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#rubyconftw 2023 Developing cross-platform mruby software for Dreamcast and Wii With mruby, we can write Ruby for many environments including old video game consoles. I am working on a cross-platform library for mruby so software written for mruby on Dreamcast can be run on Wii with little change to the source. I have ported the block puzzle I showed at RubyConfTW 2019 to Wii, and am now working on the presentation tool. I will tell you about what is involved in making a cross-platform mruby library for Dreamcast and Wii, as well as challenges and lessons learned. This presentation will (hopefully) be delivered on either of those consoles and will include some live demos.
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The presentation by Yuji Yokoo at RubyConf Taiwan 2023 focuses on developing cross-platform mruby software that can operate on both the Dreamcast and the Wii video game consoles. Yuji highlights the capabilities of mruby, a lightweight Ruby implementation designed for embedded systems, and details the process of creating a library that allows developers to port projects between these two platforms with minimal changes to the source code. Key points of the presentation include: - **Introduction**: Yuji introduces himself and remarks on his previous presentation about mruby on Dreamcast. He expresses excitement about showcasing his work on a cross-platform library. - **Challenges Encountered**: Yuji acknowledges critical bugs that led him to present from his MacBook instead of the Wii but reassures the audience about upcoming live demos. - **Overview of Dreamcast and Wii**: The Dreamcast, released in 1998, is praised for allowing custom code execution, while the Wii was noted for its popularity and unique architecture. - **Understanding mruby**: Yuji explains mruby as a suitable choice for developing games that run across different hardware environments. Both Dreamcast and Wii now have build configuration files for mruby. - **Motivations for Cross-Platform Development**: Emphasizing the potential audience for both consoles and the desire to encourage more development for Dreamcast, he cites the ease of exploiting the Wii as a key factor. - **Development Process**: Tuji breaks down the steps required to develop mruby applications, including writing C code for platform-specific initializations and utilizing Ruby for the main application. He discusses the necessity of adapting C code for each platform, including handling pixel formats and synchronization signals. - **Challenges in Development**: He elaborates on the hurdles faced during development, including dealing with outdated tools, complex debugging, and platform-specific adaptations. - **Demo Presentation**: The demo showcases a game running on the Dreamcast and then on the Wii, emphasizing the successful execution of the same codebase across platforms. - **Future Plans**: Yuji expresses goals of API unification across platforms and simplifying the process of targeting both Dreamcast and Wii with consistent Ruby code. In conclusion, Yuji reinforces that cross-platform development is achievable with mruby, emphasizing that while minimal changes were needed in Ruby code, the bulk of the adaptation was in the C code due to differences in platform architecture. He reflects on the importance of community resources and concludes the presentation by inviting the audience for questions and expressing gratitude for their interest.
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