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implicit | 5 years ago

I did a little bit of GBA homebrew development back in its heyday. It is a really fun little bit of hardware to hack on.

It's powerful enough that you can write your whole game in C++, but not so powerful that you should rely on the system allocator for anything.

It's in a lovely sweet spot for a particular dialect of zero-overhead C++ that's really fun to write.

As a simple example, I had a little class library of data types that were crafted to exactly map to the hardware registers of the GBA. The whole thing inlined away to nothing.

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tieze|5 years ago

I've gotten into GBA homebrew again recently. The community is small but getting a bit bigger. gbadev on Discord is a fun place to hang out.

The tooling doesn't seem to have changed all that much from back in the day, which isn't a bad thing: the best way to get music on the GBA is still to compose something in an old-fashioned tracker and using Maxmod to import it. Sprite conversion tools haven't changed that much.

Programming it is just so lovely bare-metal: poking/prodding registers, writing backgrounds and sprites into memory regions.. Really fun stuff.

yc-kraln|5 years ago

Reading this article gave me the warm fuzzies for the same reason; The GBA was a dream to homebrew for.