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Forums > C64 Coding > Script Language
2016-11-24 14:03
thesuperfrog

Registered: Oct 2016
Posts: 3
Script Language

Hi all,

have you ever used a script language to create a game?

I'm very courious to know if it could be possible make the porting the lua on c64.

thanks
 
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2016-11-24 15:13
Radiant

Registered: Sep 2004
Posts: 639
Several games on the C64 have used scripting languages (or something akin to them) for implementing game logic. Most notably adventure and strategy games.

I'd look at something a bit simpler than Lua for that if you want to use an existing language - maybe Forth; it's similar to Lua in that it's stack based, but it's not as fancy pancy and more geared towards low-end platforms. There's an implementation already available: DurexForth V1.6.1
2016-11-24 18:35
chatGPZ

Registered: Dec 2001
Posts: 11100
you could have a look at "small", its another c-style script language, with a supposedly smaller core and also comes with a compiler
2016-11-24 19:23
lft

Registered: Jul 2007
Posts: 369
Inform 6 is a high-level object oriented language for interactive fiction (i.e. text games), which you can then play on the C64 using Zeugma, although it requires a REU.

Unfortunately Inform 7 (which is a different language altogether, and a quite interesting one) grinds to almost a halt on the C64, due to a massively bloated runtime.
2016-11-24 20:12
Hoild

Registered: Apr 2005
Posts: 29
Quoting Radiant
Several games on the C64 have used scripting languages (or something akin to them) for implementing game logic. Most notably adventure and strategy games.


Indeed. Just like NEWCOMER, Enhanced NEWCOMER, and Ultimate NEWCOMER was/is implemented via a Domain Specific Language that evolved slightly with each revision:
http://newcomer.hu/ENCscript-xmpl.html

Actually, I have slightly changed the syntax in this example to make it more legible in English, because the original syntaxes in all three major revisions use a wicked "Hunglish" (Hungarian-English hybrid).

The evolution of this Domain Specific Language involved eliminating extra steps required by the designer due to the laziness of the original toolkit/build chain coder, and replacing awkward hacks with natural/descriptive syntax (for example, the arg for selecting teammembers is now by their name rather than two unique hex values from their name string).
2016-11-24 21:01
4mat

Registered: May 2010
Posts: 63
Haven't used it for a game but our demo "engine" has a small script language built in for building and controlling each scene. It has a few extra commands for directly manipulating registers, which is kind of inefficient but doing those changes within the script rather than some separate code makes things easier to read.
2016-11-24 23:31
Jammer

Registered: Nov 2002
Posts: 1289
Enthusi created his own script language for room interaction in 'Caren And The Tangled Tentacles'.
2016-11-25 16:26
MagerValp

Registered: Dec 2001
Posts: 1055
Quote: you could have a look at "small", its another c-style script language, with a supposedly smaller core and also comes with a compiler

Link? It's completely ungooglable.
2016-11-25 17:26
chatGPZ

Registered: Dec 2001
Posts: 11100
http://www.compuphase.com/small.htm ... apparently its called "pawn" now (not sure if that is better to google for... =P)
2016-11-25 17:27
Frantic

Registered: Mar 2003
Posts: 1627
http://www.compuphase.com/small.htm
...which leads to this page:
http://www.compuphase.com/pawn/pawn.htm

..maybe? :)
2016-11-25 17:28
j0x

Registered: Mar 2004
Posts: 215
If I'm not mistaken, Small (the scripting language) is now known as Pawn: http://www.compuphase.com/pawn/pawn.htm

I once did a music routine with a scripting language. Tunes were really small in memory (including runtime), but heavy on the cpu time.
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