that's right. After about 8 months I've finally decided to give Wry COBOL another go. So far it's still pretty simple. It has a title screen, main menu and basic structure to load the .dat story files and proceed through.

I was originally going to create a "Wry Story Writer" COBOL application that created the stories for the main application to use but felt like it would be easier to just manually create the .dat files at that point. After talking on the forums, I've decided to go and create an actual source parser in Java that will generate the .dat files automatically. In the future this could be expanded to output the source into other formats as well if needed (doubtful). I also could have probably wrote the parser in COBOL as well but feel like its complexity would make it a nightmare for a COBOL beginner like myself. I may continue to create the COBOL story writer as it could be used to create a custom episode... sort of like a level editor but for a text adventure.

Wry COBOL GitHub link: https://github.com/shamrice/wry-cobol
Wry Source Parser link: https://github.com/shamrice/wry-parser



12/5/18: Life Calendar Qbasic File Added

No real update on any projects lately as I haven't really had much time to work on any of them. I did create a little "Life Calendar" Qbasic program after watching a TED Talk on YouTube about procrastination had one in there as an example. I figured it would be cool to have an interactive one to play around with, so I threw it together really quick late one night. More details and download link are in the Qbasic Files Section. Enjoy.


9/26/18: More website upkeep.

Finally updated some of the files sections. I added Santa's Christmas rescue to the Qb files instead of just existing in the projects page. I added back the Java files section as I've been working on a decent amount of Java projects maybe one of them will finally be finished.

I also updated the projects pages for C++ and Java. I added the RPG_Net 2.0 project to the C++ section as well as a link to the github repositiory. I added Lawnmower Mania to the Java section and added the screenshot to the NeChat project section. I also fixed the links so that they will open in a new window instead of open in the iframe.

Nothing really that interesting, just catching up on things I should have cleaned up a while ago. :)


9/21/18: Links Update-ish

Not even sure this is update worthy but I removed the "star" rating on the links page. All of them of worth checking out and don't need an arbitrary rating system on them. (Especially when almost all the links were top star anyway...)


9/18/18: Lost Version of Doors Found From Late 2006 / Early 2007

I'm surprised at the amount of stuff I keep stumbling upon digging through old drives and stuff. I found a reboot of the TUI (text user interface) Doors project from early 2007. The project started back in 1999/2000 but was scrapped. It looks like this was one of the many reboots I end up doing of previous projects. The whole idea of Doors was to give a Win 3x style interface to IBM XT class computers with also support for monochrome displays. There's also a version I wrote in 2016 that's a little further along than this one that hasn't been recovered yet...

I'm dating this one based on the PHP board post from 2006/2007 discussing it as well as some posts from the same time on the regular boards. Not much to see here except log in, create, size and name new group windows. There's also an option to run a command line command from the File menu. I had to fix a bug with the screen width not being set causing it to crash in DosBox to get it to run. (Fix is in the version posted.)

Download can be found in the NE Archive under the Lost Files section.


8/21/18: Lawn Mower Mania - Another project...

Well, I decided I wanted to tackle a smaller game project to keep me active. My current open projects are rather large ones that still have a good amount of development to go. (NeChat, ZombieAttack and RPG_net 2.0) To fill my "project" time, I've decided to start making a simple puzzle/action-arcade style game written in Java about mowing lawns.

The idea currently is that you mow lawns (each level) for money while making sure your lawn mower isn't broken or out of gas (if needed). At the end of the level you can buy upgrades like better things for your current lawn mower (you start with a vintage reel push lawn mower), new more efficient lawn mowers, gas, repairs and lawn upgrades that can return previously ruined grass back to life if you accidentially mow too low or over things you shouldn't (flower beds). There will also eventually be enemies like birds, bees and perhaps even sprinkelers to avoid.

