I'm adapting the toy lexical analyzer and syntactical analyzer from college into something I can maybe use for a simple language for Tilemap Town scripting. I know there are generators for those kinda thing but I'd rather avoid learning and setting up a whole new system for now.
I'm keeping the scripting separated from the server itself so it should be mix-and-match once there's other options.
Forth is in a weird spot where it's well-established and easy to write an interpreter, but it's got a lot of awkward low-level stuff you probably wouldn't want in an interpreted language today.
You can fix it but then now you've just got a Forth-like language, like MUF, and you have to learn what each "flavor" is like. Not too different from the many C-like scripting languages in use I suppose.
I like how if I plug both an HDMI cable and VGA cable into my laptop it'll just use both of them as additional screens.
Similarly the NES will output on both composite and RF at the same time and that's actually super helpful when recording a Zapper game because the RF connection can go right to your TV and not be affected by the lag of passing through and being processed by your recording device.
Starting to actually put floating windows into Tilemap Town. I think this design makes a LOT more sense than dumping everything into a scrollable pane in the lower left corner. #gamedev
Trying to figure out what Tilemap Town's virtual machine for running user scripts should look like. Maybe the simple way out (stack machine, Forth, add a better language later) is the best way since it gets things in a working state quickly.
Ideally I would just plug a preexisting language in there but people don't really write languages aimed at the needs of MU*-like projects.
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