On Tuesday 12 August 2003 06:55, Damian Yerrick wrote:
> What is the fundamental difference between scripts and C anyway?
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
difference, whatever you can do in C you can do with a script (with varying
degree depending on your scriptlanguage/interpreter etc)
the only real difference is that script languages can be designed specificilly
for a task, and made as simple as possible at the same time so "designers"
(not "pogrammers") can edit them. (very common in larger development teams)
... 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...
How does small compare to LUA? Emil ... From: Groepaz To: gbadev@yahoogroups.com Sent: Monday, August 04, 2003 7:55 PM Subject: Re: [gbadev] Re: Scripting on...