oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Mar 22, 2007 22:43:30 GMT -5
hi, I'm working on basiegaxorz again. I'll try to be releasing the latest release with those multi-dimensional arrays, functions+subs, and sega cd data loading things. Right now, i'm trying to add to the documentation. The next steps after that are to heavily test the compiler for errors and bugs, and then write some more descent examples that use the new features I dunno if i'll include more 32x support - so the most you guys will be proably getting out of the 32x is just using it to display high color images
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Post by jlf65 on Mar 23, 2007 15:56:15 GMT -5
It would probably be better to just do an ELF loader function and do the SH2 code in C and cross-compile. That would make it fairly easy to do accelerated routines via the SH2s. It would also mean the fewest changes to basiegaxorz.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Mar 25, 2007 6:14:36 GMT -5
i dunno what good programming in c for the 32x would be for basic programmers that are compiling code for the 68k i don't think there's a real good use for the 32x except for doing math. accessing memory on the the 32x is very very slow, and tricks have to be done to achieve anything good actually
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Post by Tom Maneiro on Mar 25, 2007 10:35:34 GMT -5
Just a silly question. I know that this may not be possible due to the Genesis architecture, but... is there a possibility to expand the VRAM of the system? (like using a portion of the main RAM or doing as the "NES style": put VRAM chips in the carts).
That would be nice because sometimes the programmer may struggle with the 64K of VRAM to fit complex graphics (doing tricks like using the Window plane space are dirty tricks, but may screw something in the future). If this is not possible, at least provide easy routines to draw graphics with the 32X ;D
Any plan to implement PWM support? Nobody cares, but Sega put that chip there for some reason...
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Mar 26, 2007 21:37:37 GMT -5
there's no way to expand the video memory i think 64k is sufficient for a lot of things - i mean you can totally make a cool game using like 4 tiles, and only using 1k or vram or so i can make routines to make drawing easy (like in dos basic), on the 32x. drawing lines, circles, elipses, rectangles, and filling in spaces could be no problem because i can make those routines run in 32x ram (and maybe it'll be possible to make a very fast raycaster in basic) no pwm support. i dunno of any other person that could benefit from using the pwm, except for you maybe. the main reason the pwm is there is to play very small instrument waveforms
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Post by jlf65 on Mar 28, 2007 0:00:21 GMT -5
there's no way to expand the video memory i think 64k is sufficient for a lot of things - i mean you can totally make a cool game using like 4 tiles, and only using 1k or vram or so i can make routines to make drawing easy (like in dos basic), on the 32x. drawing lines, circles, elipses, rectangles, and filling in spaces could be no problem because i can make those routines run in 32x ram (and maybe it'll be possible to make a very fast raycaster in basic) no pwm support. i dunno of any other person that could benefit from using the pwm, except for you maybe. the main reason the pwm is there is to play very small instrument waveforms You might read through this... www.petesqbsite.com/sections/tutorials/zines/qbtimes/9-doom3d.html
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Jun 21, 2007 23:59:54 GMT -5
okay, so here's the current status of basiegaxorz: i'm almost finished documenting some of the compiler additions to the manual. it seems like updating the manual with the newer stuff takes longer than actually coding them into the compiler . if there's anyone out there that's willing to write a better manual for me, then that's great -> i actually want to start making a new fancy manual where there are examples included for each commands too, but that takes up a lot of my resources i haven't added anything new to the compiler lately. seems like the compiler is working with the the stress tests i've been giving it i guarantee that you basiegaxorz guys will be happy with the newer release also, i want to do a compiler port to the dreamcast, eg: make basiegaxorz compile programs to run on the sega genesis. i want to make everything exactly the same, as if it were running on the sega genesis (same vdp system, same sega cd commanding, but running like 10 times faster). also, i'm finding out that the sh instruction set is good for this compiler , like creating code with basic should run just as fast as code created using c
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Post by Tom Maneiro on Jun 22, 2007 11:31:07 GMT -5
Just an idea: You could rewrite the BasiEgaXorz IDE in Java (although the expresion parser could be a nightmare, as i've learned in my "Advanced Programming Techniques" classes), let the OSX_x86/Linux users run SNASM through an emulator, and you get instant portability and a zillon of new Genesis/DC coders
If you're crazy enough, write your own SNASM68K replacement... one for today's Win32/Linux, not for that awfully old DOS.
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Post by evildragon on Jun 22, 2007 11:38:09 GMT -5
i would so love support for PPC OS X users, like me.. i hate having to get out my PC laptop all the time...
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Jun 22, 2007 16:53:10 GMT -5
the big problem with porting basiegaxorz to other pc's is what tomman said, snasm is a big problem (it's even still a real pain even on new windows machines) there's no way i'm writing a 68k assembler. i could use gcc-as, but i dunno, the assembler is very whiney on little things such as syntax (i use it to code all my dreamcast programs by hand) porting visual basic apps is getting very easy though . but i also figure that if you're using linux, you should be using c to code your genesis apps, haha edit: it took me seconds to google this tutorial like thing, haha . porting looks very easy www.realsoftware.com/support/whitepapers/portingvisualbasic/
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Post by Tom Maneiro on Jun 22, 2007 17:00:47 GMT -5
REALBasic is a pretty good VB replacement: i once ported a "electronic sports scoreboard" that i made on VB6 to MacOS 7.5 under 68K! (yes, it's my one and only Mac development), so a BasiEgaXorz port should be not very painfull.
As for GCC... it requires a LOT of patience (and reading of a LOT of manuals and howtos), but can do wonderful things once you master it.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Jun 22, 2007 17:09:57 GMT -5
i don't have a mac os computer so probably no mac os port
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Post by Tom Maneiro on Jun 22, 2007 17:14:52 GMT -5
You can always install "MacOSX_Pir@te_Edition.torrent" into your run-off-the-mill Core/Core 2 system, allowing you to compile for MacOS.
Is either that, find a way to cross-compile from Linux/Windows, or release the sources. AFAIK REALBasic can compile Windows EXEs from inside the Mac version with no additional work (just tick a box somewhere, compile, and you will have your Mac and Win32 executables in the same dir). Not sure if it can create Mac binaries from inside Windows, so you will need to check it.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Jun 22, 2007 17:30:13 GMT -5
okay, i could probably do that but then you're on your own on transferring your compiled assembly sources to a genesis rom
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Post by jlf65 on Jun 25, 2007 15:34:24 GMT -5
I posted this some time ago... vasm is a modern assembler for a variety of CPUs, including the 68K family, that runs on *nix or AmigaOS. Seems like the best bet for getting a more up-to-date, universal assembler. You'd use cygwin or mingw to compile it for Windows, and gcc for linux or OSX. sun.hasenbraten.de/vasm/
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