Subject: [stella] VCS C programming From: Ben Larson <benjamin_e_larson@xxxxxxxxx> Date: Tue, 17 May 2005 15:13:59 -0400 |
Hey everyone, long time no see (or talk rather). I know this has been brought up in past on the list, and the general consensus is that programming using a C compiler wouldn't work, due to the nature of kernels, but I thought I might resurrect the idea with a slightly different twist and get some input. But firsly, I might also add that abstraction is kind of one of my interests in computer science, which is the main reason I'm interested in this, since it's such a challenge with the VCS. With that said, I guess what I kind of envision is something very low level, building on what Adam Wozniak did in the past with the CC65 compiler - i.e. basically using C structs to represent the TIA and RIOT. My idea is to perhaps add to this with some general structs and unions to represent player objects, missiles, ball in RAM; some #defines to represent bitmask constants for various operations; and a bunch of macros for routine operations. Kernels for experienced people would still be in ASM. Noobs could use C to write simple kernels and get their feet wet. I perceive that the possible benefits of this would be faster development (due to the availability of higher-level programming constructs), easier to read code, and more people interested in the hobby. Possible drawbacks, of course, would be that the non-kernel code might not be quite as efficient, or that lots of crappy games would be made by noobs. :) Thoughts? __________________________________ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://stella.biglist.com
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