Scenes being saved and reloaded makes a huge difference: it's almost like saving your progress into the world, with the map being uncovered as the player explore.
Took a while to code, because for now it is implemented in C—and C makes everything difficult 😖
(C is the language of SameBoy, the emulator I'm hacking for the initial implementation of #WideGB. Plus it will make exported the code as a library easy.
But damn, if I ever write an implementation again, it will be in Rust.)
Next steps before releasing a #WideGB binary:
- Implement the other renderers (OpenGL, Cocoa)
- Make the frames detection slighly more robust
(Meanwhile progress on the source code can be checked out here: https://github.com/kemenaran/SameBoy/commits/wide_gb)
@pmorinerie C'est dingue ça
@LemoineArthur oué, le résultat est assez cool !
Normalement ça fonctionnera avec la majorité des jeux Game Boy (faudra peut-être juste que j'ajuste un poil l'algorithme).
@pmorinerie what is widegb ? :) oh I got it :D
@pmorinerie amazing !!!!
@pmorinerie so gorgeous !
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