Thought I'd write a summary of ChibiVM plans to try to make things clearer, both for current backers and potential ones!
The project I'm currently working on is my so called 'ChibiVM'
ChibiVM is my little virtual machine, there are currently implementations for Z80,6502,68000, C++ and C# ChibiVM has its own assembly language and assembled programs can run on any platform without changes. ChibiVM is intended to allow me to write little multiplaform games without rewriting game logic code for different systems. The ChibiVM CPU is kind of like a mix of a Z80 and 6809. Graphics, IO and other 'time critical' functions are provided via native code (Z80,6502,68000 etc) which ChibiVM 'calls' via SysCalls. My plan going forwards is to write two kinds of tutorials: 1. Native Z80,6502 and 68000 assembly modules like the current AdventureEngine*, NativeSprite, MaxTile, QuadTreeVideo etc. *The 'AdventureEngine' is the shared code which I had planed to use for the now 'on hold' z80 assembly adventures book 2. ChibiVM games that implement those modules into little playable demos. In the past I've written things like Yquest, Photon and Grime which were 6502,68000 and Z80, but these took a lot of time and didn't bring significant youtube views or new donors, I've also written games like ChibiFighter and SuckHunt, which I found amusing, but were too complex to port to anything beyond the Z80... My hope is that ChibiVM will allow for the best of both worlds, Little multplatform games which don't need porting... and reusable Z80,6502 and 68000 modules which make good examples for the viewers.
Attached is an example of a ChibiVM pong game running on the C# assembler/simulator/debugger, and on the Master system. It's the same program bytes interpreted by the virtual machine in either case.
The game logic is in ChibiVM code, the IO and graphics are handled by the 'adventure engine' ChibiVM code can be assembled with the C# assembler (Left), or by vasm using macros (with the macro sysntax - right)
ChibiAkumas
Future Plans: ChibiVM!
Thought I'd write a summary of ChibiVM plans to try to make things clearer, both for current backers and potential ones!
The project I'm currently working on is my so called 'ChibiVM'
ChibiVM is my little virtual machine, there are currently implementations for Z80,6502,68000, C++ and C#
ChibiVM has its own assembly language and assembled programs can run on any platform without changes.
ChibiVM is intended to allow me to write little multiplaform games without rewriting game logic code for different systems.
The ChibiVM CPU is kind of like a mix of a Z80 and 6809.
Graphics, IO and other 'time critical' functions are provided via native code (Z80,6502,68000 etc) which ChibiVM 'calls' via SysCalls.
My plan going forwards is to write two kinds of tutorials:
1. Native Z80,6502 and 68000 assembly modules like the current AdventureEngine*, NativeSprite, MaxTile, QuadTreeVideo etc.
*The 'AdventureEngine' is the shared code which I had planed to use for the now 'on hold' z80 assembly adventures book
2. ChibiVM games that implement those modules into little playable demos.
In the past I've written things like Yquest, Photon and Grime which were 6502,68000 and Z80, but these took a lot of time and didn't bring significant youtube views or new donors, I've also written games like ChibiFighter and SuckHunt, which I found amusing, but were too complex to port to anything beyond the Z80...
My hope is that ChibiVM will allow for the best of both worlds, Little multplatform games which don't need porting... and reusable Z80,6502 and 68000 modules which make good examples for the viewers.
Attached is an example of a ChibiVM pong game running on the C# assembler/simulator/debugger, and on the Master system. It's the same program bytes interpreted by the virtual machine in either case.
The game logic is in ChibiVM code, the IO and graphics are handled by the 'adventure engine'
ChibiVM code can be assembled with the C# assembler (Left), or by vasm using macros (with the macro sysntax - right)
1 year ago | [YT] | 67