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Touched Touched is offline

Visitor Messages

Showing Visitor Messages 1 to 10 of 24
  1. karatekid552
    6 Days Ago 09:43 PM
    karatekid552
    I guess knowing C better than hello world would really help with this....

  2. itari
    6 Days Ago 06:35 PM
    itari
    I saw that about the alpha. And, I'll see what I can do about a Mac port.

  3. itari
    6 Days Ago 08:56 AM
    itari
    Sorry for not working on Subscript for a few days. I've had some stuff to take care at home.

  4. karatekid552
    6 Days Ago 07:24 AM
    karatekid552
    Can you show me how to bind things into C?

  5. karatekid552
    1 Week Ago 07:51 PM
    karatekid552
    Yup, much better than mine. Is it compatible with Python 2.7? I think bytes() has a different structure but I could be wrong.

  6. karatekid552
    1 Week Ago 07:57 PM
    karatekid552
    Let me see it man.

  7. karatekid552
    2 Weeks Ago 06:59 PM
    karatekid552
    Hmm, I think that should work....

  8. NearEDGE
    2 Weeks Ago 03:00 PM
    NearEDGE
    I actually only use PKSV. It's more of an interpreter on top of an interpreter. It's essentially the same deal as byte code, but lower level. The poke script is above ASM, but below C. It's essentially what would happen if you made a programming language that's just a series of sub routines, but without the refinements and automation that make higher level languages what they are.

    I guess I don't understand what you want to do, please explain.

  9. NearEDGE
    2 Weeks Ago 12:10 PM
    NearEDGE
    I'm not treating you like an idiot. If I don't know what you know I just explain things a bit more than I normally would.
    Like, we have to declare our strings by hand because of the limitations of working with a ROM. Before we could have a tool that allows us to freely declare strings(constants in general, really) we have to have a tool that fully decompiles and recompiles the game, which just simply isn't going to happen.
    You know, there are spatial constraints. The only way to get around those is to first double the ROM size and work from the new space. Then you can declare strings and other things without having to be able to de/re compile the whole game.
    Also, keep in mind that when you're writing scripts here you're not actually compiling anything. That word gets thrown around a lot I've noticed, but it isn't actually a correct usage. Another thing I meant about the whole missing abstraction layer thing is that scripting for pokemon roms is 1:1 with the binary file, which isn't something that happens in ASM even.

  10. NearEDGE
    2 Weeks Ago 11:05 AM
    NearEDGE
    Because that's how all binaries work. You must keep in mind that you are not scripting in some php file, you are modifying binary data.

    This is the sort of thing I meant when I said there's a missing level of abstraction. When you use an IDE with a high level language, you can make as many variables as you need and they can be whatever you want them to be. At compile time they'll be baked into the binary the way the strings we use in PKSV already have been. There is also no way to get around having to have your strings declared before you use them. It is highly unsafe to have them automatically generated in a ROM editor. It would be different if you were making the game from scratch, but since there are already a bunch of other scripts with their own strings and actions. They MUST be handled delicately to avoid corrupting other data.

    To be honest, when they made the pokemon games I'm sure they used an editor that made these scripts for them from some other language, a high level language where variables and mathematics could be done easily. I really wouldn't be surprised if these blocks were made by a modified GCC toolchain actually.

    I do a lot of Windows programming using C#, or C++ primarily. I also do C, Java, Lua, PHP, JS, and whatever else. Pretty much whatever I have to use to achieve a goal.

    I'm also not sure what example you were talking about.

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