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affection wrote:
We know that the Virtual Boy is't a powerhouse but our own programming langauge called 'CrystalScript' cuts out alot of hassle over high level programming langauges have, by still allowing some low level features such as memory allocation so you still have the control and better optimation than most high level languages.
The Virtual Boy with an unmodified original FlashBoy has only 64KB of working RAM-- 8KB of additional SRAM if you have a FlashBoy+. A generic memory allocator with its required overhead probably would have little use within such boundaries. Most games I see try to use statically allocated RAM (usually just temporarily) and try to offload generation of things like LUTs and other data to the compile phase, rather than at runtime, to take advantage of the comparatively ample ROM space.
Unless you're just learning the basics or making a very simple game, the VB really isn't the place for high-level "scripting" languages. If you want to make a serious VB game, using C and dropping down to V810 assembly in critical sections is the only practical way to do it. The community's biggest struggle within the past few years has been getting our toolchain cleaned up and modernized from an ancient version of GCC 2 built back in the mid 90s.
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Now what we're most happy about over here is the the compiler we've created, it isn't like C where the compiler is Trans-compiled, our language is compiled using a technique called Machine code generation, that compiles staight to Binary without steping down to an other language.
So... you created the equivalent of GCC? :P (I kid, I kid)