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Savegame Support #13
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Hi! For saving, there's a section about writing to battery-backed SRAM in the readme: https://github.com/evanbowman/BPCore-Engine#ram-readwrite For adding additional functions to the engine in C/C++: |
When writing engine extensions that link the static library release target (libBPCoreEngine_Ext.a), you'll need to use the correct gcc cross compiler and linker for the ARM7 architecture from devkitpro, so I'll make an example when I have some free time. |
I use something like this in my project: if btn(0) then
poke4(_SRAM,"Saving")
end
if btn(1) then
print(peek4(_SRAM))
end Also, I have tested, and the maximum size for _SRAM is about 31.25KB: poke4(_SRAM + 4 * 7999,"Saving") |
Hi, im currently doing some research on GBA Development and this Engine is by far the most user friendly I saw so far. It follows a nice approach and is far more beyond a collection of functions and all that.
What I appreciate is the Lua Layer you added to bring GBA development to more people, was also checking on the Rust Compiler and on other Engines. But what I miss in here is a support for saving your game state to cartridge :/
Is there any plan do support this? by doing so this would become far the most simple Engine I could imagine using for using for real projects :) Also do you consider to open the Engine? I think it could be worth to port some interpolator functions into c/c++ and make then accessible via a Lua function to increase performance
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