About:

Matt Greer is a software engineer with a passion for old video games, baking, and Dance Dance Revolution.

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Specializations:

Interests:

Old video games Game console hardware Baking bread Baking pizza Animals Dance Dance Revolution
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The blog post discusses the development of an e-Reader game called Pixel Pup, which utilizes the Game Boy Advance's e-Reader peripheral. The author explains the mechanics of loading game and puzzle pack cards, the use of an API ca...
The author discusses their exploration of a ROM hack for The King of Fighters 99, focusing on the complexities of hacking a Neo Geo game due to encryption and bank switching. They explain the types of ROMs in Neo Geo games, partic...
The blog post discusses the author's experience building a Nonogram game for the Nintendo GBA E-Reader, focusing on the challenges of implementing a custom timer due to the E-Reader's built-in clock limitations. The author explain...
The post details the author's experience using Ghidra, a reverse engineering tool, to understand the E-Reader API function 'DecompressVPKorNonVPK'. The author explains the process of locating the function within the E-Reader ROM, ...
The author reflects on the challenges faced during the release of E-Reader games, particularly the bugs encountered in two games. They discuss the importance of understanding the E-Reader API (ERAPI) and the issues with the Sprite...
A comprehensive guide to developing a simple e-Reader app in z80 assembly, focusing on tool setup and basic coding techniques.
This tutorial provides a step-by-step guide to creating a simple e-Reader app using z80 assembly language. It focuses on setting up the necessary tools, specifically the pyz80 assembler, and covers the basics of how e-Reader apps ...
The author shares their experience of purchasing and troubleshooting a used Zebra LP-2844-Z thermal printer for shipping labels. They discuss various options for thermal printers, including new and used models, and detail the chal...
The author discusses the mistakes made in the production run of E-Reader cards, including issues with die cutting tabs, shrinkwrapping, color reproduction, miscuts, and a game bug. The author outlines the lessons learned and chang...
The text discusses the author's love for the game Balatro and his attempt to make a working prototype of the game for the Nintendo E-Reader. It outlines the challenges and limitations faced in the process.
The text is about the process of creating a shooter game called Exo Attack for the Nintendo E-Reader. The author discusses the challenges faced, the technical aspects of the game, and the features included such as an online leader...
The blog post explains how to locate the tiles in a Neo Geo game and change the graphics in the background. It provides a step-by-step guide to find the tiles, use a MAME lua script, and a tile viewer to locate and change the tile...
The author shares his findings and theories on printing Nintendo E-Reader cards, including updates on his progress, the use of SVG dot strips, and the differences between digital, offset, and printing presses. He also discusses th...
The text provides tips and suggestions for troubleshooting when printed Nintendo E-Reader cards won't scan. The author shares examples of different printing issues and offers solutions to improve the scannability of the cards.

0An E-Reader Mystery

2025-01-30

The author discusses the process of adding a mini map to a Minesweeper game for the Nintendo E-Reader. They describe the challenges faced in understanding the ERAPI API functions and how they were able to figure out the DrawLine f...
The text discusses the Nintendo E-Reader and its use of a simple 16-bit fixed point system. It explains how the system works, the ERAPI functions, and the process of converting from fixed point to integer. The author also provides...
The author shares his experience with printing Nintendo E-Reader cards at home using a Canon TR8620a printer and Canon Photo Paper Plus Glossy II. He discusses the printer's capabilities, the quality of the prints, and the issues ...
The text is about the author's experience of making Solitaire for the Nintendo E-Reader, the challenges faced, and the tools used. It also discusses the E-Reader, its limitations, and the author's future plans for making more E-Re...
The text provides a step-by-step guide on how to print Nintendo E-Reader cards. It includes tips on creating dotcode images, choosing the right paper, and using the correct printer settings. The author shares their personal experi...
The blog post discusses the growth of planet cards in the game Balatro, explaining how the blind score requirements increase as the game progresses and the difficulty level rises. It also compares the growth rate of different type...
The blog post discusses the game Balatro and how to achieve a certain score by playing poker hands. It explores different types of polynomial growth, linear scaling, quadratic scaling, and exponential growth. It also provides stra...
The text is part 3 of the CPU driving series, focusing on adding another CPU car to the track and fixing the collision issues. The author discusses the use of bounding circles for collision detection and the technique of steering ...
The text is about implementing drifting in a CPU driving system for a video game using waypoints. It explains what drifting is, how to implement it, and how to make the CPU car decide when to start and stop drifting. The purpose o...
The blog post series discusses how to make CPU drivers in a top-down racing game using a simple waypoint system. The author documents what he learned and built to get artificial drivers to drift around the courses. The post covers...