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Excellent!  17k is tiny, I'm glad to hear it's possible.  I think I'd
like to get it going on my own so I'll be that much more familiar with
it, but thanks for the offer anwyay.  I may have a question for you from
time to time, though :)  If I come up with anything interesting I'll let
you know.

Thanks,
Josh

> -----Original Message-----
> From: owner-lua-l@tecgraf.puc-rio.br 
> [mailto:owner-lua-l@tecgraf.puc-rio.br] On Behalf Of Brian Swetland
> Sent: Wednesday, March 13, 2002 3:39 PM
> To: Multiple recipients of list
> Subject: Re: Lua on Gameboy Advance
> 
> 
> [Josh Martel <josh@joshmartel.net>]
> > Has anyone had any experience getting Lua to compile/run on 
> a Gameboy
> > Advance?
> 
> I've done so -- if you pull out the compiler side, leaving just the
> bytecode runtime you can get it down to about 17K of THUMB code ...
> not too shabby.  Provided you have enough libc-ish support (and you
> don't need a lot), it's pretty easy to compile.  One fun thing I
> did was build luac into the remote debugging tool I built so you
> can type one-liner lua programs in and have them byte-compiled and
> shot over to the GBA to fiddle with the current state of things.
> 
> Unfortunately this stuff is pretty hackish right now, but if there
> is interest, I could try to clean it up enough that I wouldn't be
> too embarrassed about putting the sources online somewhere.
> 
> An earlier version of the remote console stuff is online at 
> http://www.frotz.net/gbadev/ -- one of these weekends I hope to
> update all this and include the lua stuff as well.
> 
> Brian
> 
> -- 
>  Brian Swetland ..: | "This patch fixes the Problem of Evil and 
>  swetland@frotz.net |  the dangling-else ambiguity." -- acb
>