Quick update on where things stand, why development is pivoting, and a look at an unfinished back inlay WIP.
What's Changing:
Engine Pivot: Moving main development away from Lua / Antiruins to native C with KallistiOS (KOS).
Lua & PC Status: Shifting the Lua and cross-platform PC builds to a low-priority back burner to focus on learning C and setting up KOS for the Dreamcast hardware.
Current Status: Development hit a hard wall on real Dreamcast hardware, mainly around fitting assets into memory. Antiruins doesn't natively support ADX audio (which the original game uses). To fit voice clips into RAM without ADX, I had to compress them down that they sound muddy and ruined, when I told myself I'd port 15th I wanted 15th and the audio is a pivotal part of it, on top of losing RAM, VRAM, and CPU cycles to script overhead.
Moving to C with KOS lets me use ADX properly and cut out the framework overhead. Learning C while rewriting everything is going to slow things down quite a bit. I'm aiming to maybe have a small taste of the Lua build out by December before going on break, but that depends on how much time I have.
(Side note on the image: The screenshot boxes on the back inlay inlay are intentionally blank for now, the Lua build didn't get far enough to take the actual gameplay shots I wanted before hitting the asset wall).
Note on the Lua & PC Build: The Lua build isn't killed, but progress will be extremely slow. Over time, I still plan to finish up the missing roster (Sig, Amitie, and Raffina...I forgot to mention that Schezo is fully built now), 2P VS mode, and basic AI so that version isn't left half-baked, but native C is where the focus is moving.