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Scripting on the GBA   Message List  
Reply | Forward Message #14464 of 15019 |
Re: [gbadev] Re: Scripting on the GBA

On Friday 08 August 2003 14:56, Colin Brown wrote:

> 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.

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.

> * making changes during program execution would require either an
> interpreted language(too slow)

who tells you that its to slow? maniac mansion uses interpreted scripts on the
c64 (1mhz,8bit cpu) and it obviously works ok.

> or compilation on the fly (on a gba?)
> you would also need a console and some way of hooking up a keyboard.

self modifying code?

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

no, thats just an assumption - have you ever tried? it would for sure kill
*some* performance, but not much. and unless you are writing an action-filled
hi-tech shooter/arcade/whatever you can live with that.

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

load them to SRAM ? (and who's telling you that you cant have a "normal"
filesystem? i'd assume that most real dev-environments actually DO have that)

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

not more than for a usual c-compiled program. probably even less.

> 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?)

with scripts you can usually develop your stuff much faster than without one.
bugs in scripts can be located more easily (the script interpreter can help
with finding them by itself, printing ill-conditions to console, whatever).

i'd personally suggest you to think about how you would write a graphical
adventure thingy (like maniac mansion) _without_ using some sort of scripting
- you'll answer all your questions yourself

gpz




Mon Aug 11, 2003 3:27 pm

groepaz2000
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Message #14464 of 15019 |
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... 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

wow :) i guess that if you have a good enough compiler, that kind of approach will always work well... though it's totally OT, did working in lisp help the...
lx
lordBosh
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Aug 18, 2003
11:08 am
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