Right now I have a very rough version of the game started where you can mow the first level, gaining points until you manage to mow the whole lawn. If you go over a spot more than once, it gets mowed "too low" and you lose some points. If you mow again, it turns to dirt and you lose even more points. Running over a flower bed reduces your score considerably and you reduce the flowers to dirt. Like I said, it's still very early but coming along okay.

Click image for high resolution:

Link to latest: GitHub Link to project


7/6/18: RPG_net C++ v2.0 Update

Hey! I finally got engaged! Wooo!

In other less important news... still have been slowly making progress on the RPG_net 2.0 project. It's been refactored multiple times to make the code easier to read and more maintainable. Client code is up next for a refactor and I've been sort of slacking on that as it's a big "To Do". Hopefully some more updates coming down the way soon. The Disc Changer project has resurfaced which has also been taking up my time.

Link to latest: GitHub Link to project


4/25/18: RPG_net C++ v2.0

So, after the last update where I found all the old sources of the RPG_net C++ project from back in college, I decided to see if I could rewrite it from scratch and actually have it work this time. (I know, just keep starting new projects but never finish them...) Again this client is using SDLNet 1.2. The client uses the ncurses library for display output. Currently I'm compiling and running the source code using g++ on Ubuntu and writing it in VS Code.

Well, within a few days I had my server application working where I could send parameterized command strings to it using a modified version of the old RPG_net client from 12 years ago and it would process the commands and return responses correctly.

Over the next week or so after that, I had the server up and running where you can configure the number of event listener threads that listen for parameterized commands from the client applications and then process them. A maintenance thread that runs and deregisters users who have timed out in the game and finally a notification thread that monitors the notification queue and sends out chat and server messages as the come in.

After I had the server application mostly up and running I also started to create a debug client application. As of right now, the client application will register the user to the game when the application starts up and the user enters their username. Afterwards, the main game thread will send update commands to the server when the player moves. There are also an update listener thread that polls the server for other user updates as well as notifications.

As of right now, I've tested with having a few clients open and moving around the ASCII game world with them and the users successfully can see eachother move around. There's still a lot to be done but work has gotten very busy so I haven't had a chance to touch it in a few days. All the current sources are up on my github page. When I have more time, I will update the C++ projects page with the latest information.

Link to latest: GitHub Link to project


4/4/18: Hard Drive Failure and Lost Sources Found

First the bad news. My hard drive on my main computer died. This was the computer that had the source code for Wry COBOL I was working on. I didn't think to back the file up anywhere because I didn't want to create a new github project for it. I tried recovering it from the drive but it looks like it's gone and will need to be re-written. (Hopefully.)

Now the good news! I was going through some old hard drives I've had floating around and found the one that was used as the NE server back in the late 2000s which I thought was fully dead. It turns out, I was able to spin it up, mount the volume and copy the data off! (Woo!)

Buried in all the treasures found on that drive was a bunch of versions of the C++ project "RPG_Net_Alpha" I've had on this site since 2006 with no updates! I went through and fixed each version enough so that it compiled and at least half worked. I then zipped them all up and put them on the projects page for it for anyone who is interested.

The latest graphics engine actually surprised me a bit. It had sprite animations, hit detection and regulated frames per second. The client/server applications were a little less entertaining. The latest version of the client is okay and sends messages back and forth between two clients pretty reliably and can even send a quit command that closes the current client as well as the remote one. The latest server code is some what the same as the client but can not manually send commands. It will also quit when a quit message is sent to it as well as auto respond with an update response when the client sends an update request to it so that's sort of cool.

Anyway, enough rambling. If interested here's the link to the projects page with more information: Link


3/13/18: Wry in COBOL?

I started teaching myself some COBOL for the heck of it. I figured a new version of a Wry game or even just a remake of the original written in COBOL would be a fun little project to take on. So far I have my COBOL app loading up some parsed records from the original Wry game.

No real user interaction as of yet. I'm still thinking about how I'm going to deal with different screens having different amount of choices. COBOL uses a table data type to get array like behavior that I can use.

