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Scripting on the GBA   Message List  
Reply | Forward Message #14463 of 15019 |
Re: Scripting on the GBA

--- In gbadev@yahoogroups.com, "JC Matthews" <kreedskulls@y...> wrote:
> Hello I were wondering if there is any info on Scripting for the
GBA.

to an extent, i'm being devils advocate here!

exactly what would the advantage be in using a scripting language
implementation on the gba?

I can see the point for a pc or next gen console game:
* scripts can be used unchanged for different platforms
* script changes and tweaks can be made during program execution
* keeping a sandbox environment for safe script execution
* scripts can be used without making a build, so non programmers can
easily add functionality

these things are IMO not easily applicable to gba:

* porting a gba game to other platforms: the gba is so different to
most other gaming hardware that it seems like it would be better to
just do a total re-write anyway.

* making changes during program execution would require either an
interpreted language(too slow) or compilation on the fly (on a gba?)
you would also need a console and some way of hooking up a keyboard.

* a safe sandbox virtual machine would surely have too big an impact
on performance for the puny gba cpu

* not having an interpreter or a normal file system makes it kind of
difficult to add scripts without compiling and linking.

* there will also be resource issues related to having to keep and
environment(stack etc) for each active script...

Ok, i'm sure there are ways to deal with the above points (i'd really
like to here them :)) but in the end even if there are work-arounds
and this stuff is doable, what extra does a scripting language give
you that is really worth the inevitable dent in performance? (and the
cost in implementing the scripting and learning to use the language?)

cheers

Col







Fri Aug 8, 2003 12:56 pm

colinraybrown
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Message #14463 of 15019 |
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... there are actually a bunch of "embedded" script interpreters around.... i would personally suggest to have a look at "small", which is (as the name ...
Groepaz
groepaz2000
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Aug 5, 2003
11:03 am

... GBA. to an extent, i'm being devils advocate here! exactly what would the advantage be in using a scripting language implementation on the gba? I can see...
Colin Brown
colinraybrown
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Aug 9, 2003
4:52 pm

... not really...many games can work by just rewriting the actual graphics part. imagine anything along the lines of point-and-click adventures for example. ...
Groepaz
groepaz2000
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Aug 11, 2003
8:06 pm

... Likewise, the core gameplay code (tetanus.c) of Tetanus On Drugs changed much less from PC to GBA than the I/O code did. Even on a 16 MHz machine, I/O...
Damian Yerrick
yerricde
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Aug 12, 2003
11:37 am

... scripts are interpreted (also true if they are precompiled to bytecode), while C is compiled into actual machine language. other than that there is no real...
Groepaz
groepaz2000
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Aug 12, 2003
12:01 pm

Hi. My two cents. ... In theory, not too much. In practice, overhead -- scripts are generally interpreted, usually at a bytecode level; scripting languages...
Julian Squires
erovonket
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Aug 12, 2003
2:30 pm

... You can find many games written in python (not for the gba btw), which i think is great. Here you have the best of both worlds - a language which has a...
Tom Badran
tb100badran
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Aug 12, 2003
2:49 pm

apparently jak&daxter (on the ps2) was mostly written in lisp ...well, i thought that was cool, anyway :) ... ...
lx
lordBosh
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Aug 16, 2003
10:29 pm

That's true (I worked on J&D) but the LISP dialect, GOAL, was actually compiled into R5900 native code, rather than being a scripting language. Even the...
Eddie Edwards
eddie@...
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Aug 17, 2003
6:02 pm

Hi all, The Apex Audio System (AAS) is an extremely efficient audio mixer and Protracker MOD player for the GBA. Its main features are a low memory footprint...
James Daniels
j_r_daniels
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Aug 18, 2003
11:08 am

... Attached is a benchmark comparison against Krawall which appears to support these speed claims. I ran the test on VisualBoyAdvance 1.5.1. I started with...
Pete Gonzalez
gonz1242
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Aug 20, 2003
7:36 pm

Hi Pete, ... I can't argue with that, although if there's demand then xm and s3m support can be added in future. ... You're right. I will expand the list of...
James Daniels
j_r_daniels
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Aug 21, 2003
10:45 am

