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I want to talk about a big change in this project that may disappoint some people. As some of my friends know, I started planning GB Bridge many years ago because, at the time, it seemed like the only feasible way to "port" GB games to the GBA. (1/5)

And of course I thought working on a SML port would be perfect to showcase GB Bridge. Truth is, with the advancement of AI coding agents, and considering how simple GB games are, that's no longer the best (and certainly not the only) way to make a project like this happen. (2/5)

A few weeks ago, as an experiment, I used AI to automate the disassembly+rewrite of the game, ensuring frame-perfect accuracy and completeness is tested. To my surprise, it turns out you really can end up with a clean, native codebase in a relatively short amount of time. (3/5)

I can't even put into words how much this simplifies a port like this, but to me working on the GB Bridge version seems almost stupid now. So, considering I have very limited time, and reducing months of engineering effort to a matter of weeks is the difference between... (4/5)

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...these projects actually happening or remaining ideas, I'd rather disappoint some people. Most importantly, I can now focus on the parts I enjoy most: manually crafting the pixelart, adding enhancements, and ultimately realizing my vision. (5/5)

Whatever you choose to do, remember: ultimately, this is a hobby. Make sure you're enjoying yourself, whether or not it makes "business sense".

The only part of this that I appreciate is the transparency. It truly sucks to see you basically throw in the towel after following your efforts for so many years. It's a real waste.

I understand, I have conflicting feelings about it, too. While I don't think it's realistic to expect anyone else to continue my work, I might still release some of it (the SPEC, at the very least).