Something like below ("CHOICES" is the array in question):
    88  END-OF-SD                  VALUE HIGH-VALUE.
    05  RECORD-ID                  PIC 9(4).
    05  CORRECT-CHOICE             PIC 9(1).
    05  STORY-TEXT                 PIC X(200).
        10  CHOICE-TEXT            PIC X(50).
Planning is going to be needed with how I'm going to format the input data files. COBOL loads files based on fixed width of the variables so making this not look like a mess in the data files will be fun. The one good thing is that it looks like COBOL offers indexed sequential file access and relative file access on top of basic sequential file access so I can have one story file to load from that will hopefully be fast to access. (I might think about making a story creator program as well to make creating stuff easier...hmmm)

Here's a first screen shot with data ripped from QB Wry (Complete with all the glorious spelling mistakes!): Link (Imgur)
So far I'm only in about 95 lines of code and about 35 of them is the old Wry logo I copied in. More info as it progresses.


2/21/18: Happy 19th Birthday NE!

That's right! As of yesterday this website is now 19 years old! I can't believe after all these years it's still going (with some hiccups through the later 2000s when I thought it was a good idea to host the site from my bedroom... :) ) I feel like at this point, I should attempt to go back and find the release dates of all the files on the site and mark them down to give some sort of context of when they were released.

Not really anything else of substance to report just figured I'd give the ol' happy birthday update.


2/6/18: Santa's Christmas Rescue v1.2 Released

So, Puckdropper and I actually did a bunch of bug fixing for Santa's Rescue back in January and had it released on the forums since then. I meant to update the website with the latest version but haven't gotten around to it until just now.

Fixes for version 1.2:
 Bug Fixes / New Features:
   - Player no longer falls through platform on jump that goes off
     screen. (Puckdropper)
   - Player can no longer jump above screen. (Puckdropper)
   - Jump height slightly increased. (Puckdropper)
   - Error handler now attempts to reset working directory on
   - file errors.
   - gameRootDir variable at beginning to config and set working
   - Highscore name length increased.
   - Level is now redrawn if player dies from enemy
   - Bonus present added worth 500 points.
   - Fixed bug where game would finish after level 16 even though
     there are 25 levels.
   - Fixed bug where highscores aren't asked to entered after
     game is completed.
   - Jumping under platforms higher than player now works correctly.
   - Fixed issue with enemies clipping floor sprite edges away while
   - Levels reworked to include new bonus presents.

Direct link to projects to download: Qbasic Projects Page


12/25/17: Happy Holidays! New Qbasic Game Released!!

I've challenged myself to create a full blow Qbasic game in a few days just to see if I could do it. I ended up creating Santa's Christmas Rescue. This game comes with 25 levels pre created as well as a level editor where you can create you own levels to play. There's still some bugs to be had but I wanted to make sure at least the first version was released on Christmas. Enjoy!

Title screen Gameplay thumb

Direct link to projects to download: Qbasic Projects Page


12/20/17: A Bunch Of Lost Files Found

I was going through some old backups of past computers today and ran across a ton of "lost files" that I forgot even existed or thought were lost to time. When the GeoCities page went down for good in late 2009, there were some files and updates that have been lost so some of these files may have previously been on the page at some point 10 years ago. Anyway, here's a run down of what's been added.

C++ Files

Qbasic Files

Lost Files


12/15/17: NeChat - Continued Updates and Testing

I've been continuing to work on the NeChat project in my spare time. I added the login panel on start up so credentials are no longer hard coded. Application also now configures its REST client using the "NeChat Locator Service" which is basically just a JSON page on this website that points to the current location of the NeChat REST services. Bugs and such have been addressed as they come up.

I created a projects on my GitHub page under the Git repository for the server code and the client code to keep track of new features and bugs. This is like what I did for MCr3. I feel like I was starting to lose track of things and needed some organization to keep myself focused.

Testing wise, I ran a test over the internet between my friend and I and we were able to both log in and chat with each other using the latest build of the client application pointing to the current NeChat services I have deployed. I also opened up alpha/beta testing on the forums and created a few accounts. So far we haven't tested yet but I'm interested in how that goes as well.

