(no title)
implicit | 5 years ago
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.
tieze|5 years ago
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.
benoror|5 years ago
dleslie|5 years ago
rafaelvasco|5 years ago
yc-kraln|5 years ago