Posts by Wingnut

    You are probably not wrong at all; it could definitely be done that way. In fact, that's actually how I would do it. It might be a bit like "cheating", but it would work definitevly. It would involve writing Cerberus-X code that performs string manipulation and uses macros to create .bas or .bin files.

    I made a 6502 assembler/disassembler that way, and it took 1-2 screens of Cerberus-X code. I think it would be feasible to make it handle its own commands (e.g., .cxs files) and output the correct Sinclair BASIC, along with assembler calls and routines, to makek sure that you get the abs best speed in the games

    Btw I ofund out that emulating a particular machinewould actually take more effort from me than just coding a dream retro machine that combines all the features I love from each platform. So that's what I did.

    Right now I'm working on something but I plan to get back to this at some point

    I feel that I want to mention that as I have a love for retro machines I actually have been working on a minimal "engine" for retro graphics inside Cerberus-X. I would never call it an engine bc it's too simple. What it does is it allows me to use retro resolutions on Android iOS macOS Windows Linux and Web (maybe Pi later on). Without a shader or overlay this is of course just a simple mechanism that everyone uses in their games nowadays. But i wanted to start there.

    I can simply select a centred pixelperfect scale, perfectscreenscale, cover 100% screen, or 1:1 native pixels. I plan to use shader on this to simulate my favorite machines. On top of this I took the C64, the Amiga, the Spectrum, the MSX and a few more that I love, up to Neogeo and I analyzed what kind of graphics they use, how it is limited and how they are similiar and unique and I made myself a fake retro machine out of this in a way. I simply had the insight.. it does not have to be very special or complex at all.

    The biggest thing is things like palettes. Palettes for sprites, for tiles and characters etc. Posssibility to change it every frame to fade cycle etc. I wen through all the features of each machine and took out the main idea of each one so the resultis ridicusly simple. Still, it is and it feels like a retro machine to me. I code Cerberus-X using that code wheneverI want to have that kind of base. The palette is a shader that uses a secondary texture to make its thing. It allows instant change of any col.

    I made a outline shader just for fun, it makes a pixelperfect outline around sprites. I intend to use palettes in Cerberus-X for tiles (much like spectrum but not 2 cols but instead 4+ cols per tile). NeoGeo solve its graphics in a very simple way, no layers, no chars, 100% sprites and LOTS of them. Cerberus-X can easily make spectrum or C64 /Amiga tiles also using neogeo techniques. I decided to draw the line around Playstation because it feels more 3d than 2d. But polygons is part of Amiga so to draw non-aa triangles that you can animate is def. part of a retro engine.

    Cerberus-X is practically set up already to handle this kind of thing so the code is minimalisitc. It becomes more like a template.

    I avoid replicas like the plague, you never know what kind of experience they will deliver. Some might be good but most of them do a poor job. They are more or less just an emulator in with a bad HD graphical menu instead of the real deal. You want the directness and roughness of a retro screen quality. Those newer thing just does not work for me. But I'm always looking for new ones, because at some point these new toys *will* catch up, I'm sure.

    I'm working on a shader in Cerberus-X among other things, that tries to emulate a retro but high quality CRT (and later I will do a LCD like Game & watch and also glowing vectorlines). I'm exploring if it is possible to make them feel alive. We'll see.. It's difficult and I mostly just doing experiments.

    My friend grew up with the spectrum and I grew up with the c64, and I remember how we both could appriciate both of the machines, I kind of like the limitations of the spectrum graphics. It gave the games a certain quality.

    Nice. I loved doing graphics animation on my C64C and Amiga all day long actually. You had to use Machinecode though on the C64C the in-built BASIC was not enough for what I wanted to do, but it was not too difficult to make simple games and apps. I made my own GameMaker kind of thing, with sound, and animation parts. I planned to do music and other tools too but I never got that far.

    In Cerberus-X I built (or still building kinda) an engine (if you can call it an engine bc I wanted it to be supersimple) and with it I get that nice and smooth experience that I used to have with my retro machines when using machinecode.

    Of course, now it's closer to Neo Geo, Wii and Playstation in quality and in what can be done. But I made it so I also can get the same simple experience that I had with my dear retro computers whenever I want.

    I was planning to build some "Retro Game maker" tools also in Cerberus-X. I just love the concept to have different customized tools.

    Interesting video that covers a simple tutorial how to program the Playstation 3
    [URL unfurl="true"]

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    [/URL]

    A good example of how modern BASICs fails today is that they retain all the nice constructions but when you use the API's you need to talk to but the bureaucracy surrounding it all explodes into some kind of monster.

    At the end you will have a few nice BASIC commands are sitting atop a large tower of shite.

    They say "everything evolves into crabs..", and in the world of programming languages, Object-Oriented (OO) has certainly been that crab. But at the same time languages that don't evolve become outdated, so we continuously borrow good features from our environment, to survive that same environment..

    So I guess it's up to what BASIC should be defined as. I would define it as "A Turing machine that does not hurt your brain".

    It's funy how things progress. I actually grew up with BASIC and I can say as much as I have changed my view what BASIC is. But it took quiet some time. I was an early adopter of JavaScript back in 1996 becuase I was crazy about scriptlanguages during this "hyperlink and multmedia craze". I learned it quet well but it did not feel anywhere close to BASIC to me at that point. I was not following the crowd and pointed it out as a toy language, I could see the potential.

    But as soon as everything was simplified with the big HTML5 step, things suddely changed, it was now optimized for graphics and sound. People saw the good and bad parts of languages and especilally in JavaScript, so I started to see it in a simpler way too. If you ask me today, then I would say that JavaScript is certainly the "BASIC" of today.

    I would also say the same about Python even though I don't use it myself. And it has such an emmense avantage with its collection of librarries and the ability to function as a scripting langauge and do all kinds of practical things. Python is certainly also the "BASIC" of today.
    No wonder workshops are full of both of both of them. They come in micro versions even..
    Using such as Cerberus-X has certainly helped my greatly to see this evolution happening even clearer.

    All other langauges evolve, so why not BASIC? Some features gets added, some gets discarded.

    I agree, As for the future of programming languages, it's hard to predict what new innovations or trends will emerge. Your advice to enjoy what you're doing regardless of the language is spot on. Programming is ultimately about problem-solving and creativity, and as long as you're passionate about what you're coding, the language you use becomes secondary.

    As long as a language feels good, and does what you want, that's where you want to be.

    A version with additional animation.

    Here is a simple example on how to create a 2D sprites in runtime, using what I hope is a very familiar example.


    Unreal 4 = running my GPU so hot I am genuinely worried it is going to kill my GPU.

    Unreal 5 = tried it once but after waiting 40 minutes just for a project to load in the IDE I never looked at it again. I don't have the rig to run it. Wish I had. I was considering a few times to get a beast only to try Unreal 5 and for gaming in general but I can't justify the cost. I don't game that often and it is very unlikely I am going to make anything with Unreal 5. It would be just a toy for me to kill some time with.


    I know, same here... Luckily, I'm not interested in 3D for myself just yet; I want to explore 2D a bit more. It's now that it's really getting fun becuase all kinds of possibilities opens up now with all the great tools.

    Yeah, it's basically just a promotion for his library, and he's engaging with both the Python and Blitz communities at once.. that is what this is.

    I can't remember why I picked BlitzBASIC over DarkBASIC etc, but I believe it was
    documentation and being seemingly more clear and simple, or if it was some technical aspects that others lacked.