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Reply | Forward Message #9723 of 15019 |
Re: [gbadev] Lua

yo list,

i have been on this list for a while but have just been reading until this
post.

anyway, we are using lua at work since we have wrapped our 3d engine with
lua calls. i have in fact thought of using lua for gba aswell but the
problem is offcourse that in order to do so someone has to make wrapper
functions at C level for all the functionallity one would like to access on
the lua-level. i could do it myself but has definitely not time now and it
might be a great amount of work depending on how much functionallity one
want to add in. Jeff's gfxlib might be a good starting point.

i would really like to see a good lua environment to do gba stuff with.
should be great for making prototyps and such. and i belive that everything
that simplifies development (lua is really easy to get a grip on) for all
non asm gurus out there should benefit the whole comunity in the long run.
well, if anybody doesn't do this now, i might do it later myself. time will
tell.

/dan

----- Original Message -----
From: "Mike Wynn" <mike.wynn@...>
To: <gbadev@yahoogroups.com>
Sent: Friday, 01 February, 2002 00:45
Subject: Re: [gbadev] Lua


> I doubt it ....
> its a scripting lang, well it's designed to be embedded in a C app, you
> might use it for AI scripts, but as the GBA has no file system they would
be
> hard coded, so you might as well just use C.
>
> its gcc compilable, and from the docs it should be small enought to build
> for gba
> not too sure how exactly you woulds get you script in. I guess you might
> want to experiment with serial comms to upload programs :)
>
> I guess you've been to
> http://www.lua.org
> you can get the source from
> http://www.tecgraf.puc-rio.br/lua/download.html
> (which _should_ compile with the gba gcc)
> and there's an IDE of sorts (designed for embedding Lua in win32 apps)
> http://home.t-online.de/home/KZerbe/edelua.htm
>
> I suspect that you are the only person who has thought about using Lua on
a
> GBA
> Mike.




Fri Feb 1, 2002 9:43 am

superike9000
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Message #9723 of 15019 |
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hey all, i have heard about lua and great a programming language it is. has anyone used it for the gba and how? thanks...
scn700
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Jan 31, 2002
9:35 pm

I've used it, and it's great! There is a problem because it's written using setjmp and longjmp, so you will have to get into the code a little and override...
Javier F. Otaegui
despotismo2
Offline Send Email
Feb 1, 2002
8:43 am

I doubt it .... its a scripting lang, well it's designed to be embedded in a C app, you might use it for AI scripts, but as the GBA has no file system they...
Mike Wynn
mike.wynn@...
Send Email
Feb 1, 2002
8:43 am

yo list, i have been on this list for a while but have just been reading until this post. anyway, we are using lua at work since we have wrapped our 3d engine...
Danjel Rydén
superike9000
Offline Send Email
Feb 1, 2002
10:10 am

If yuo were going to port a language to GBA for prototyping, isn't a langauge like D a better choice ? Mike....
Mike Wynn
mike.wynn@...
Send Email
Feb 1, 2002
12:47 pm

Lua is my choice, it's fast, small and really powerful. ... From: "Mike Wynn" <mike.wynn@...> To: <gbadev@yahoogroups.com> Sent: Viernes, 01 de...
Javier F. Otaegui
despotismo2
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Feb 1, 2002
1:29 pm

I am just about to implement some sort of game logic engine for a GBA game. One option that struck me was to make the level editor create C++ source for...
Emil Arkman
emil_arkman
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Feb 16, 2002
1:53 pm

uhm, lua could be compiled to use either doubles, floats or longs. longs seems just about perfect for gba. check the top of the config file. and yes, it is...
Danjel Rydén
superike9000
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Feb 18, 2002
4:26 pm

Yeah I noticed the preprocessor stuff later on. My first conclusion was from reading the doc instead of browsing the code (I know I'm such a sucker). However,...
Emil Arkman
emil_arkman
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Feb 18, 2002
6:04 pm
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