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
... 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...
... 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. ...
... 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...
... 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...
Hi. My two cents. ... In theory, not too much. In practice, overhead -- scripts are generally interpreted, usually at a bytecode level; scripting languages...
... 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...
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@...
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...
... 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...
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...
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...
... 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...
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 +...
... 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...
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 ...
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...
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...
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...
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...
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...
... 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...
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. :) -- ...
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...