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https://github.com/Symbitic/CTRJS
JavaScript interpreter for the Nintendo 3DS.
https://github.com/Symbitic/CTRJS
Last synced: about 1 month ago
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JavaScript interpreter for the Nintendo 3DS.
- Host: GitHub
- URL: https://github.com/Symbitic/CTRJS
- Owner: Symbitic
- License: gpl-3.0
- Created: 2015-07-14T21:29:19.000Z (over 9 years ago)
- Default Branch: master
- Last Pushed: 2015-07-14T21:36:52.000Z (over 9 years ago)
- Last Synced: 2024-08-18T00:55:21.728Z (4 months ago)
- Language: C
- Size: 340 KB
- Stars: 18
- Watchers: 4
- Forks: 4
- Open Issues: 1
-
Metadata Files:
- Readme: README.rst
- License: LICENSE.txt
Awesome Lists containing this project
- AwesomeInterpreter - CTRJS
README
|Logo|
=======
CTRJS
=======|Release| |License|
Native JavaScript interpreter for the Nintendo 3DS.
Introduction
------------`CTRJS`_ is an abbreviation for *CTR JavaScript*, and offers a full
implementation of JavaScript for the Nintendo 3DS, with various extensions and
features to help bring JavaScript fully into the world of Nintendo 3DS homebrew
software development.CTRJS aims to bring a full port of JavaScript to the Nintendo 3DS, using `V7`_
as the JavaScript engine, and `libctr`_ for providing platform-specific modules,
making it easier for developers to create homebrew, without needing to use
C/C++.See https://symbitic.github.io/ctrjs/index.html for end-user downloads and
documentation.Features
--------* ECMAScript E5/E5.1 compliant.
* Nintendo 3DS specific modules, for easier porting and writing.
* Garbage collection.
* Asynchronous language and APIs reflect the nature inherent to modern video
game programming and to ARM programming in general.
* Efficiency: Because of the languages' considerable popularity, JavaScript
engines are highly-opimized. CTRJS gains even more performance because it
sits closer to the hardware than do JavaScript engines running on a desktop.
* Portability: Excluding unfinished ports like the filesystem and networking,
it should be relatively straightforward to port existing JavaScript to run on
CTRJS.
* Quicker deployment, by offering a high-level language which can be written
on the host (PC) or target (Nintendo 3DS).
* Modularity: Unlike most scripting languages, JavaScript has good support for
organizing code into modules. A module in JavaScript can be as simple as a
file in the same directory (e.x. ``main.js`` includes ``print.js``), or it
can be an externally developed library imported from a package manager (e.x.
writing a Node.js app that uses ExpressJS installed using NPM).
* Following Semantic Versioning, CTRJS offers a promise of compatibility. By
offering a means for apps and libraries to declare which version of CTRJS they
were written to run on, any existing code can continue to run when new
versions are released, as long as the required versions can be found.
* JavaScript is *the* programming language of the web, and not without reason.
It's syntax is very extensible and expressive. By given programmers the power
to write whatever they want, however they want, JavaScript has helped make
programming fun for a large number of people. Adding even greater value to
this benefit is the fact that Nintendo has chosen to make their console as
closed-nature as possible, even as it results in a critical lack of developer
resources. Offering a "platform of fun" on a platform which has only a very
limited offering of fun does have its advantages.Installing
----------CTRJS is not currently stable, and should not be considered production-ready.
When the stable version is released, pre-compiled packages will be available for
downloading. Until then, CTRJS must be built from source. See `Building`_
for instructions on building CTRJS from source.Building
--------Building CTRJS requires `OpenCTR`_, including `libctr`_. Like most OpenCTR
projects, CTRJS uses CMake as the build system. An example of building CTRJS
from source, assuming that OpenCTR is installed and added to ``$PATH``:.. code-block:: bash
git clone https://github.com/Symbitic/CTRJS
cd CTRJS
mkdir build
cd build
cmake ..
makeIf everything was successful, you should now have a file named ``CTRJS.3dsx``
inside the ``build/`` directory.License
-------**CTRJS** is licensed under the `GNU General Public License v3.0`_.
See `LICENSE.txt`_ for terms.
.. |Logo| image:: https://openctr.github.io/_static/logo.svg
:alt: OpenCTR Logo
:width: 250px
:target: https://openctr.github.io/.. |Release| image:: https://img.shields.io/github/release/Symbitic/CTRJS.svg?style=flat-square&label=Release
:alt: Latest Release
:target: https://github.com/OpenCTR/libctr/releases/latest.. |License| image:: https://img.shields.io/github/license/Symbitic/CTRJS.svg?style=flat-square&label=License
:alt: GNU General Public License v3.0
:target: http://choosealicense.com/licenses/gpl-3.0/.. _CTRJS: https://github.com/Symbitic/CTRJS
.. _V7: https://github.com/cesanta/v7
.. _OpenCTR: https://github.com/OpenCTR/OpenCTR
.. _libctr: https://github.com/OpenCTR/libctr
.. _`GNU General Public License v3.0`: http://www.gnu.org/licenses/gpl.html
.. _`LICENSE.txt`: ./LICENSE.txt