For those who do not know, I have once again taken up a project that is an interpreted programming language. For thise of you familiar with my work on ReCode, you might wonder what is different. For the rest, you will hopefully want to know what Grammer is.
First off, the name "Grammer" is meant to be a horrible rendition of what I believe to be a joke (this is a programming language so naturally you need good grammar and it would be better for programmers if they had pro grammar) .
Grammer is like TI-BASIC (and ReCode) in that it is an interpreted programming language. This means it is by nature slower than assembly, but usually smaller for more complex tasks (like games). It also means that it is easier to learn than a low level language like assembly. That being said, Grammer may still be a bit more difficult to learn than BASIC. The other major downside to Grammer as opposed to TI-BASIC is that Grammer cannot do the kind of math that TI-BASIC can. That, however is a pretty cheap tradeoff compared to the benefits of Grammer.
Simply put, Grammer is a heck of a lot faster than BASIC-- in fact, it is close to the speed of Axe or assembly. Plus, while it does not handle nearly all of the math functions of TI-BASIC, it has more than just the basic four functions. On top of that, the graphics are beyond compare to TI-BASIC and should be getting better.
At the moment, Grammer is fully capable of producing games as well as some complex algorithms. It has gone beyond ReCode to include features from a simple ON breaking ability to using labels, calling subroutines, and calling or executing sub programs. There is a better sprite routine, more advanced math (I was playing with number theory at the time when most of it was coded), better optimised routines, and more loops to use.
However, with all of that, this is still in the testing phase and is only a prototype of what the final product will be. In the end, my goal is to have Grammer be an app with a built in program editor, VAT system, variables, data editors, and a program interpreter. I hope it will be 16KB or less, but I think the data will push it over that limit (data as in the token set and whatnot).
Anyway, I will leave you with some samples for your viewing and using pleasure. If you have suggestions, or questions, feel free to ask or suggest. I won't have regular internet access for a few more weeks, though
*One of the changes I want to make is to use Theta or Ans instead of Theta' as the system var.
Grammer 1.05.07.11
My main issue right now is choosing which tokens do what. For example, I want to add in a way to shift the screen, but I am not sure which token to use. also want to find a good token for creating variables of a given size and appending or inserting data. Does anybody have any ideas?
First off, the name "Grammer" is meant to be a horrible rendition of what I believe to be a joke (this is a programming language so naturally you need good grammar and it would be better for programmers if they had pro grammar) .
Grammer is like TI-BASIC (and ReCode) in that it is an interpreted programming language. This means it is by nature slower than assembly, but usually smaller for more complex tasks (like games). It also means that it is easier to learn than a low level language like assembly. That being said, Grammer may still be a bit more difficult to learn than BASIC. The other major downside to Grammer as opposed to TI-BASIC is that Grammer cannot do the kind of math that TI-BASIC can. That, however is a pretty cheap tradeoff compared to the benefits of Grammer.
Simply put, Grammer is a heck of a lot faster than BASIC-- in fact, it is close to the speed of Axe or assembly. Plus, while it does not handle nearly all of the math functions of TI-BASIC, it has more than just the basic four functions. On top of that, the graphics are beyond compare to TI-BASIC and should be getting better.
At the moment, Grammer is fully capable of producing games as well as some complex algorithms. It has gone beyond ReCode to include features from a simple ON breaking ability to using labels, calling subroutines, and calling or executing sub programs. There is a better sprite routine, more advanced math (I was playing with number theory at the time when most of it was coded), better optimised routines, and more loops to use.
However, with all of that, this is still in the testing phase and is only a prototype of what the final product will be. In the end, my goal is to have Grammer be an app with a built in program editor, VAT system, variables, data editors, and a program interpreter. I hope it will be 16KB or less, but I think the data will push it over that limit (data as in the token set and whatnot).
Anyway, I will leave you with some samples for your viewing and using pleasure. If you have suggestions, or questions, feel free to ask or suggest. I won't have regular internet access for a few more weeks, though
*One of the changes I want to make is to use Theta or Ans instead of Theta' as the system var.
Grammer 1.05.07.11
My main issue right now is choosing which tokens do what. For example, I want to add in a way to shift the screen, but I am not sure which token to use. also want to find a good token for creating variables of a given size and appending or inserting data. Does anybody have any ideas?