Fast-RPL version 0.6
Moderator: MaxCoderz Staff
Fast-RPL version 0.6
New version of fast RPL is Out, it include :
- a better editor (few improvement)
- Matrix
- Rand, Input , line, rect
- librairies support
- Mapping scrolling pixel by pixel routine ( really fast)
3 samples availables:
TUNNEL10 (a classical)
MARIODMO (a DEMO a mario like game, need Pic9)
CITYDEF0 (defend a city by detroying bombs before they fall, nice, smooth and fast... -> need Pic9)
Tutorials have been upgraded
Everything may be found on
http://tift.paxl.org
or on
http://kuda.dyndns.org/leo/fast_rpl/
(my server might be unavailable for a few day)
On CALC, all this games looks lot more smooth (Tisshots fault.... )
Kuda
- a better editor (few improvement)
- Matrix
- Rand, Input , line, rect
- librairies support
- Mapping scrolling pixel by pixel routine ( really fast)
3 samples availables:
TUNNEL10 (a classical)
MARIODMO (a DEMO a mario like game, need Pic9)
CITYDEF0 (defend a city by detroying bombs before they fall, nice, smooth and fast... -> need Pic9)
Tutorials have been upgraded
Everything may be found on
http://tift.paxl.org
or on
http://kuda.dyndns.org/leo/fast_rpl/
(my server might be unavailable for a few day)
On CALC, all this games looks lot more smooth (Tisshots fault.... )
Kuda
+---------------------------+
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
Look very nice so far! I saw it on the french forum. As you said before programs are going to be compressed so huge games will be possible to make with this and it run pretty fast. However I think that the language look complicated to learn. The syntax is easy, but to understand how some instructions works it's another matter. I mean it would be cool if this programming language could be used by those who don't know any ASM at all
A BASIC programmer who doesn't know what is a stack, a push, a pop and stuff like this will get a headache trying to understand what those instructions do. Ok I know this sound a bit like the Asmguru logic but you should try to explain the language instruction more in a TI-BASIC way than an ASM way so non-ASM programmers doesn't have to read Asm in 28 days to learn fast RPL. Just a thought like this because this language look interesting and I might try to use it if I have time, it's just difficult to understand (for those who have difficutly understanding ASM like me).FastRPL instruction doc wrote:Token
In (stack before)
Out (stack after)
Out-In = Diff
Details
0-65535
.../
... / N /
1-0 = +1
Push a number
A-Z a-z
.../
... / value of A-Z /
1-0 = +1
Push a var
+
... / X1 / X2
... / X2+X1 /
1-2 = -1
Add 2 elements of the stack
-
... / X1 / X2
... /X2-X1 /
1-2 = -1
Sub 2 elements of the stack
ü
... /X1 /
... /
0-1 = -1
Pop to a var (for example, Ax+B-üy will do B-(A+x)üy )
The text you just mentionned is for people that want to use the maximum of my language... I made another tutorial that is much more understandible for basic programmer I think...
http://paxl.org:2080/~tift/archives/Fas ... %20ENG.htm
About the stack, I konw it's not always an easy thing to understand, but I choose to make a RPN based language, so what is RPN without stack...
Moreover, the concept of the stack is explain in my tutorial... But maybe my explanation are not good enough, it's jhard for me to try to forget all I know about this language to make good tutorials...
So kevin, did you read this tutorial ?? Is it to hard to understand for non ASM prgrammers ??
Thank you for your help
http://paxl.org:2080/~tift/archives/Fas ... %20ENG.htm
About the stack, I konw it's not always an easy thing to understand, but I choose to make a RPN based language, so what is RPN without stack...
Moreover, the concept of the stack is explain in my tutorial... But maybe my explanation are not good enough, it's jhard for me to try to forget all I know about this language to make good tutorials...
So kevin, did you read this tutorial ?? Is it to hard to understand for non ASM prgrammers ??
Thank you for your help
+---------------------------+
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
Hum, I had the same trouble, I fixed it by :
-removing the font from font directory
-trying to read the file
-reinstalling the font in font diorectory
-trying to read the file again
-rebooting
-> then it worked... This font is a big trouble, maybe I should remove it from the tutorials, but how to deal with Ti special token ??
