Quote note (#134)

[44-year-old Terry Davis, the founder and sole employee of Trivial Solutions has] done this work because God told him to. ​According to the TempleOS charter, it is “God’s official temple. Just like Solomon’s temple, this is a community focal point where offerings are made and God’s oracle is consulted.” God also told Davis that 640×480, 16-color graphics “is a covenant like circumcision,” making it easier for children to make drawings for God. God demands a perfect temple, and Davis says, “For ten years, I worked on programming TempleOS, full time. I finished, basically, and the last year has been tiny touch-ups here and there.”

Within TempleOS he built an oracle called AfterEgypt, which lets users climb Mt. Horeb along with a stick-figure Moses. At the summit, a round scrawl of rapidly changing color comes into sight — the burning bush. Before it you should praise God. You can praise Him for anything, Davis says, including sand castles, snowmen, popcorn, bubbles, isotopes, and sand crabs.


November 28, 2014admin 6 Comments »


6 Responses to this entry

  • Dark Psy-Ops Says:

    From a brief look it seems I’m not the only one who can find nothing worth praising God about.


    Posted on November 28th, 2014 at 4:17 am Reply | Quote
  • Manticore Says:

    “…and sand crabs.” That’s just eerie.


    Posted on November 28th, 2014 at 4:29 am Reply | Quote
  • Quote note (#134) | Reaction Times Says:

    […] Source: Outside In […]

    Posted on November 28th, 2014 at 5:49 am Reply | Quote
  • E. Antony Gray (@RiverC) Says:

    16 colors seems a bit much. I was thinking CGA (4 colors) was closer to the Old Testament ideal


    Mike Reply:

    I’m pretty sure CGA was 4-bit colour (ie. 2**4 colours), not 4 colours. Don’t think it supported 640×480 though.


    E. Antony Gray (@RiverC) Reply:

    Yes, though it was effectively four color. What matters more than the total number of colors is the number that can be displayed at once. For instance, the NES was an 8-bit system, which meant it actually supported 256 colors, but could only display (IIRC) sixteen at a time. Thus the massive number of palette swaps in such games.

    CGA programs were notorious for palette swaps between the 16 basic colors. AFAIK EGA was the same issue: something like 256 total colors but only could show 16 at a time. It’s not until XVGA, I think, that you get parity between palette and total color space — effectively removing the need for constant palette swapping. Palette swaps were still used in many 2d games (and indeed, any game that has sprites still uses palette swaps in theory) because it allowed them to create more varieties of graphics without creating new graphics.

    Anyway, I think CGA was actually 3 colors + black (two bits for color in the actual graphics.) You could map those bits differently if you wished.


    Posted on November 28th, 2014 at 2:21 pm Reply | Quote

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