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Game Boy Advance Dev: Logging to the console

Lobsters Hottest · 2026-07-04 Cached

This article explains how to implement logging to the console in Game Boy Advance development using mGBA's custom memory-mapped registers, allowing printf-style debugging via the emulator's log window or terminal.

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#game-boy-advance

Why I Wrote a Game Boy Advance Game in Zig (2024)

Lobsters Hottest · 2026-06-12 Cached

A developer explains why they chose the Zig programming language to create a Game Boy Advance game, highlighting Zig's cross-compilation capabilities and suitability for embedded programming.

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#game-boy-advance

@NathanWilbanks_: this is what a real AGI loop looks like: 6+ hours agent runtime 240M+ tokens 86%+ cache hit 500+ tool calls $125 spent …

X AI KOLs Timeline · 2026-06-08 Cached

An AI agent named Annie autonomously recompiled a Pokémon Ruby GBA ROM into a full hybrid WASM recompiler and GBA runtime, completing a task that would normally take an expert team months and cost tens of thousands of dollars.

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#game-boy-advance

Rust x GBA: Setup and Pixels

Lobsters Hottest · 2026-05-17 Cached

A tutorial guide that walks through setting up a Rust project to build a ROM that runs on the Game Boy Advance, covering project setup and pixel rendering.

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