"Developing your Dreamcast games with mruby"
summary
Shows a working mruby runtime on a Sega Dreamcast, cross‑compiled with CallistiOS toolchain and packaged into a bootable image; Ruby code is compiled to mruby bytecode embedded in C and linked against the VM. Demo presentation app implements naive syntax highlighting, PNG support and a game prototype and boots on real hardware, though deployment uses a fragile home‑built serial cable hack or CD/SD workflows and some peripherals are slow or flaky.
AI-written summary · about
chapters (13)
- 0:00Introduction
- 1:08About me
- 7:34Dreamcast
- 9:13Why Dreamcast
- 11:06Disadvantages
- 12:30About mruby
- 16:32C for Dreamcast
- 21:39Bitshifting
- 22:47Masking
- 28:34Where to run
- 30:33Getting the program onto Dreamcast
- 32:50Building the serial cable
- 34:48Conclusion
related talks
26mMegaruby - mruby/c on Sega Mega Drive
27mMegaruby - mruby/c on Sega Mega Drive
29mmruby in the 8-bit world: mruby VM for Zilog Z80
34mReimagining 2D graphics and game development with Ruby
24mRuby in the 8 Bit World - A Small mruby VM for the Zilog Z80
35mWeird and Wacky Machines Running Ruby
35mmruby: a Packaging Story Filled with Freedom
26mmruby: a Packaging Story Filled with Freedom
