Jeremy Clarke: Game Boy Advance Development in Nim (NimConf 2020)

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  • čas přidán 28. 08. 2024

Komentáře • 7

  • @muwatter
    @muwatter Před 4 lety +9

    Excellent presentation, thank you!

    • @exelotl
      @exelotl Před 4 lety +1

      Thanks, glad you enjoyed it! :)

  • @AtomSymbol
    @AtomSymbol Před 4 lety +5

    Just a small note about the screen showing GBA hardware parameters: kb/Kb usually means kilobits, KB means kilobytes, KiB means kibibytes.

  • @Dzumeister
    @Dzumeister Před 4 lety +1

    I would love to play Goodboy Galaxy and that Super Crate Box port when they're finished. Good to know that there's talented devs out there working with beloved old hardware

  • @leonlysak4927
    @leonlysak4927 Před 3 lety +1

    This is just beautiful. Good fucking job dude, I've always wanted to make my own pokemon game for the GBA

  • @capoiosct
    @capoiosct Před 4 lety +2

    25:10 nice example of using distinct, I wonder what he means it isn't fool proof? Because of templates or casting?

    • @exelotl
      @exelotl Před 4 lety +3

      Ah, what I meant here is that this prevents you from doing "var x = bgofs[0].x" but it doesn't prevent you from doing "var p = bgofs[0]" (trying to read both registers into a point variable at once). The real way to prevent this would be to simply not expose the register at all, for example you could make a template or procedure such as "setBgOfs(bg, x, y)". But I got way too obsessive about the consistency of my API - we already exposed all the other registers, why hide this one? ;)