More updates as they come... and if they don't before the holiday...


11/16/17: NeChat - Many more updates

So, I've still been working on the NeChat project. I have working server side code (Core, mySql DB and REST services). I also have created a pretty user friendly (I think) REST client for the client applications to consume. The test client application I was writing previously was a good test bed (java.swing) but I started feeling like I was putting too much work into just a test client. I have now switched over to JavaFX.

The client will now log in on start up. Currently this is hard coded, I need to create a login panel for it as well extra config values to store save logins on next start ups. When the app starts up, it will take the username/password and attempt to generate or retreive an authentication token from the web services. If this passes, it will continue loading the application. In the future, if this fails, it should revert the user back to the login panel to attempt to enter their credentials again.

New JavaFX client can now display the user's current buddy list as well as show the message history with each buddy and send/receive messages back and forth with each buddy. It actually works surprisingly well! I'm happy with how things so far are going. (Just started creating the JavaFX client tonight). I'm by no means a UI/client application person. My job is backend server development so this is more or less new/rusty ground for me.

Anyway, I'm excited with how things are coming. Here is a screen shot of the current client. Click the image to enlarge. If you're interested in the code and such, check out the github link in my previous update for the latest!

Screen shot of JavaFX NeChat Client as of this update


10/30/17: NeChat - New Project!

I felt like I needed a little break from MCr3 as I could tell that my momentum has been slowing as time went on. I haven't forgotten about it and will continue to work on it, I just have created a new (very different) project to help keep me from getting burnt out.

The new project is a cross platform chat service written in Java. This service is similar to AIM used to be or something more modern like Skype is today. I don't actually have a practical purpose for this project, I honestly was just curious if I could create it. The idea was created because lately Skype has been crashing constantly and the advertisements are down right annoying. I figured maybe I could make something homebrew. :)

So far I have a mySql database created with a few tables for users, messages, tokens, buddies, etc. There are also jobs (events in mySql) that run to clear out any expired auth tokens so the DB doesn't get filled up. The service will issue a new token if the old is expired will not accept expired tokens so these old expired tokens should be cleared out.

I also have the server side REST service where you can authenticate to get your authentication token (used to for all requests as well as your creds to make any calls). Other calls include sending messages to users, getting messages sent to you from other users, adding and removing users from your buddy list as well as probably some others that I don't remember at the time of this post.

I have also started working on a simple client application that consumes these REST services. So far my simple client can authenticate and retrieve the auth token. After this is done, you can make a call to get your buddy list. I basically just started hacking away at this tonight so expect more in the coming days.

I went with Java again for its cross platform-ness. Also, custom platform specific clients should be easy to make as they are basically just a UI for dealing with the REST service.

The Java area has been added back under the projects section. I haven't created individual projects page for each yet but the place holder is there. Currently each project just has a link to my corresponding GitHub repository as well as a short text blurb about it.

GitHub Link to NeChat Project Repo: https://github.com/shamrice/nechat


10/21/17: MC_Reboot ver 2 (C++) Update again?

Oh boy, this is even more unexpected. I was able to get the original MC_reboot v2 to build on my Windows computer. I was able to build a Win32 version of the code after much tweaking. I had to lose all in game text because SDL_ttf was being too much of a pain to be worth porting over. So if you head over to the C++ project page for Millennium Crisis, you will find a link to a download where you can try out the latest version of that old code if you have a Windows computer. If you are using Linux, I recommend trying the sources from GitHub as they should work without issue.

Direct link if intested: Win32 Binary Zip Download


10/19/17: MC_Reboot ver 2 (C++) Update. WHAAAAAAAAAAAT!?!

Yes, that's right. I was digging through old files on my Linux desktop and ran across the old Millennium Crisis reboot #2 that was written in C++ about 2.5 years ago and is the inspiration for MCr3. I stopped working on that version because I managed to come across a bug where pointers were reading data from other memory locations and gave up on fixing it.

