Re: C'RAP Re: New Programming Language Being Developed!!
- Posted by Mike The Spike <mtsreborn at yahoo.com> Jan 30, 2001
- 656 views
--- Mike Swayze <mswayze at TRUSWOOD.COM> wrote: > Mike, > I draw triangles for a livin man, and am just gettin > into 'hackin' the > gameboy (Gamejack and cartridge ready and waitin). > No hard coding exp. > here(read C or ASM), but am real familiar with what > is there. > Q: how dificult to put together an IDE, (sans map > tile editor) where C'RAP > cut easily be cut and pasted. Download Gameboy Development Studio, http://www.geocities.com/eureka/9827/. It features a map and tile ditor, plus one-click-compilation. Set your preferences to use CRAPC.EXE instead of LCC, SDCC, whatever. Then you can code using this Gameboy IDE, click a button and have it to compile and run your program using a GB emulator like NO$GMB (my favorite), or write your C'RAP program to your Gamejack after compilation using the dev studio's ROM burning feature. Man, let me tell you something, coding for the Gamebo is a royal pain in the ass, wether you use ASM or C. GBDK has so many bugs in it you can't believe it. I actually compiled a Euphoria To C translated program with GBDK per accident, and to my amasement it actually compiled without errors! This is insane! Plus, it's hard to code graphics and sounds for the gameboy once you learned/know C. set_sprite_pal()? set_tile_data()?? 10 sprites MAX per scanline? 32Kb of RAM? Sprite RAM? VRAM? Background, Window and Sprite layers? LCD_OFF() draw_crap() LCD_ON() or you're ROM will come crashing down in flames?? Thankfully, the following program compiles and runs perfectly using C'RAP; array image of integers . set image to call repeat call repeat 0,160 ,144 . call set_graphics_mode 320,200,8 . call draw_image 0,0,image . It draws a full-screen image at location {0,0}, wich in this example, is composed out of black pixels only. The image is 160*144, so it takes up the entire gameboy screen. It first sets the graphics mode to 320*200 in 256-bit colors. Since the gameboy screen is 160*140, only the first 160*140 pixels will be displayed when compiled for Gameboy. Compile it with CRAPC.EXE into ANSI C source, and if you, for example, compile the source produced with DJGPP, your program runs under DOS. Compile it with GBDK, and your program runs on Gameboy. Great for writing Console programs, as you don't need an emulator to test out your program! (Simply compile it with a C compiler for the PC, and run it as a PC program!). Also, once you write a game in C'RAP for, for example, DOS, without changing even one line of code, you can recompile it to run on Windows, Linux, Playstation, Mac, BeOS, Gameboy, etc. Offcourse, you have to be carefull with your memory usage, as a Gameboy doesn't have as much memory as a PC. Easy eh? Almost easier than Euphoria! Mike The Spike > Swayze > mswayze at truswood.com > kswayze at bellsouth.net > > ----- Original Message ----- > From: "Mike The Spike" <mtsreborn at yahoo.com> > To: <EUforum at topica.com> > Sent: Tuesday, January 30, 2001 2:22 PM > Subject: Re: C'RAP Re: New Programming Language > Being Developed!! > > > > NP man! > > Nice to see a GBDK coder on this list. > > > > Only the Pascal Felber editions of GBDK are > supported, > > though. > > The new ones by Michael <insert last name> use > SDCC > > with a fake LCC frontend. > > SDCC does not fully support the ANSI C standard. > > > > For the record, > > I am doing the C'RAP GBDK output code since > PlayDude > > can't code for the GB. > > So any suggestions after the first release of the > > translator are appreciated too. > > C'Rap programs run pretty fast on the GB/GBC using > > C'Rap To C. > > The smallest variables are long longs, ie. 32 bit > > ints. > > But when you create an integer wich stays smaller > than > > number 255, it will be implemnetd as a GBDK > 'unsigned > > int' (= 1 byte). > > They run without too much limitations eighter. > > Only things not supported in C'RAP on the GB are: > > file i/o, +4bit sounds. > > SVGA graphics are supported using the HiColor > hack, > > and APA graphics using Jeff Fieldings' APA > graphics > > lib. > > > > The rest of the C'RAP runtime routines are > implemnted > > using the GBDK/ANSI C library. > > > > ROM bank switching is automatic, too. > > > > I might be able to get the first release ready by > > tomorrow, maybe even in about 8 hours. > > Bill allready did most of the work before I > decided to > > help him out with the project. > > > > You can be the main Beta Tester for Gameboy, then > ;p > > Get your name in the credits :p > > > > > > Later man! > > > > > > Mike The Spike > > > > --- Mike Swayze <mswayze at TRUSWOOD.COM> wrote: > > > let us no when ya need someone to beta test, > > > (GBDK...I'm all ears) > > > > > > Swayze > > > mswayze at truswood.com > > > kswayze at bellsouth.net > > > > > > > > > > > > ____________________________________________________________ > > > T O P I C A -- Learn More. 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