Ryan Leverenz
Ryan Leverenz
I was about to create a pull request that added ``` "options_close_blocked": { "message": "Close after (seconds):" }, ``` That's probably not worth it if this is coming any time...
The new features of Godot4's multiplayer are REALLY exciting. A lot of the boilerplate I pull in for multiplayer in game jams is basically just build into the engine and...
I think that's a bit beyond the scope of this project.
I think it's something around these? Maybe the `FileAccess` thing doesn't work quite the same on exports? https://github.com/codecat/godot-tbloader/blob/84a891f6499439c079833b8cf1c8335e8fec0c29/src/builder.cpp#L606C15-L606C42 or https://github.com/codecat/godot-tbloader/blob/84a891f6499439c079833b8cf1c8335e8fec0c29/src/builder.cpp#L584C1-L596
There isn't any log-spam that isn't my own logging.
Yeah, obviously you wanna test it before merging it. I'd do it myself if I wasn't in the middle of a game jam.
Would it make sense to re-implement an MMUx12 from scratch? Sure, a MMU3 upgrade would be ideal, but I don't know if it's necessary. Arduinos and stepper drivers are easy...
I'm using rboy in Godot. My gameboys are pickup-able object and they update with they physics update. But they update 60 times per sec *in order*, not at the same...
`mod cpu;` is private. `Device` does not implement a way to interface with the Serial connection.
I think this is right? I'm not great with lifetimes yet, this will work, but I'm not sure it's the best way to handle this. And I'm only 60% that...