New devlog entry: rollback netcode on the NES, technical tricks to make it work
#emscripten evolves fast, breaking compat every now and then.
As I regularily compile a big project, I may reference such changes (and how to adapt your build) in a thread.
First entry, right now!
Emscripten 2.0.7: emcc no more link in C++ mode.
Symptoms: lots of c++ symbols not found at link time.
Solution: link with em++ if you have some c++ in your project.
Homebrew sailing game on the NES thoughts:
Perhaps a split screen, the top part showing the bow from the crew’s perspective, the bottom an overhead scrolling ocean topography map?
Sprites could be used to indicate change of direction for the top. The listing of the bow indicates trim.
Player 1 would man the helm and main sail, player 2 would man the jib (front sail) and crew weight.
Getting the feel of it right would be key!
Got interviewed for fanbyte, about what is special in developping demakes in regard to original games, and adapting modern gameplay to constraints from 1980's
In the following code, gcc allows itself to prune the "*buffer = 1;" from "extend_asm()". I marked the asm block volatile, as per my understanding the compiler should be aware that this block may have side effect (like reading global data). Also, with a basic asm block it works as expected. What did I miss?
🎁Wallpapers: https://www.peppercarrot.com/en/static6/sources&page=wallpapers (thanks @HerveSpitz for the suggestion)
🎁Krita source (3795x2220px): https://www.peppercarrot.com/en/static6/sources&page=artworks
🎁License: #creativecommons attribution 4.0 international.
Also, I recorded my desktop, a video process is on the way.
Once again, I completely failed at writing a good letter to Santa.
Should have asked for electric tools, and a workbench 🤦♂️
🥸 Coding on the NES by day
🦸 Coding on the NES by night
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