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devkitPro
libgba
C2017–2017
devkitPro / libgba

libgba

C Library for Nintendo GBA

2Distinct people
2Mentions
0Explicit recommenders
226GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

C Library for Nintendo GBA

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 11:56:56 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by hour2 dated mentions

Observed mentions: 2017-10-14 18:08:40 UTC to 2017-10-15 04:34:13 UTC.

012017-10-14 18:00:00 UTC to 2017-10-14 19:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsOct 14, 18:002017-10-14 19:00:00 UTC to 2017-10-14 20:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-10-14 20:00:00 UTC to 2017-10-14 21:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-10-14 21:00:00 UTC to 2017-10-14 22:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-10-14 22:00:00 UTC to 2017-10-14 23:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-10-14 23:00:00 UTC to 2017-10-15 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsOct 14, 23:002017-10-15 00:00:00 UTC to 2017-10-15 01:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-10-15 01:00:00 UTC to 2017-10-15 02:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-10-15 02:00:00 UTC to 2017-10-15 03:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-10-15 03:00:00 UTC to 2017-10-15 04:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-10-15 04:00:00 UTC to 2017-10-15 05:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsOct 15, 04:00

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Oct 14, 18:002017-10-14 18:00:00 UTC2017-10-14 19:00:00 UTC101
Oct 14, 19:002017-10-14 19:00:00 UTC2017-10-14 20:00:00 UTC000
Oct 14, 20:002017-10-14 20:00:00 UTC2017-10-14 21:00:00 UTC000
Oct 14, 21:002017-10-14 21:00:00 UTC2017-10-14 22:00:00 UTC000
Oct 14, 22:002017-10-14 22:00:00 UTC2017-10-14 23:00:00 UTC000
Oct 14, 23:002017-10-14 23:00:00 UTC2017-10-15 00:00:00 UTC000
Oct 15, 00:002017-10-15 00:00:00 UTC2017-10-15 01:00:00 UTC000
Oct 15, 01:002017-10-15 01:00:00 UTC2017-10-15 02:00:00 UTC000
Oct 15, 02:002017-10-15 02:00:00 UTC2017-10-15 03:00:00 UTC000
Oct 15, 03:002017-10-15 03:00:00 UTC2017-10-15 04:00:00 UTC000
Oct 15, 04:002017-10-15 04:00:00 UTC2017-10-15 05:00:00 UTC101

What Hacker News says

2 sources
> I think this comes down to a particular design decision of the GBA homebrew SDK (https://github.com/devkitPro/libgba) to not be ABI-compatible with the official SDK. I think it comes down to the fact of SDK libraries being statically, and inextricably, linked into the ROM. > [about DF2:JK] I would say that this is open-source, yes. I'd say it isn't. First, the license is just as closed as the rest of the code. Second, it's not "the game" unless there's an engine to pair the data+code elements with. And since there's no open engine to go with the closed-but-readable code, I wouldn't use the words "open source" with any part of it. > So this is at least open-source code now, no? If an open engine is available, then the combination of the open game logic and open game engine would be open. Otherwise you could say "An Open engine for X" or.
Read the rest
..well, a nicely-packaged way to describe open game assets on a closed engine would be called "a mod for X" or a "total conversion", I suppose. > But does that make the .wad file itself less open as a product? The .wad itself could be open, but it's not "a game". It's a set of game assets. Pair it with an engine, and it's a game. Pair it with a different engine, and the same assets might be a significantly different game. The whole wad+engine game couldn't be open until at least late 1997 when the Doom source was released. > But with C#, you don't expect that; you just expect to receive the binary containing the individual business logic, and then use the runtime library you have available (Microsoft's on Windows; Mono everywhere else) to run it. Right. C#, Java, etc are expected to have an external, completely separate runtime as a dependency. When there isn't an open runtime available, it's the situation that used to be called something like "the Java trap".
In Open Source Game Clones
> If someone wrote homebrew on the Nintendo SDK, I'd say it's impossible for it to be "open", because not everything that is distributed as part of the game is open. I think this comes down to a particular design decision of the GBA homebrew SDK (https://github.com/devkitPro/libgba) to not be ABI-compatible with the official SDK. Consider, as a contrasting example, C#. Microsoft's official SDK is closed source. Mono is open-source. But Mono's runtime libraries are ABI-compatible with the official runtime libraries. In the case of the GBA, you'd expect/require a binary release to be "shipped with" the official runtime libraries linked in. But with C#, you don't expect that; you just expect to receive the binary containing the individual business logic, and then use the runtime library you have available (Microsoft's on Windows; Mono everyw
Read the rest
here else) to run it. > The entire "business logic" of the game Dark Forces: Jedi Knight II is available as source. Literally, human-readable scripts packaged in a trivial archive format. I would say that this is open-source, yes. Consider the case where someone uploaded, say, the "business logic" (and assets) of an RPG Maker game, back when ASCII/Enterbrain's own runtime was the only one available. Now there are plenty of open, ABI-compatible interpreters. So this is at least open-source code now, no? Or, for another example, consider original-Doom .wad files. If you released one of those back in 1993 under a GPL license, it might not mean much—but today there are open DOOM clones for literally everything. One difference here is that those interpreters don't have Doom's original IP (asset packs) included in them; they expect you to add them in. But does that make the .wad file itself less open as a product? Not everything needs to be standalone. You could have an open-source expansion or mod for a closed-source game. You can interpret a level or level-pack in just such a manner.
In Open Source Game Clones

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