Acmlm's Board - I2 Archive - Programming - JESUS scripting engine for GBA developers
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Kyoufu Kawa
Posts: 1241/2481 |
Now that my local copy of Jesus has been upgraded to have an amount of personal Script RAM and the simple math functions to go with it, not to mention subroutine support (including a stack that you can blow with enough recursion), it's time to write a compiler.
*Kawa-oneechan coughs a bit and taps the mike
Jesus I am overjoyed, to meet you face to face. You've been getting quite a name, aaawl around the place... |
HyperLamer
Posts: 3447/8210 |
Originally posted by Kawa-oneechan Somewhere in the finished product must be a line that reads "JESUS scripting engine by Kyoufu Kawa and Cearn" or something to that effect.
Sure, I'll just have it pop up when you press up, up, down, right, R, select, B, left, up, L, L, R, B, select, R, down, right, start at the title screen.
Also, rofl @ the first line... Reminds me of the intro for the English CCS though. (Yes, I saw it. Ouch.) |
Ailure
Posts: 8132/11162 |
Jesus god, this would be so useful if I ever got around with GBA devolopment. Especially when my plans needs a scripting engine of some sort. |
Kyoufu Kawa
Posts: 1221/2481 |
Earth -- Wind -- Double E -- Holy Water -- SPLEEN! By your powers combined, I AM JESUS H. CHRIST!
I needed a nice scripting engine for Catnip Dreams, so me and Cearn wrote one from scratch. Cearn mostly did lowlevel stuff like how to properly do pointers and how to avoid alignment problems, stuff like that. I wrote the actual interpreter.
Anyway, it's called JESUS and reeks of Rubikon
The thread on GBADev that holds the code and more info
At a glance, here are the three rules for using JESUS:
1) Somewhere in the finished product must be a line that reads "JESUS scripting engine by Kyoufu Kawa and Cearn" or something to that effect. 2) I want to know when, where and by who it's used. 3) Any really cool additions would be nice to know of.
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