It's a shame I did that because I was able to fix the issue I was having in under an hour (had to get refamiliar with the code base). The issue was created from when I set up the NPC's "talk string" from the config file, the C String I was setting was not terminated correctly so later when that string was called in game, it would read past the correct memory location and read garbage data. I fixed this as well as an issue with the first screen test drops not showing up. (They work too!)

Revisiting this code after so long is interesting. It's much further along than I remember and it's actually not bad at all. The latest Java version is definitely more polished and better written but the C++ version isn't by far garbage. There's actually some functionality that it has that the Java version doesn't have. There are area drops that are visible that you can pick up as well as multiple inventory item types that can be used. (These will be coming to MCr3 eventually). The biggest difference in gameplay between the two at this point is the Java version has multiple weapons you can equip, more polished inventory interaction, the ability to run as well as almost all sprites are animated where the C++ version does not have any animations but the rest is there to some extent.

Well, if interested, I've updated the GitHub repository with the fixes. Probably the last fix this version will see which is some what bitter sweet.

Link to Git Repo: https://github.com/shamrice/mc_reboot


10/18/17: MCr3 - Refactoring, Inventory and more

More progress has slowly been made on MCr3. I had to do a large refactoring to the code base to clean up how different objects interact and inherit each other. That was somewhat of a pain but it's looking much better now. I fixed the bug mentioned in the previous update about attack direction facing as well as a bunch of others I don't really remember.

The inventory is now functional. You can go into your inventory and equip/unequip items (the equipped item is shown in green). You can also drop items you no longer want. After and item is dropped, it can no longer be picked back up. Right now, the game pauses when you enter the inventory as navigating the inventory area uses the arrow keys (which share the responsibility of moving the player). I'm not sure if I'm going to keep that workflow or not. I may change it so that the inventory is accessed in real time instead.

Finally and probably least importantly, I added working pause functionality. The gameplay area gets masked with a transparent sprite to dim the area and the worded "paused" are displayed in the center. The message box is also updated with text for when the game is paused or not. This pause screen is also currently shown when the user is using their inventory.


9/26/17: Some more work done on MC reboot #3 (MCr3 from here out)

Things have progressed a little slow with MCr3 lately with work and such being busy. Mostly what I've been working on today has been related to the asset configuration building classes and methods. I've had to completely refactor that section of code so that you don't have to specify every single sprite possibility with values in the config file, only the ones that you need. The ones that are not configured will be set to a default sprite value for the asset. I also rewrote how the sprite animation configuration is built and actually fixed a bug I didn't know was there. (Basically, all sprites would have the animation frame duration length for the right facing sprite). Not really interesting work, but it makes my life easier down the road when I want to add additional image assets. (Or if someone wants to mod the configs down the road to their own liking.)

The next ticket I'll be working on is a bug fix for your player only facing right when attacking. That hopefully won't be too much of a pain. After that, I'll finally get to adding the functionality to interact with your inventory. More info as it progresses or stagnates. :)


9/16/17: One of my first Qbasic game source files found.

One of the first games I wrote, "Zelda" which was a text game based off the Nintendo series back in the late 1990s, I have recovered the source code to the game. For years and years this site has only ever had the compiled version available. (Basically since existing in '99). I added the BAS file to the Qbasic files section. There's actually nothing really interesting to be found it's just cool that I found the file. Boarding and Doomed are also from this "pre-NE" time frame from the mid to late 1990s. They can be found in the lost files section if interested.


9/12/17: Another MC Update

Still making headway on the MC project. I'm happy with how it's coming along. So far, nothing has been too much of a headache to implement when I go to take care of outstanding tickets. The only thing slowing me down really is having some real good dedicated time to work on it. I'm not sure what I've added since last update but now there is a save and load feature, dead bodies show a looted sprite when you take their item. Stats are shown on screen... lots of fun stuff. Again, check the project on my github (link in previous update) with list of tickets completed, to-do and currently in progress.

