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Comment · 5 months ago
Comment · 6 months ago
That CPU halting only applies for PGB mode 1.

In PGB mode 2 the CPU is still able to run (within a limited address range) and can use register FF75 "PGBIO" for limited input and output on some cartridge pins (and/or the link port for IO).

Comment · 6 months ago
Comment · 11 months ago
Not the parent, but I have a take. :)

For GBDK-2020 we've been using the 6502 support in SDCC to support the NES as a target console for about 2 years alongside the existing Game Boy and SMS/Game Gear targets.

The 6502 port has been usable, but doesn't seem fully mature. There has been a lot of code churn for it during the last 12 months compared to the z80/sm83 ports as it gets improved. Recently (their recommended pre-release build 15614) this seems to have resulted in some breaking regressions that we haven't fully tracked down.

Perhaps this port is getting less testing coverage than the z80/sm83 port. Unsure. The majority of the 6502 work seems to be done by a newer member of their team, with the longer term members seeming to be somewhat hands-off. That might be an additional factor.

Edit: BTW, the 6502 port in SDCC at build 15267 (~4.5.0+) has been reasonably stable and usable, and is what we based our last GBDK-2020 release on (6 months ago).

Comment · 11 months ago
With regard to code size in this comparison someone associated with llvm-mos remarked that some factors are: their libc is written in C and tries to be multi-platform friendly, stdio takes up space, the division functions are large, and their float support is not asm optimized.
Comment · 11 months ago
There is a similar project for the Game Boy (sm83 cpu) with a fork of LLVM.

https://github.com/DaveDuck321/gb-llvm

https://github.com/DaveDuck321/libgbxx

It seems to be first reasonably successful attempt (can actually be used) among a handful of previous abandoned llvm Game Boy attempts.

Comment · 2 years ago
Comment · 3 years ago
Comment · 3 years ago
Comment · 4 years ago
This is correct. A phone number is NOT required to enable 2FA, at least in my experience within the last few months.

I set up 2FA to use Yubikey hardware keys for a google account, and was then allowed to generated app passwords. No phone number has ever been attached to the account.

I do agree that not allowing app-passwords to be generated without setting up 2FA is coercive and seems hard to justify, and it is plausible that it is being used to push people into attaching their phone numbers to their accounts. If I recall right, the current language for the setup process skews heavily toward phone numbers and does not do a good job of highlighting other (more privacy oriented) alternatives (as may be evidenced at least in the case of OP).

Comment · 4 years ago
There is also a NES port in the works: https://twitter.com/FG_Software/status/1495400042722897925

And a C64 port: https://twitter.com/roysterini/status/1493540659352985602

A brief quote about compression in the NES port:

https://twitter.com/FG_Software/status/1491044035884371971 "Official #Wordle dictionary implemented, and the game can now select a solution from all those found in the original for the cost of 1 extra bit per word! Uncompressed size (Raw text files): 76060 bytes Compressed size: 26256 bytes"

https://twitter.com/FG_Software/status/1495298243668099073 "Words are stored in 2 bytes: 15 bits data, 1 bit to check if it's a solution. They're all sorted alphabetically, so I can algorithmically determine the first 2 letters with a lookup table, and stick the last 3 letters in 15 bits. Bit more to it but you can't fit it all in a Tweet"

I've been working on a Game Boy Color (and regular GB) fork that in current builds uses the compression by arpruss. https://github.com/bbbbbr/gb-wordle

Comment · 4 years ago
Comment · 4 years ago
Comment · 4 years ago
Comment · 4 years ago
Great recommendations.

In order to filter out "Game Boy-like" material on itch.io, you can also use the tag "gamboy-rom". Then it should only show you entries that will run on actual hardware (such as a flash cart or in an emulator):

https://itch.io/games/tag-gameboy-rom

As for advice on starting: a great thing to do is figure out a simple, small project to start with, and dive in. That will help give you concrete tasks to focus your learning of the hardware and dev tools around, and keeping the scope modest will prevent it from being overwhelming. There are a handful of tutorials if you want to try that route, and plenty of support (forums & discord).

Agreed too, Game Boy development has been exploding in the last couple years. GBStudio's arrival really brought making GB games within reach of a much larger pool of people. The ability to make them was no longer limited only those able to write software (or those working with them). This brought in a TON of graphics, music, storytelling and creative talent.

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