12-16-2019, 06:52 PM
Yes I was thinking about how to integrate tilengine as a libretro core for some time but I didn't know how to handle loadable games. The conversation about lua gave me the missing piece 
The integration itself was quite simple:
The difficult part is debugging the lua script. This two-way integration -retroarch hosts tilengine_libretro, who in turn hosts the lua script-. This setup is far from your typical "launch your application and set up breakpoints". I'll give a look to your recommended "ZeroBrane Studio" and "Decoda" IDE. However I won't spend much time on this project, once I get something fully working I'll move to work on other ideas I have. Managing to get a Lua debugger working inside this chain of hosts can be more complex than completing tilengine_libretro itself.

The integration itself was quite simple:
- removed all the built-in windoinwg support (Window.c and GaussianBlur.c), and libSDL2 dependency,
- added a libretro.c module that implements both the client-side to retroarch, and the host-side of lua scripts
The difficult part is debugging the lua script. This two-way integration -retroarch hosts tilengine_libretro, who in turn hosts the lua script-. This setup is far from your typical "launch your application and set up breakpoints". I'll give a look to your recommended "ZeroBrane Studio" and "Decoda" IDE. However I won't spend much time on this project, once I get something fully working I'll move to work on other ideas I have. Managing to get a Lua debugger working inside this chain of hosts can be more complex than completing tilengine_libretro itself.