05-29-2015, 11:34 AM
(This post was last modified: 05-29-2015, 11:37 AM by LordDecapo.)
I'm not working on the kernel that much directly as of yet, that is John's (Voltz) thing that he is doing with the CPU. The hardware is optimized for quick System Calls/Returns as well as fast context switching.
This will all be written in a C-Like language that like 5 people are having there hands in, helping make it as functional as possible. You will be able to write code on ur IRL computer, then run a custom compiler to build the /autoprogram configuration. This will allow you to wrote super long programs, and still be able to modify them w/o spending ages placing torches
Ps... I made a SUPER SUPER compact test program that is a series of functions related to the Fibinocci sequence last night. I also began porting over the battle mechanics for 1st Gen pokemon. I have my registers and contexts set up to always have the data I need to do proper damage and turn calculations. I should have the algorithm for a full move ported some time this weekend. Then the rest is just menu and multilayer stuff
This will all be written in a C-Like language that like 5 people are having there hands in, helping make it as functional as possible. You will be able to write code on ur IRL computer, then run a custom compiler to build the /autoprogram configuration. This will allow you to wrote super long programs, and still be able to modify them w/o spending ages placing torches
Ps... I made a SUPER SUPER compact test program that is a series of functions related to the Fibinocci sequence last night. I also began porting over the battle mechanics for 1st Gen pokemon. I have my registers and contexts set up to always have the data I need to do proper damage and turn calculations. I should have the algorithm for a full move ported some time this weekend. Then the rest is just menu and multilayer stuff