In an NE first, I decided to take a quick video of the current gameplay in my little sandbox world I have been using. The video demonstrates attacking enemies, picking up items and coins, getting exp and leveling up, showing stats, running vs walking speed, saving and loading even after game restart. There's probably some more but I'm not sure at this point. The video is short so please just take a quick look if you have time. Thanks!


9/2/17: Millennium Crisis Update

So, I'm just updating to let everyone know that I've actually worked on the latest MC reboot today. I've added some basic experience system as well as statistics for the player, enemy and weapons. Not really much to say here, you can follow the project on GitHub if you want to see up to date changes as well as my prioritized ticket list. ( Link Here)

8/31/17: A few links fixed... and not much else important

I fixed the few links I have in the links section to actually open in the whole browser window instead of getting stuck inside of the links frame.

I've had family visiting most of August so I haven't really had time to mess with any projects so mcuh since the last update. Things have quieted down a bit here so hopefully I can get back on track either later today or sometime tomorrow after work. (Fingers crossed, we've all heard this spiel before... :D)

8/14/17: More Millennium Crisis Reboot News! (Surprise!)

I'm happy to report that (in my free time) the latest reboot is still going strong! There are now player and enemy attack and "hurt" animations. There is a messaging system that displays information below the play area about attack damages, how much you've been hit for, what you've picked up, etc. I've also started working on an inventory system. Right now you can pick up items and add them to your inventory. The inventory is displayed on the right hand side of the screen. I still need to make further implementations of that system. Finally, I've created a configurable logging system. You can either log to a file or the console based on what you set in the config. (I know that's super exciting to have. haha) I still need to start working on an experience system and player / enemy stats.

I'm sure there's more that's been done that I've missed. I've created a project on my GitHub page for the project as well as wrote up some tickets so that I stay focused and on track hopefully.

Probably in the next update, I'll include some more screen shots because as of right now it's not so much of a leap in visuals from the 8/4 update that I feel that it's necessary. (Though I have increased the resolution of the game from 800x600 to 1024x768).

8/6/17: Happy Way Late 18th Happy Birthday NE!

I just realized I completely missed the 2/20 birthday of this website! Over 18 years now as a website! Wow does the time fly!

8/4/17: Millennium Crisis Reboot Again In Java???

Yeeeeep... Now that I removed the Java section from the website, I decide to rewrite the latest MC reboot in Java instead of C++. Go figure. At the current moment I'm about just as far as I was with the last reboot but the code and expansion of the game is still managable unlike it's C++ counterpart even though it could use a decent amount of refactoring. Dynamic area loading, dynamic asset configuration, collision detection, player attacks and enemy damage are all there right now in some form.

I currently don't have a name yet and at this point I'm not sure I want to call it Millennium Crisis like the last ones. On my GitHub, I've been using the name "ZombieAttack". For right now, I'm using most of the same assets from the C++ version in this alpha stage. (I did make the current projectile a slightly modified version of the freeze thrower projectile from Duke Nukem 3d though. :) )

A few current screenshots: Click Here
GitHub: Click Here

I also finally fixed the original Millennium Crisis demo from 2004 zip file to include the necessary dependencies in the zip file. You can find this in the C++ file's section. I'm not really sure why I bothered to do this. That code is now over 13 years old but I guess it's helpful if someone ever wants to play it and doesn't have a version of Visual Studio 6.0 still installed (Who does???) as the only compiled version seems to be a debug build and not a release build.