-removing the font from font directory
-trying to read the file
-reinstalling the font in font diorectory
-trying to read the file again
-rebooting
-> then it worked... This font is a big trouble, maybe I should remove it from the tutorials, but how to deal with Ti special token ??
+---------------------------+
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
About compression, I think their was a misunderstanding... RPL script are not compressed, but matrix take a lot less space than in basic...
In basic each cell nee 9 bytes as it is floating point numbers, but in Fast_RPl you can make 1/2 bytes, 1 bytes, or 2 bytes cell... For the mapping scrolling routine you must use 1 byte (8 bits in the importing matrix menu).
So, if you use matrix, yes, your game may shrink a lot, but not by compression.
Also, I think that if you become a good RPL programmers, the same code will be smaller on RPL that on BASIC, and a LOT FASTER of course....
You really should try it, dont hesitate to ask me by mail anything you don't understand or you don't know how to code...
In basic each cell nee 9 bytes as it is floating point numbers, but in Fast_RPl you can make 1/2 bytes, 1 bytes, or 2 bytes cell... For the mapping scrolling routine you must use 1 byte (8 bits in the importing matrix menu).
So, if you use matrix, yes, your game may shrink a lot, but not by compression.
Also, I think that if you become a good RPL programmers, the same code will be smaller on RPL that on BASIC, and a LOT FASTER of course....
You really should try it, dont hesitate to ask me by mail anything you don't understand or you don't know how to code...
+---------------------------+
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
- dysfunction
- Calc Master
- Posts: 1454
- Joined: Wed 22 Dec, 2004 3:07 am
- Location: Through the Aura
Hum, make tutorials in french, well I could... when I have the time...
The script you make with version 0.6 will of course be compatible with futur versions, as nothing is removed, only new stuff or improvment...
I let myself do some changes from 0.4 to 0.6 as the division (now the rest is not given, but there is a modulo function), because nobody exepted me has released RPL script...
Compete with MLC ? well in fact this is not my goal. It's true that both project could have been grouped (in fact I would have join their project, power of the number... I was alone, they are a hjole team) but I realised that this two languages don't aim same goal, and same programmers...
Multi platform is a great Idea, but that's nt what I like to do... I like optimisation and RPL is the fastest language to interprete, but it's a bit hard to get use to the syntax...
I hope some of you will release small or big games with fast RPL...
The next version 0.8 , will have a totally new editor, the interpretor and editor will be apps, and McBeach and I will release the project for a large public) not only on spcialised forum... So that would be good if we already have a large number of samples...
Thank you
The script you make with version 0.6 will of course be compatible with futur versions, as nothing is removed, only new stuff or improvment...
I let myself do some changes from 0.4 to 0.6 as the division (now the rest is not given, but there is a modulo function), because nobody exepted me has released RPL script...
Compete with MLC ? well in fact this is not my goal. It's true that both project could have been grouped (in fact I would have join their project, power of the number... I was alone, they are a hjole team) but I realised that this two languages don't aim same goal, and same programmers...
Multi platform is a great Idea, but that's nt what I like to do... I like optimisation and RPL is the fastest language to interprete, but it's a bit hard to get use to the syntax...
I hope some of you will release small or big games with fast RPL...
The next version 0.8 , will have a totally new editor, the interpretor and editor will be apps, and McBeach and I will release the project for a large public) not only on spcialised forum... So that would be good if we already have a large number of samples...
Thank you
+---------------------------+
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
|__THANK _YOU FOR__|
|__USING FAST RPL___|
|_____________Done |
Big game sin RPL would be cool. I hope that RL3 or FFTOM games will be doable in it (they take between 120 KB and 400 KB of archive memory on a SE ) but even if it's not I'm sure it will still be suitable for RPG or such games
The editor as an app will be a good idea as it will not use as much ram so most of the RAM could be used for the game itself
The editor as an app will be a good idea as it will not use as much ram so most of the RAM could be used for the game itself
-
- Extreme Poster
- Posts: 322
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- Location: Lost in a land of mysteries.....
Could you make ION support?? That would be really nice.
Join me at:
http://nanotech.pcriot.com
or
http://emancipal.co.nr
Coming soon..
Rewrite 3D Level Editor - 55% done!!
Emancipal - The Creator 5% done
http://nanotech.pcriot.com
or
http://emancipal.co.nr
Coming soon..
Rewrite 3D Level Editor - 55% done!!
Emancipal - The Creator 5% done