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from: REINIER ZWITSERLOOT
date: 1998-05-11 16:22:00
subject: Re: 3D game engine for PB

From: Reinier Zwitserloot 
Subject: Re: 3D game engine for PB?
 
Gregoire Turgeon wrote:
>As always, simpler is better.  One tool is better than two, as long as
 
>the tool does what's required, and quickly enough.  And if the choice
>of tools isn't limited by cost--what luxury.
 
 
I don't agree with that. If you have two tools and a third that makes em
talk very nicely to each other that tends to be easier. Especially if
you write the translating program yourself :-).
 
You are going through heaps of trouble to insert your 386 stuff. Get
NASM and PBPLUS and both (PBPLUS being the translator) make it as easy
as PB/inline asm. example:
 
$PTNASM
MOV EAX, 10
%macro 
;This macro only valid in this session of NASM, though.
%endmacro
SALC ;undocumented
CPUID ;pentium and the likes
PAND ;MMX
FADD ;NPX
$PTPBAS
 
the above is exported by PBPLUS into a temporary file, then NASM is
called to translate to direct binary, then that (temporary) binary file
is read and translated to !db statements, which are inserted in the
temporary BAS file. At the end of PBPLUS processing PBC.EXE is called
and optionally the resultant EXE is automatically run. The idea is to
write your code in some external editor. If I wanted to do this with
TASM or MASM i'd be writing half a linker! They don't output plain
binary which is exactly what you'd want for backend/insert use. Use
local (stack) addressing or alternatively use a base index:
 
CALL $+3
POP DI
 
and reference all your (assembly) variables adding DI.
http://www.geocities.com/SiliconValley/Lab/1990
 
NOTE: When I finish my linker project I might just write PBPLUS v2.00
with much better macro capabilities and a slightly faster parser, but
that highly depends on the interest in such a new version, so do please
send E-mail if you are using PBPLUS.
 
 
--
- Ray Zwitserloot.
 
R.Zwitserloot@antispam.BTInternet.com
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