Edit 8/14/17:
I actually just found this update while digging around. Apparently I meant to upload the Millennium Crisis demo with the necessary DLLs back in 10/25/2004! I think that might be a new record for me finally getting around to doing something! What's even worse is that earlier this year I was playing around with a "bounce the ball" physics QB program... Turns out I had possibly already done this over a decade ago!?! I guess I won't bother releasing that idea now for another 10 years. :)

News: 10.25.04
I don't know why I'm so lazy when it comes to uploading new stuff. I have to still reuploade the Millenium Crisis demo with the .DLL file and the Free Fall Physics demo. I did update the link to Puckdroppers site and added Retna's site to the links page though, so I'm sorta on top of things... right? - Nukem


2/16/17: Site Style Update

I've completed a quick redo of the way the site is styled. After updating a few times this year I got sick of having to update every single page if there was a change to the site navigation or the header. Now all navigation and header is stored in a main index page with all sub page content loaded into an iframe (where you're reading this now). I also removed the inline style attributes to all the divs and finally moved them to a style sheet. Page is also now resizeable and the font is slightly larger. Files and Projects links now open drop downs to the different sections like they were originally intended to do 11 years ago. Community link moved to the top of the navigation list.

I added the previous layout to the NE Archive as I'm not sure how much this new style will change from its current status in the future and from a behind the scenes perspective, this is a large change in how the site works.

2/13/17: New addition to NE Archive.

Not really that important of an update but I found a version of the NE website that was on GeoCities in the internet archive. It's the version of the site that I used to hold updates when the main site was down from 2006-2009. I've added it to the NE Archive for those curious.

2/2/17: Possibly the biggest NE Qbasic Projects Update in the Last Decade.

By how little this site is updated, that title isn't really saying much... but this is actually a big update! There's too much information to post in this little news block on the site to do any of it justice. In short, there is currently latest (unfinished) releases of Wry 3, Hellbent and Terror that were prevously either thought to be lost forever or forgotten about and never added to the site.

Check out the Qbasic project's sections for each one for full detailed updates as well as links on where to download if you would like to try them out.

1/30/17: Updated C++ projects page with Millennium Crisis Reboot

I finally updated the C++ projects section with the latest information on the latest MC reboot I worked on in early 2015. I added some screenshots, links to code on GitHub and the contents of the posts I posted on the forums related to it.

I've also started to work on removing the unused sections of the website to keep things more focused.

8/22/16: Rebel and Frenzy are now available in the Qbasic Files Section.

With the help of Puckdropper, I was able to get my FTP client working correctly again. I've updated the Qbasic Files Section with downloads for both Rebel (complete with level editor) and the Frenzy demo. Just a heads up, Frenzy doesn't have any code in it controlling the game speed so if you're using DOSBOX, be sure to spin down the CPU cycles to make the game playable. Rebel doesn't suffer from this same issue.

Also, I just realized that the first update on this updates page is talking about these two games. So much for "Hopefully not years from now...".

8/17/16: Trying to get up to date...

So, I'm currently in the process of trying to get Frenzy (the top view game mentioned previously) and Rebel up on the site so that they can be downloaded. They were never finished but are probably at least worth checking out more than some of the other stuff on this site :) I'll try to get the Millennium Crisis reboot up here as well (C++) even though that currently needs a rewrite as well.

I've also started playing around with Qbasic again. Today I've been working on the Doors idea again just for practice. I've created a basic screen where you can add/remove windows and resize, window, minimize, maximize, move and title them. I still need to add program shortcuts and it I'll most likely call it done. Who knows though, my attention span is awful at stuff like this. Link to image

More to come as it comes!

3/14/12: We're back in business baby!

Well after years of not taking puckdropper up on his offer to host my website. I finally did it. Right now the website is basically in the same exact state it was back in Oct '06. That should be close enough to the time when it went down to work. I'm currently working on getting the site back up and functional before attempting any type of real changes. :)

Also TWO... that's right TWO new Qbasic games are in the works. A top view action game called "Frenzy" where you need to avoid the bad guys while getting to the goal and "Rebel", a side view action game similar to a Mario platform game but with it's own twists. I'm also going to include a level editor of some sort into Rebel as it already currently uses external level data files to populate the levels. More info as it develops. Hopefully not years from now...

Finally, I'm removing Java from the site as I don't think there's ever been any traction there.


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