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- Subject: RE: Lua on Gameboy Advance
- From: "Josh Martel" <josh@...>
- Date: Wed, 13 Mar 2002 16:26:31 -0600
Excellent! 17k is tiny, I'm glad to hear it's possible. I think I'd
like to get it going on my own so I'll be that much more familiar with
it, but thanks for the offer anwyay. I may have a question for you from
time to time, though :) If I come up with anything interesting I'll let
you know.
Thanks,
Josh
> -----Original Message-----
> From: owner-lua-l@tecgraf.puc-rio.br
> [mailto:owner-lua-l@tecgraf.puc-rio.br] On Behalf Of Brian Swetland
> Sent: Wednesday, March 13, 2002 3:39 PM
> To: Multiple recipients of list
> Subject: Re: Lua on Gameboy Advance
>
>
> [Josh Martel <josh@joshmartel.net>]
> > Has anyone had any experience getting Lua to compile/run on
> a Gameboy
> > Advance?
>
> I've done so -- if you pull out the compiler side, leaving just the
> bytecode runtime you can get it down to about 17K of THUMB code ...
> not too shabby. Provided you have enough libc-ish support (and you
> don't need a lot), it's pretty easy to compile. One fun thing I
> did was build luac into the remote debugging tool I built so you
> can type one-liner lua programs in and have them byte-compiled and
> shot over to the GBA to fiddle with the current state of things.
>
> Unfortunately this stuff is pretty hackish right now, but if there
> is interest, I could try to clean it up enough that I wouldn't be
> too embarrassed about putting the sources online somewhere.
>
> An earlier version of the remote console stuff is online at
> http://www.frotz.net/gbadev/ -- one of these weekends I hope to
> update all this and include the lua stuff as well.
>
> Brian
>
> --
> Brian Swetland ..: | "This patch fixes the Problem of Evil and
> swetland@frotz.net | the dangling-else ambiguity." -- acb
>