I found a still-maintained fork called gbajs2 and asked about this there. They gave a good answer; looks pretty easy! https://github.com/andychase/gbajs2/issues/24
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Thanks; that looks great! It plays my rom nicely.
Edit: oops; posted before I saw that you gave a second suggestion. gbaninja looks like it has better docs but it crashes loading my game while gbajs plays it flawlessly.
I know there are some GBA emulators that run in the browser. Does anyone have recommendations/tips for how to get a cart embedded in such a way that you can play it straight out of the itch page without downloading or installing anything?
Thanks; I got a decent answer on their issue tracker, though their docs could certainly be improved.
A simple example for anyone who’s curious: https://git.sr.ht/~technomancy/liquid-runner-3/tree/master/item/Makefile#L51
Importing a sprite sheet from TIC-80 turned out to be pretty easy using gbagfx.
It broke my brain around the 3rd Y combinator puzzle, but this was really inventive. At first I was like “wait how is there all this lisp code with no quoting” and then I was like “ohhhhh that’s basically the whole game”. Love the idea. Also this reminded me a lot of the structural editor I was working on a few months ago; same key bindings used to traverse the code trees.
I couldn’t get this running on the latest Debian or on Fedora 31; I get “./zonqueror: /lib64/libc.so.6: version GLIBC_2.33 not found (required by ./zonqueror)” followed by the same message again but with GLIBC_2.32.
I’m glad you like the game! The last beta release was in 2017, so it’s really not under active development any more. I would like to pick it up again some day, but it might be a year or two before that happens. If it does, it’s quite likely that the API would change significantly. I have a branch where all the default in-game code is ported to Fennel instead of being written in Lua, though Lua is still available. We’ll see!
I just posted a writeup of a simplified raycasting engine using the Fennel language. It is based on my recent jam entry Spilljackers but radically simplified down to 43 lines. I tried to show how simple the raycasting algorithm is by stepping thru the functions needed to trace the path of each ray. One fun technique that worked really well is encoding color and height of map tiles in the sprite sheet based on the row and column of the tile in question.
Anyway I hope people find it interesting!
(I love how TIC-80 lets me embed the actual game demo right in the middle of the blog post.)
Thanks. I tried the updated version and it works better but still has some problems. When I downloaded it, it complained that it was missing the .pck file. Because I had downloaded the windows version previously, I knew that the .pck file was found there, so I extracted that into the same directory. Then when I ran it, it said that the .pck file had to have the same name as the executable (without the extension) so I renamed it to match. Then it was able to launch, but it crashed because it required a newer OpenGL version than I had on my machine.
So anyway, if you fix it so that the Linux version is a tarball or zip that contains the correctly-named appimage along with the .pck file, then it will probably work on other peoples’ machines if they have a newer graphics card than I do.
Thanks but it looks like the zip file still just contains an .exe and a .pck data file, so it will only work on Windows. edit: you should probably remove the marker indicating that it’s compatible with Mac and Linux on the .exe download.
Thanks for posting the build. When I run it, I get a warning that it’s “forcing OpenGL 2.1 context (3.3 requested)” but it launches. However, the “play” button does not seem to have any effect.
Oh man! I knew it was possible to teleport out of bounds because my kids did this during play testing, but they had to work pretty hard at it (like twenty teleports in quick succession) to get off the map, so I didn’t think it would be possible to trigger by accident. Well, hope it didn’t mess up your experience too much. Nice job finding how to get back!
Edit: this bug has been fixed!
Definitely hop on #fennel on Freenode IRC if you do give it a try.
We’re hoping to release a “special edition” later with a couple more bugs squashed and a few extra features, so thanks for the heads up.
Thanks! The music is by Matthew Pablo: https://opengameart.org/content/rpg-battle-theme-the-last-encounter-0 I feel like the song change as you approach the final boss encounter might be my favorite thing in the game. =)