Dark Bit Factory & Gravity

PROGRAMMING => Other languages => Yabasic => Topic started by: Xone on January 30, 2008

Title: Yabasic Buffering
Post by: Xone on January 30, 2008
Hi,

I'm transfering some yabasic work from my PS2 to PC, and now using Yabasic for windows.
Is there any way of buffering on the windows version of Yabasic? or do I have to put
up with the dreaded flicker ?  :-\
Title: Re: Yabasic Buffering
Post by: Jim on January 30, 2008
Hi Xone! Welcome to the forum!

Can you tell me which version of yabasic you are moving to?  At least on XP, there shouldn't be any flicker with the latest version of ps2yabasic.
http://members.iinet.net.au/~jimshaw/Yabasic/ps2yabasic1.6b3.zip (http://members.iinet.net.au/~jimshaw/Yabasic/ps2yabasic1.6b3.zip)

There's a rubbish PSP version too... :P

Jim
Title: Re: Yabasic Buffering
Post by: Xone on January 30, 2008
Thx for the welcome Jim  :)

And a big thanks for that link, I was using a self extracting yabasic, file: [ yabasic-2.763.bin ]
But your yabasic looks very interesting on first inspection, I'll let you know how I get on with it.


update -
Excellent Jim. I don't need to convert all the command lines with this version.
Now I have the fun task of copy typing all the programs over from the PS2.
Nice  :D
Title: Re: Yabasic Buffering
Post by: rain_storm on January 30, 2008
Have you got a Action Replay Max? If you have then you can easily copy the files from memory cards direct to a USB flash drive. You dont even have to convert the Yabasic files to another format just open them in notepad and save them as .txt files.
Title: Re: Yabasic Buffering
Post by: Xone on January 30, 2008
no replay max im affraid
Title: Re: Yabasic Buffering
Post by: Shockwave on January 30, 2008
Make sure that you post your programs as well, it's been a while since a new Yabasic programmer came along :)

 :hi: to the forum.
Title: Re: Yabasic Buffering
Post by: benny! on January 30, 2008
 :hi: from me, too. enjoy your stay !
Title: Re: Yabasic Buffering
Post by: rain_storm on January 30, 2008
Im sure lookin forward to seeing what you've done Xone. Big welcome to the forum :D
Title: Re: Yabasic Buffering
Post by: Yaloopy on January 31, 2008
Welcome along, man. Looking forward to seeing some new yab stuff! :D
Title: Re: Yabasic Buffering
Post by: Xone on January 31, 2008
Thanks guys,  :kewl:

Im sure lookin forward to seeing what you've done

Me too !

Yabasic is so much nicer (esp regarding run-time) on the PC.
Unfortunately, the yabasic API crashed on me a few times while typing up,
are there a few bugs in the editor Jim? or does my pc need a  :whack:
Title: Re: Yabasic Buffering
Post by: rain_storm on January 31, 2008
There is one bug in the source colouring but its easy to fix, disable it by:
  Edit -> Options  &  un-tic source colouring

in the Options menu you can also increase the speed of your programs by syncing to the PC monitor. Also you can log all uses of the print command to file, this is the only way to write to a file with ps2yabasic.

btw you may be interested in having a look at the programs on this site. This is a collection of demos / games that were developed during the reign of the old yabasic forums. Some of those programrs were made by people who are members of this forum.

http://members.iinet.net.au/~jimshaw/Yabasic/yabres/yabres.html
Title: Re: Yabasic Buffering
Post by: Xone on January 31, 2008
Thanks rain, i'll give those a try.
Title: Re: Yabasic Buffering
Post by: Jim on February 01, 2008
Sorry about that bug.   With that option off, it should be stable.  With it on, every now and then it will screw up while you're editing and save the source out with a default name.

Jim
Title: Re: Yabasic Buffering
Post by: rain_storm on February 01, 2008
Its no big deal, Jim. The emulator is top notch. I just love the language and thanks to you're emulator I can produce code long after the death of my ps2.
Title: Re: Yabasic Buffering
Post by: Xone on February 01, 2008
I second that rain_storm.

It's certainly braught a new lease of life to my programs.
I can up the particle counts to 10-15x what PS2 allowed and the
program still runs smoooth !

PS3 really needs a yabasic which utilises its hardware,,, the creative possibilities
for programmers in terms of demos/simulations would be awesome, and it could do
Sony the world of good to have something like that.
Title: Re: Yabasic Buffering
Post by: Shockwave on February 01, 2008
PS3 really needs a yabasic which utilises its hardware,,, the creative possibilities
for programmers in terms of demos/simulations would be awesome, and it could do
Sony the world of good to have something like that.

