On Tue, Aug 12, 2003 at 04:55:19AM -0000, Damian Yerrick wrote:
> What is the fundamental difference between scripts and C anyway?
In theory, not too much. In practice, overhead -- scripts are generally
interpreted, usually at a bytecode level; scripting languages usually
have all the storage issues hidden from view, usually with automatic
variable creation (on a stack) and a garbage-collected memory allocator;
scripting languages almost always have a larger runtime support system
than C, especially if they support lisp-ish eval and similar.
IMO, the real issue is that if you really want to push the boundries on
the GBA, you can't always afford those overhead issues. A game like
Maniac Mansion is the perfect example of the style of game where
scripting is great... you're unlikely to be doing all that much in
realtime except some decompression, there's lots of special case game
logic for different areas, and the game's entities don't have much to do
in terms of AI.
Also, scripting languages are often used with the consideration that the
designers can write in them, and test with them, more easily than they
could in C. Of course, this only applies with a certain set of games.
There will always be people who frown on any language that isn't C,
especially languages with the overhead of the typical scripting
language; but on the GBA, for many games, they're right.
(What I don't get is why no one considers any of the nice modern
languages for their game logic code, like modula3, or even ocaml or
sather)
... 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...
G> whats LUA ? :=P http://www.wikipedia.org/wiki/Lua -- porneL Have you ever imagined a world with no hypothetical situations? [ http://pornel.ldreams.net ] GG...