Hi, ... I believe I have now fixed this issue. It was caused by r13 being used by the mixer. This doesn't cause any problems with Single and Fast Interrupts...
James Daniels
j_r_daniels
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Aug 21, 2003
11:19 pm

... Any change of getting the source or a linux binary for Conv2AAS.exe ? Thanks Tom -- ^__^ Tom Badran (oo)\______ Imperial College (__)\...
Tom Badran
tb100badran
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Aug 23, 2003
2:20 am

Hi Tom, ... Sure. I'll put together a Linux binary ASAP. -- Cheers, James. /\ apex James Daniels //\\ designs...
James Daniels
j_r_daniels
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Aug 24, 2003
3:00 pm

... Yup, I've confirmed that your update fixes the crashing problems. This also improved my success with some of the other problematic test files, however...
Pete Gonzalez
gonz1242
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Sep 4, 2003
12:58 pm

Hi Pete, ... You'll be glad to know I've now added support for the following effects: + 6: Vibrato + Volume Slide + B: Position Jump + E6: Set/Jump to Loop +...
James Daniels
j_r_daniels
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Sep 5, 2003
11:43 am

... I don't know, but having a 1-bit output could be useful for clocking purposes. For instance, a game with rhythmic background effects could use it to time...
Damian Yerrick
yerricde
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Sep 5, 2003
8:53 pm

Hi Damian, ... Ok, although of course that's not what "Set Filter" is supposed to be used for. In fact, used like that, it would be possible to send one of ...
James Daniels
j_r_daniels
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Sep 6, 2003
9:42 am

Hi Damian, ... Just thought I should let you know that this has now been added and will be in the next release. -- Cheers, James. /\ apex...
James Daniels
j_r_daniels
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Sep 6, 2003
3:18 pm

Forgive me for saying but your downloadable demo really does sound ike it distorts and crackles a lot. So much so I had to check my installation! This is even...
Martin Piper
fnagaton
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Aug 21, 2003
12:55 pm

Hi Martin, ... Are you sure that's not the samples in the MOD that are at fault rather than the mixer? I just played CreamOfTheEarth.mod in both AAS and Winamp...
James Daniels
j_r_daniels
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Aug 21, 2003
11:21 pm

Yeah I was comparing the quality of "Cream Of The Earth" with your demo and a quickly hacked together version with our internal engine on GBA. Those are the...
Martin Piper
fnagaton
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Aug 22, 2003
1:03 pm

Hi Martin, ... Ok, I'll investigate and see what I can do to increase the sound quality to Argonaut standards in future versions. -- Cheers, James. /\ apex...
James Daniels
j_r_daniels
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Aug 23, 2003
2:20 am

Aye "set filter" is pretty much unused in nearly all MODs anyway. :) ... From: James Daniels [mailto:james.daniels@...] Sent: 06 September 2003...
Martin Piper
fnagaton
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Sep 6, 2003
3:19 pm

Hi all, The new version of AAS I mentioned before has now been released. You can download it here: http://www.apex-designs.net/tools_aas.html The changes in...
James Daniels
j_r_daniels
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Sep 8, 2003
12:37 am

... I've implemented it in MASO System, yes. http://maso.r0x.free.fr...
Greg Saugis
joelouiz
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Sep 8, 2003
12:30 pm

Hi Greg, ... Interesting. How did you do it so that it wouldn't eat loads of CPU? -- Cheers, James. /\ apex James Daniels //\\...
James Daniels
j_r_daniels
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Sep 8, 2003
3:19 pm

... out[i] = (in[i] + in[i-1])/2 processed when clipping the mixing buffer surprisingly fast (and optional anyway) might be more difficult to implement if you...
Greg Saugis
joelouiz
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Sep 9, 2003
11:16 am

Hi Greg, ... I see. Neat! ... Well, not having an intermediate mixing buffer is certainly part of it, but if I told you more I'd have to kill you. :) -- ...
James Daniels
j_r_daniels
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Sep 9, 2003
11:28 pm
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