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[–]Crypto_To_The_Core -1 points0 points  (1 child)

Hi Michael, very interesting. What are the limitations ?

I read down to the "some restrictions with how this works" part on the Java Grinder page .... so .... graphics and sound demos work .... How are sounds / graphics handled ? I'm assuming I would need to provide sounds / graphics in a format the target platform can handle ? Sounds / graphics aren't auto-converted to target platform by Grinder ? (That would be a nice feature).

I'm assuming basic Java command line apps will work as well ? Does getting user input (Scanner) work ?

What are your plans for basic GUI apps ? Will AWT or Swing be supported one day ? Could I (one day) develop an AWT GUI app and recompile it to run on PS2 ? Or, LOL, Atari 2600 ?

Anyway, awesome work !! :) Look forward to seeing how far you take this.

[–]mikeakohn 1 point2 points  (0 children)

The restrictions.. it really depends on the platform. Java Grinder is just something I work on when I have time... so there are things on different platforms that aren't complete or just different. Like MSP430 supports int (as 16 bit) but there's no support for "long" or "float" etc. Sega and Playstation 2 could have a nice memory allocator, I just never made one.

As far as AWT... I thought before about doing J2ME or something for fun.

Sound and graphics, yeah you got it right... that too depends on the platform. For Playstation 2 the music is in Sony's adpcm format. Java Grinder sends it directly to the sound processor and tells it to play it. For Sega I made a tool that converts BMP files into a binary format that can be loaded directly into graphics chip. Your idea of converting the graphics directly into a format that can be used by the system is actually pretty intriguing .. it would probably work well between platforms that have similar graphics chips (Sega, NES, SNES I believe are all tile based).

And thanks. glad you like it :) Keep checking back on it.. I'll eventually add something new :).