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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-10 01:38:52 EDT

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@bbbbbr.bsky.socialOct 1, 2026, 6:13 AM

The one aspect of #CasioLoopy dev that's a pain is CPU takes priority over VDP for VRAM access. Which seems to mean VDP can't update scanline counter if you try to busyloop read it for safe VRAM access. Annoying to work around and more so trying to avoid vram snow. A step down coming from Game Boy.

@bbbbbr.bsky.socialSep 24, 2026, 10:44 PM

In the quest (hopefully not futile) to use a single vblank interrupt source across most #casioloopy emus (can't right now), I wrote a test ROM for it.

Not sure emu maintainers, who have their own things to do, will use it. I've done some emu work but am not good at it.

github.com/bbbbbr/loopy...

Screenshot of a interrupt test rom running on a casio loopy console. It shows various interrupt sources (nmi, irq0, irq1) and all of them passing
@bbbbbr.bsky.socialSep 18, 2026, 9:38 PM

The #Petris port to #CasioLoopy console becoming very playable. Feels good to cross that threshold. Still lots of jank and polish needed.

The (incomplete) frog border evolved out of re-using shrub tiles & need to fill extra screen space compared to Game Boy Color. Might try for various pet borders.

@bbbbbr.bsky.socialSep 17, 2026, 12:45 AM

We have pets, and they are gettin' long!

Scrapped and redid half my porting changes to the #Petris gameplay logic. Way cleaner and working gameplay came together much faster.

Obvs still screen cleanup and game notification porting to do, but that should be more straightforward.
#casioloopy #loopy

@bbbbbr.bsky.socialSep 12, 2026, 12:00 AM

Petris Title and Settings screens progress on #CasioLoopy.

Two layers of parallax semi-transparent clouds and sine text wiggle. Settings logic came over with minor changes.

With more #gbdk api compat done porting is going faster. Turning out to be a pleasant console to dev on.
#retrogaming #loopy

@bbbbbr.bsky.socialSep 9, 2026, 7:55 PM

(From last week) ~Full RGB444 rendering on the #casio #loopy using blend mode.

Hardware palette is 256 colors, but also has 2 "screen" layers that can be blended. So I put the Blue channel on one screen (1 pal) and Red X Green (15 pals) on the other. Output looks good! About 4k colors.
#casioloopy

@bbbbbr.bsky.socialSep 9, 2026, 6:37 AM

Ran into glitches running port in progress on real loopy hardware. Issue was not present in the emulator.

My mistake was loading tile data w/ 8 bit access, vram seems to require 16 bit access. 16 is faster anyway until I start using DMA.

Made a small test ROM for that scenario.
#casioloopy

Screenshot of the Petris title screen with vertical line glitches on hardwareComparison of the test rom output. On the left solid blue with solid red beneath it, this is failing. On the right, from hardware, is vertical bars of blue/black on the top and solid green beneath it. Screenshot of the Petris title screen with NO vertical line glitches on hardware