Megaruby - mruby/c on Sega Mega Drive
summary
A presentation app and two demo games run as Sega Mega Drive ROMs, with core game logic written in mruby/c and platform glue, main entry and resource handling in SGDK. Build uses mrbc bytecode bundled into the executable after adding a C main, aggressive feature pruning to fit 64 KB RAM, and pre-rendered text to avoid runtime string allocations. Development uses the GensK emulator console for debugging, a hardware-only graphics glitch is found and fixed, and the demos boot and play.
AI-written summary · about
chapters (19)
- 0:00Introduction
- 1:51Mega Present with Ruby and C
- 3:41Sega Mega Drive
- 5:04Introducing mruby and mruby/c
- 6:51Why mruby/c for Mega Drive
- 8:17Advantages of Mega Drive today
- 9:19Why mruby/c on Mega Drive
- 10:00SGDK overview
- 12:06Mega Drive graphics basics
- 14:15Tiles, sprites, and layers
- 16:09Memory challenges and optimizations
- 17:13Debugging without hardware
- 18:18Cross-compilation and ROM creation
- 20:03Integrating assets
- 21:28Core logic in Ruby
- 22:11First game demo
- 22:55Future plans and tooling
- 23:36Resources and getting started
- 24:28Second game demo
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