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SCRIPT-8: An 8 Bit Fantasy Computer Programmed with Javascript

script-8.github.io

51–60 of 63 posts

Re: SCRIPT-8: An 8 Bit Fantasy Computer Programmed with Javascript

#51

Hello everybody, author here. I hope you enjoy my tiny project. Regarding language, I chose Javascript for three reasons: - the (ab)use of `eval` lets you do all sorts of sorcery, like instant evaluation - the JS Redux library makes it easy to work with state, and I couldn't have implemented SCRIPT-8's time-traveling debugger without it - I dream in Javascript I love Lua's small footprint, and very early on I conside…

> I dream in Javascript

You have my deepest sympathies.

Re: SCRIPT-8: An 8 Bit Fantasy Computer Programmed with Javascript

#52
post #27

I'm super jazzed about this. Wonder if there's anything gained by compiling to web assembly? Thanks for making this.

I’m sorry, did you say jazzed ?

You can just go reread it. There's no need to apologize.

Re: SCRIPT-8: An 8 Bit Fantasy Computer Programmed with Javascript

#54
post #44

I find kind of disingenuous that the page does not mention PICO-8 at all, which is the obvious inspiration for this project, starting from the name. Many people who are in the scene, as it were, do know PICO-8 and know to draw the parallels, but it'd still be nice to link back to https://www.lexaloffle.com/pico-8.php somewhere...

That's a fair point. SCRIPT-8 is inspired by many projects, and PICO-8 is definitely one of them. I'll make sure to add a note.

Re: SCRIPT-8: An 8 Bit Fantasy Computer Programmed with Javascript

#55
post #36

Hello everybody, author here. I hope you enjoy my tiny project. Regarding language, I chose Javascript for three reasons: - the (ab)use of `eval` lets you do all sorts of sorcery, like instant evaluation - the JS Redux library makes it easy to work with state, and I couldn't have implemented SCRIPT-8's time-traveling debugger without it - I dream in Javascript I love Lua's small footprint, and very early on I conside…

This looks fun! Would be great to have something that catches runtime errors and highlights them in the source code. Then, of course, code completion etc to make it easy to find stuff. I started working on a bit similar project some years ago (I unfortunately abandonded it...) but I got one thing right: the ability to highlight the erroneous line. See http://write-a-game.herokuapp.com/ and try to call a non-existent…

Good idea. This would be useful for sure.

Re: SCRIPT-8: An 8 Bit Fantasy Computer Programmed with Javascript

#56

This looks incredible ! Real time editing, time travel ... and integrated sprite, map, and music editors are a real plus. Only thing is the default color palette that is great but I wonder if we can change it ? For people complaining about JS vs Lua : go have a look at Amulet. This is not a fantasy console but also has an online editor and is perfectly suited for retro games. Just have a look at "Defender of the Weep…

Thank you for the kind words. I have no immediate plans for changing the palette, but you should open an issue here https://github.com/script-8/script-8.github.io.

Re: SCRIPT-8: An 8 Bit Fantasy Computer Programmed with Javascript

#59
post #50

Unlike most, I don't see a problem with it being Lua or JavaScript. I'm just curious why people pick such high-level languages in the first place. I'm planning to make a fantasy computer myself (basing it off the z80), and would never think to make it scriptable in something other than machine code.

Because we had BASIC on 8 bit home micros and those languages are the natural successors.

But BASIC on those computers was interpreted, and thus far too slow. Even the C compilers weren't that great. Every real game, AFAIK, was written in 6502 assembly.

Re: SCRIPT-8: An 8 Bit Fantasy Computer Programmed with Javascript

#60
post #59
post #50

Earlier quoted context omitted.

Because we had BASIC on 8 bit home micros and those languages are the natural successors.

But BASIC on those computers was interpreted, and thus far too slow. Even the C compilers weren't that great. Every real game, AFAIK, was written in 6502 assembly.

True, yet it made lots of kids happy to try out programming their own games and now they work across the industry, including myself.

Not everything is about the ultimate performance.

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