
One of my rare 100% finished projects, a RAM based "virtual" cart on the back of a Super GameBoy. Allows me to upload GB code from my laptop to see if everything works as intended (or not).
Spent about 16 hours on it, AVR and PC side coding included.
Spent about 16 hours on it, AVR and PC side coding included.
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To make it short, it's like having a reprogrammable cartridge in the Super Gameboy, in which you can load ROMs from your computer.
So in a game development situation, you just have to write your code, assemble it, and send it to that thingy to see if it would work on a real Gameboy (because as good as some emulators can be, they'll probably never be 100% like the real Gameboy, so better be sure and make the ROM run on the real thing).
If you ever dealt with flash carts (or similar, like those R4 carts for the DS), it's kinda like it, but you can send the code directly to it instead of having to load files on an SD card.
So in a game development situation, you just have to write your code, assemble it, and send it to that thingy to see if it would work on a real Gameboy (because as good as some emulators can be, they'll probably never be 100% like the real Gameboy, so better be sure and make the ROM run on the real thing).
If you ever dealt with flash carts (or similar, like those R4 carts for the DS), it's kinda like it, but you can send the code directly to it instead of having to load files on an SD card.
Well yes, it's more of an instant-flashcart rather than a full blown devkit because it can't do instruction stepping or breakpoints for example. But it's still quite useful when you have code that runs in the emulator but not on the real Gameboy, you can quickly isolate the part that causes glitches/crashes without having to load files to an SD card or burn EEPROMs.
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