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Portals for Tanmatsu — starting up

What you see when you start Portals on the Tanmatsu, the badge.team handheld with an ESP32-P4: three splash screens, then the title screen, with the test chambers solving themselves behind the menu.

- SynthEngine 3D, the engine the game is built on: its wordmark, real 3D geometry flying in.
- Graceloader, the app loader it runs under: its log types out with the real numbers of this app — 223 KB of code, 140 KB of data, 7.4 MB of memory set aside (mostly room for huge chambers), 193 symbols resolved — over a filling memory map.
- Portals: a corridor between two portals facing each other, so it goes on forever, with an energy pellet streaking through.
- The title menu, over the attract mode: chambers played by their own solutions, filmed by a cinematic camera. A slow look through Stories and Settings, including the new Menu music setting and Lifts between chambers.

Chapters
0:00 Splash screens: SynthEngine 3D, Graceloader, Portals
0:10 Title screen and Stories
0:21 Settings

Everything on screen is drawn by the game's own code — the splash screens, the menu, the attract mode — rendered here on a PC at the badge's 800x480 and shown at 3x, every pixel kept sharp.

Get it
Get Portals from the repository on the Tanmatsu: https://tanmatsu.cloud/
Source and releases: https://github.com/annejan/tanmatsu-portals-grace

The Tanmatsu: https://nicolaielectronics.nl/tanmatsu/
Runs under Graceloader: https://github.com/nullislandspace/tanmatsu-graceloader
Built on SynthEngine 3D: https://github.com/nullislandspace/synthengine3D
Tanmatsu by badge.team and Nicolai Electronics.
A fan game in honour of Valve's Portal. Portal, Aperture Science and GLaDOS are Valve's.

#Tanmatsu #Portal #ESP32 #badgeteam #homebrew
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