Programming language support: Difference between revisions
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* Lua (available in [[kos-ports]]) | * Lua (available in [[kos-ports]]) | ||
* MicroPython (available in [[kos-ports]]) | * MicroPython (available in [[kos-ports]]) | ||
* Tcl (available in [[kos-ports]] | * Tcl (available in [[kos-ports]]) | ||
* mRuby (available in [[kos-ports]] | * mRuby (available in [[kos-ports]]) | ||
* AngelScript | * AngelScript | ||
* QuickJS | * QuickJS |
Revision as of 23:29, 3 February 2024
The following languages can be used in Sega Dreamcast programming:
Assembly languages
- SH4 assembly, as the native machine code for the Dreamcast's SuperH processor
- ARM assembly, as the native machine code for the Dreamcast's AICA ARM7DI sound processor
Compiled languages
- C, the predominant language for Sega Dreamcast development, via the GCC C compiler.
- C++, commonly used and very well-supported, via the GCC C++ compiler.
- Objective-C, via the GCC Objective-C compiler. Preliminary support for Foundation framework via GNUstep is being developed. See Andrew Apperley's X account.
- The GNU Objective-C++ extension is available as well.
- D, via the GCC D compiler. Early support, see Luna's X account.
- Rust, via rustc_codegen_gcc and libgccjit, or via gccrs. When using rustc_codegen_gcc, the core and alloc libraries are available, with bindings to KallistiOS being developed. See Rust on Dreamcast for more information.
- Ada, via GNAT. Initial work being done by Marc Poulhiès.
- Fortran, via GFortran. Requires some work to create a cross-compiler, but does work.