I'd love that too, but the sad reality is that PS2 Yabasic was only bundled with the PS2 so that Sony could escape an import tax by classifying the console as a programmable computer, they never really seemed to give a shit about the homebrew community that tried to materialise around their really flawed but strangely compelling language.
Title: Re: Yabasic Buffering
Post by: rain_storm on February 01, 2008
I dont think that they managed to convince the tax man for most countries or they would certainly have tried it again with the ps3. But then again the modding community have been hard at work trying to find a way to get homebrew to run on the ps3 and its still early days. Something like the Idepence Exploit would be very welcome
Title: Re: Yabasic Buffering
Post by: Xone on February 01, 2008
the sad reality is that PS2 Yabasic was only bundled with the PS2 so that Sony could escape an import tax by classifying the console as a programmable computer
Very sad.
Title: Re: Yabasic Buffering
Post by: Jim on February 01, 2008
If you have the original PS2 disk with yabasic on it, it will run on the PS3 just like any other PS2 game (as long as you have a backwards-compatible PS3).

Jim
Title: Re: Yabasic Buffering
Post by: Shockwave on February 02, 2008
Does it get a performance boost when run on a PS3 Jim?
Title: Re: Yabasic Buffering
Post by: ninogenio on February 02, 2008
i would imagine it would run at the same speed but maybe not.

a yabasic written for the ps3 on the other hand could have some potential. i think one big draw back with the ps2 was that it couldnt handle doubles so each double had to go through a table and be converted to a float making it really slow that might be incorrect though.

then having the cell chips and uprated gfx, who knows we could have possible been writting ps1 qulity stuff ;D
Title: Re: Yabasic Buffering
Post by: Jim on February 02, 2008
I've not tried it, but I expect it to be the same performance.

You're right about 'double' there nino, the PS2 didn't have a double precision FPU, and yabasic uses double exclusively, so it had to use an emulation library.

There'd be no problem for me at all to port ps2yabasic to run under the PS3 Linux though.  Right now there's no legitimate access to the 3d hardware, and no access at all with the latest firmware, so it'd have to be software rendered.  PS3 FPU (Cell) has double precision built in though :)

Jim
Title: Re: Yabasic Buffering
Post by: Xone on February 03, 2008
Would Sony not offer support for the dev' of a hardware version ?

I'd buy a ps3 just for a hardware driven yabasic.
Title: Re: Yabasic Buffering
Post by: Jim on February 03, 2008
There's no need for a PS3 hack, because of the OtherOS option which lets you install other OSs on the machine.  Linux can be installed, but there's already standalone programs which can boot up as if they were the OS.  Just right now the difficulty is getting 3d acceleration.  I don't see how it's necessary to be able to run homebrew from the XMB interface.

Sony aren't interested in yabasic any more.  It was a tax dodge that worked for a short time in the UK/EU.  With Linux on there you can run whatever you want and Sony wouldn't care.

Jim
Title: Re: Yabasic Buffering
Post by: ninogenio on February 03, 2008
so if your yabasic was ported to the ps3 linux using software rendered triangles and full double precision would it be a lot faster or would the software rendering kill some of the speed of full double support.
Title: Re: Yabasic Buffering
Post by: Jim on February 03, 2008
It would be more like the PC version - with frame sync off it would be really quick.
Jim
Title: Re: Yabasic Buffering
Post by: ninogenio on February 03, 2008
it would be really intresting to see it in action. is it something you would consider jim?
Title: Re: Yabasic Buffering
Post by: rain_storm on February 03, 2008
There is already a yabasic emulator that runs on linux maybe it could be ported over more easily. Hey the linux yabasic has a much larger following maybe someone has already tried it. I'll ask google.

Edit :

So far it seems as though a copy of the original PS2 demo disk is the only way to get Yabasic running on PS3. But at least I havent seen anyone saying that some commands dont work like they should.
Title: Re: Yabasic Buffering
Post by: Jim on February 03, 2008
That's a different yabasic - it's not quite the same as the one on the PS2.  Sony took the original one, added triangles and simplified and removed a lot of other stuff.

Jim
Title: Re: Yabasic Buffering
Post by: Xone on February 10, 2008
I just tried running a program which I gave a variable called frame, but it
wouldn't let me run the program.  Is 'frame' a command in yabasic?
Title: Re: Yabasic Buffering
Post by: rain_storm on February 10, 2008
its a keyword alright but I've never actually seen frame used in a command. This applies to both the emulator and the demo disk.

There is an open command that was broken but would run on the demo disk again I've never seen it work but I did manage to figure out what some of the expected parameters were. Forget them now but it was somethin like : open(file_name$, read_write_access$, some_other_parameter)
Definately a file access command that was cut out at the last moment.

There are other commands that just give the error "Not supported in this version of Yabasic"
For a list of all available commands that are supported by PS2Yabasic take a look here:

  http://members.chello.nl/~a.vanarum8/Yabasic/reference.htm
Title: Re: Yabasic Buffering
Post by: Jim on February 11, 2008
Right, I looked through the language description and the library and there's only token$/token and one other I forget that Sony didn't document on the PS2.  The former has a whopping great memory leak!  Some other commands parse but just do nothing.

Jim