This is a read-only mirror of the content originally found on forum.gbadev.org
(now offline), salvaged from Wayback machine copies. A new forum can be found here.
DS development > ds lua
#80998 - scuzzo84 - Wed Apr 26, 2006 6:04 pm
with ds lua, can you do the same cool thing thats the psp people are doing with lua?
e-nanana
#81007 - waruwaru - Wed Apr 26, 2006 7:10 pm
Everything on this page should be achievable except the ones using couple of features that I havn't implemented into DSLua yet (but they are coming):
- font support
- user file write access
- wifi
DS and the PSP have different design/architectures/features, so the code are not directly compatible (you can't load a LuaPlayer script on DSLua and vice versa). But, the algorithms should remain same. In fact, the Mandelbrot Fractal demo you see on the gallery page was ported over as a DSLua sample script in about 10 minutes. Here is what the fractal looks like on the DS (the palette and resolution is different from Lua Player):
Your only issue might be the graphics memory limit, so you can't store thousands of sprites/tiles in memory at the same time. But DSLua can load graphics/sounds resources from flash cards at run-time, so with some careful level design, you can achieve alot. Take a look at DSLua's main site for more images/projects. _________________ DSLua - a scripting language for your DS!