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.