Take Over The Galaxy with GitHub (DCPU16 support)
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Re: Take Over The Galaxy with GitHub (DCPU16 support)
#2https://github.com/krasin/llvm-dcpu16/
C compiler support for dcpu16!
In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#3Ok after seeing the assemblers/VM's last week I wasn't expecting to see much new this week.. then I saw this: https://github.com/krasin/llvm-dcpu16/ C compiler support for dcpu16! In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#4Ok after seeing the assemblers/VM's last week I wasn't expecting to see much new this week.. then I saw this: https://github.com/krasin/llvm-dcpu16/ C compiler support for dcpu16! In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)
It could run JavaScript, but this is a 16-bit processor we're talking about here, with minimal RAM. It's more likely we'll be using C and BASIC ;)
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#5Ok after seeing the assemblers/VM's last week I wasn't expecting to see much new this week.. then I saw this: https://github.com/krasin/llvm-dcpu16/ C compiler support for dcpu16! In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)
It could run JavaScript, but this is a 16-bit processor we're talking about here, with minimal RAM. It's more likely we'll be using C and BASIC ;)
If the current level of interest persists, by the time the game launches, I imagine that the vast majority of people will be downloading and running programs written by others. These will have been pored over and optimized to an extent that most of us would be unable to achieve by ourselves, and it will not pay to roll your own trivial implementation. I'd be curious to see what Notch can do to still encourage people to learn how the CPU works themselves. If the environment and game dynamics are rich enough, perhaps this will not really be a problem?
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#6Re: Take Over The Galaxy with GitHub (DCPU16 support)
#7Re: Take Over The Galaxy with GitHub (DCPU16 support)
#8Ok after seeing the assemblers/VM's last week I wasn't expecting to see much new this week.. then I saw this: https://github.com/krasin/llvm-dcpu16/ C compiler support for dcpu16! In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#9Earlier quoted context omitted.
It could run JavaScript, but this is a 16-bit processor we're talking about here, with minimal RAM. It's more likely we'll be using C and BASIC ;)
Yeah this seems like the exact scenario where hand-rolled assembly and perhaps some hand-optimized C will really shine. You don't see a lot of embedded processors running javascript, for example. If your ship can process data and respond 5% faster than an opponent's, all other things being equal, you will come out ahead. If the current level of interest persists, by the time the game launches, I imagine that the vast…
Have some ship customisation stuff tied to assembly programming. People love changing the colour of carpets or wearing hats or collecting and displaying fossils.
Then allow the community to create simple how to guides - "This program will do $THIS_THING; here's how it works; now try to change it to do something slightly different."
I guess Codecademy should have a DCPU section too.
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#10Ok after seeing the assemblers/VM's last week I wasn't expecting to see much new this week.. then I saw this: https://github.com/krasin/llvm-dcpu16/ C compiler support for dcpu16! In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)
It could run JavaScript, but this is a 16-bit processor we're talking about here, with minimal RAM. It's more likely we'll be using C and BASIC ;)
The task builder.
TKB allowed (much) larger applications to run in the address space of a 16-bit DEC PDP-11, using what were called overlays, and overlay trees.
With overlays, the application call tree within an application was analyzed and implemented to allow various sections of code within a tree of subroutine calls to be paged out to backing storage.
If the underlying "processor" is fast enough and if you have enough swap space available, then you can stuff a whole lot of code into a 16-bit address space. Just not all loaded in physical memory at once.
And debugging it... Shudder...