Using asserts for debugging
Just finished writing a small article aimed at the homebrew community on using asserts: Using asserts for debugging.
Updates on the Open Pandora Handheld

The Open Pandora has been moving along over the past month especially with ZodTTD showing videos of his psx4pandora Playstation emulator running games at full speed and the new addition of Bluetooth connectivity.
This is seriously looking to becoming a must have gadget this year.
Wind and Water soon to be on the Dreamcast

Wind and Water was a fantastic puzzle game for the GP2X made by a small indie company and I have been waiting for them to release it for the Dreamcast. Judging from their recent blog post, it looks like it is well on its way
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Open Pandora Handheld PCB pictures
They have been online for a week now but I forgot to post about it :p.
Here is a link to the Open Pandora Handheld blog which now has images for the PCB boards which means that the handheld is one step closer to becoming a reality. Hopefully the first will reach the developers soon as I really want to see what these are capable of
Finally! Some home programming
I actually managed to find some time and motivation to do some programming at home. Not much mind you, but enough to make some progress
. Cleaned up my Assert system code, added Halt functionality to aid debugging and wrote a small SDL_Surface wrapper for RAII.
After ditching some of my old programming ‘habits’/rules, I am finding it much easier to pick up and get stuck in again. Writing Doxygen comments in all my classes was a complete motivation and time killerand was one of the rules I ditched in favour of self documenting code.
Saying that, I did come across Test Driven Development (TDD) on GameDev which led me to this set of articles. Considering I am already writing some tests already for some of my classes such as my Memory Manager, adding a little extra framework wouldn’t be too much to ask right?
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