Ox Model System

Note: While this was originally published on 2023-01-30, it was updated to reflect later changes to the codebase on 2025-05-18. Note: this is based on the version of Ox in this commit in the Nostalgia repo : d6e4ab7a24 Synopsis In languages like Go and Python, there is a feature called reflection. This essentially allows functions to iterate over arbitrary struct types to get or set its data, or simply get information about the type. Reflection is most commonly used for object serialization, and that is the main use for it in Nostalgia. ...

January 30, 2023 · 10 min · Gary Talent

MetalClaw

Synopsis In Nostalgia, stored representations of data tend to take the form of one to one mappings to serialized data structures. Nostalgia uses this approach for game saves, creature definitions, world layout, and a good deal more. Representing this data in JSON allows for easy debugging, as it is a human readable data serialization format, however that convenience comes at a cost to performance and size. This cost is negligible on modern PCs, but it is completely unsuitable for such limited hardware as the GBA. ...

June 25, 2022 · 7 min · Gary Talent

Nostalgia Developer Handbook

Note: this document is a copy of a document in the Nostalgia repo and will periodically be updated. Last updated: 2024-05-29 Nostalgia Developer Handbook About The purpose of the Developer Handbook is similar to that of the README. The README should be viewed as a prerequisite to the Developer Handbook. The README should provide information needed to build the project, which might be used by an advanced user or a person trying to build and package the project. The Developer Handbook should focus on information needed by a developer working on the project. ...

February 23, 2022 · 13 min · Gary Talent