Dare I say, this could be the first Gamebuino port! Screenshot of GB version
I currently have a questionably working version for the Arduboy (many ideas were cut, and I can’t test the build), but I’d like to upload it, in case it works.
Now, why did I do this?
Gamebuino is no longer supported by the creator (Sad, I know).
Arduboy seems to be strong (Seriously, a manufactured case?!?).
Higher Resolution (this game did about 50-75% CPU on GB, so I’m confident in it).
Awesome. Just ran the game on my arduboy. Had to do some quick code tweaks before it compiled. Mainly there was a missing semi-colon in SmashAndCrash.ino line ~50 (ab.print(“Press A”)), and comment out #include <ab_logo.h>.
I had to randomly press a and b a few times before the game starts, I think its running fast and the character is dying before I saw anything.
This is completely false. The Gamebuino community has slowed down while Rodot was busy finishing his master’s degree but he’s back now and just finished a large batch of Gamebuinoes. I wouldn’t be surprised if he has a surprise or two coming.
I was going to say, I check the Gambuino forums every once in a while. Heck there is even a thread where a dev talks about getting Kevin to help them produce a better Gambuino device.
On the Gamebuino forum everyone is convinced that the SD card with a bootloader is the way to go. The two consoles aren’t all that different really, which is great because a lot of things can be ported from one to the other. But the manufacturing process of the Arduboy is clearly superior. The Gamebuino however is a lot more “hackable” with access to the SPI pins and a case designed so that you can easily access the hardware. Maybe you could make the Arduboy 1.1 Gamebuino compatible or something. Both communities would really benefit by working together.