From bdf7755ee236d17b35860c2b0a00a4f0f95ced2c Mon Sep 17 00:00:00 2001 From: Gary Talent Date: Wed, 21 Jan 2026 21:03:47 -0600 Subject: [PATCH] [nostalgia/developer-handbook] Update developer handbook --- developer-handbook.md | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/developer-handbook.md b/developer-handbook.md index 714a46e3..f3d7e117 100644 --- a/developer-handbook.md +++ b/developer-handbook.md @@ -27,9 +27,9 @@ All components have a platform indicator next to them: * opengl - OpenGL implementation (P-) * studio - studio plugin for core (P-) * keel - keel plugin for core (PG) - * scene - defines & processes map data (PG) - * studio - studio plugin for scene (P-) - * keel - keel plugin for scene (PG) + * sound - sound system for Nostalgia (PG) + * studio - studio plugin for sound (P-) + * keel - keel plugin for sound (PG) * player - plays the games (PG) * studio - makes the games (P-) * tools - command line tools (P-) @@ -48,7 +48,7 @@ All components have a platform indicator next to them: Not really that external... (PG) * GlUtils - OpenGL helpers (P-) * teagba - GBA assembly startup code (mostly pulled from devkitPro under MPL - 2.0), and custom GBA hardware interop code (-G) + 2.0), and custom GBA hardware interop code (-G) Most GBA code is built on PC because it is small and helps to work on both projects with the same CMake build dir, but GBA code is never linked with any @@ -89,7 +89,8 @@ The GBA has two major resources for learning about its hardware: On the surface, it seems like C++ changes the way we do things from C for no reason, but there are reasons for many of these duplications of functionality. -The C++ language designers aren't stupid. Question them, but don't ignore them. +The C++ language designers aren't stupid. +Question them, but don't ignore them. #### Casting