graphmastur wrote:That is good. So I could program it just like a standard asm program?
Yep. You use it in the same way you would use the built in routines in a shell such as MirageOS - it just provides a bunch of routines which your program can call. The are some #defines as well, such as
.glLoadIdentity, but these just expand into routine calls. They're just there for convenience, and they make the code easier to read.
The only catch is that you need some special code at the start of your program to make the routines available (although this is just a cut-and-paste job) and once the library is loaded, you need to jump through a few hoops if you want to call a shell routine. This is because the library gets paged into the same address range ($4000 - $7FFF) that the shell was loaded into. So if you want to call a shell routine, you need to flip to the shell page, call the routine, and then flip back to the library page again.
This might be an issue initially, since the library doesn't provide any sprite routines (yet), apart from the really slow texture mapped ones. I'd like to add regular sprites but they are pretty low down on my priority list, since I don't need them for the game I am working on (which is, after all, the motivation for this project!).
Are there any features in particular which piqued your interest? I'd like to do some kind of experimental release this weekend but a lot of stuff is going to have to be left out. If there is something in particular you liked, I will make sure I include it if at all possible.
"I don't know why a refrigerator is now involved, but put that aside for now". - Jim e on unitedti.org
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