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▲ daniel_rh an hour ago

This is so cool! I've been working on trying to minimize the F-zero render loop to fit on gameboy and multiplayer over the link cable...it's been a journey. (I rushed the writeup cus of this article--still polishing the text), but give the game a try on the in-browser emulator: https://fireflyk64.github.io/makingfsub/

▲coffeesoda an hour ago | parent [-]

This is really great, thank you for sharing. I may borrow this technique for a Playdate project in the future.

▲daniel_rh an hour ago | parent [-]

I love that idea! Please let me know if it's of any help :-)

Since the Playdate doesn't have any of the sprite rendering hardware that made the gameboy both underpowered in compute and overpowered in graphics at the time, some of the tricks may be unnecessary.

I suppose you could do some kind of shift of a whole row of the framebuffer easily with a memmove sort of operation. The gameboy's shift registers and the per sprite drawing are what really made this both difficult and possible at such a slow CPU clock speed. The playdate CPU is about 40x faster than that on the gameboy, so probably all these kinds of tricks and more would work just fine.