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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.
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.
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.
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.