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source: "https://chat.brainbaking.com/objects/b8684e92-71ea-4f76-bfba-d2f58e633ee2"
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context: ""
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title: "Jeremy Clarke wrote a set of Nim tools that allows..."
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date: "2021-04-14T12:43:13"
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Jeremy Clarke wrote a set of Nim tools that allows you to program Game Boy Advance games in Nim instead of in C. It makes smart use of Nim's built-in importc capabilities to wrap Libtonc. Watch Jeremy's talk at NimConf 2020 here: <a href="https://www.youtube.com/watch?v=sZUM7MhWr88" rel="ugc">https://www.youtube.com/watch?v=sZUM7MhWr88</a><br><br>I did the same in C++ with gba-sprite-engine but my intention was to hide low-level complexity instead of expose a GBA programmer to it. <br>Makes me wonder if it would be possible to leverage cgo to write GBA stuff in Go...
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"since": "2021-04-14T10:50:11.762Z"
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"since": "2021-04-14T11:47:36.940Z"
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}
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"type": "mention",
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"source": "https://hacdias.com/notes/site-ideas",
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"target": "https://brainbaking.com/post/2021/04/using-hugo-to-launch-a-gemini-capsule/",
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"publishedFromNow": "3 hours ago",
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"publishedFromNow": "4 hours ago",
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"relativeTarget": "/post/2021/04/using-hugo-to-launch-a-gemini-capsule/"
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},
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{
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