Mail Archives: djgpp/1996/07/30/07:15:18
Xref: | news2.mv.net comp.os.msdos.djgpp:6567
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From: | A King <nuking AT p3 DOT net>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Gnu cross compiling?
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Date: | Sat, 27 Jul 1996 21:06:52 -0700
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Organization: | Surf Network
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Lines: | 25
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Message-ID: | <31FAE75C.6824@p3.net>
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NNTP-Posting-Host: | dialin46.p3.net
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Mime-Version: | 1.0
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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a friend and I are designing a game, and the probable language for design
was DJGPP. Then, I had a great idea... since the game was going to be
an RPG (variation on tile-based isometric design), I figured that a
mark-up language could do most of the mundane things like "drawmap" and
"drawchar", etc., and this "TBML" (tile-based mark-up language) file
would be compiled down into a file readable by the main .EXE. Then, my
friend suggested rather than using the EXE to read the file, doing
something a little different : much like emulators read ROM images, the
..EXE of the game would basically be an "RPG CPU" emulator, and the actual
game (Infinitum) would be the ROM. This would allow simple portability
(much like how Virtual GameBoy (VGB) has ports in Linux, SunOS, MS-DOS,
Windows, Power Mac, etc.), and the creation of sequels easily. He
suggested creating an Virtual RPG CPU assembly language (ViRAL), and then
using a high-level language (i.e. C, or TBML) for Infinitum (ROM image).
But rather than creating everything (C compiler, linker, ViRAL compiler,
etc.), he said something about "speccing out a processor in DJGPP's
cross-compiler" (or something similar). I was wondering if a) this was
possible, and b) how to go about doing this. If anyone has ANY info
(DOCs, experience, etc.), please respond to me, either via news or
e-mail.
Thanks,
Gary King
nuking AT p3 DOT net
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