I'm also surprised (in a good way) that Shinmera is working on this - I've seen him a few times before on #lispgames and in the Lisp Discord, and I didn't know that he was into this kind of low-level development. I've looked at the guts of SBCL briefly and was frightened away, so kudos to him.
I wonder if SBCL (+ threading/SDL2) works on the Raspberry Pi now...
As an aside, reading about this kind of deeply interesting work always makes me envious when I think about the rote software I spend all day writing :)
I'm curious what the rationale here was for using the official SDK, rather than the unencumbered "homebrew" ones[0].
As a complete guess, maybe Nintendo doesn't let you officially publish games built using 3rd party SDKs?
[0] https://switchbrew.org/wiki/Setting_up_Development_Environme...
Context: Naughty Dog used a custom Lisp-alike (GOAL) to build the Jak & Daxter series on PS2. They left enough debugging information in that it was possible to reverse engineer. The OpenGOAL project has done so, and these games can now be run on all platforms that their GOAL compiler gets ported to (x86 for now AFAIK). Would be cool to port this to the Switch.
SBCL - "Steel Bank Common Lisp"
> Steel Bank Common Lisp (SBCL) is a high performance Common Lisp compiler. It is open source / free software, with a permissive license. In addition to the compiler and runtime system for ANSI Common Lisp, it provides an interactive environment including a debugger, a statistical profiler, a code coverage tool, and many other extensions.
Porting Yuzu to Nintendo Switch
I hope this port succeeds.
[1]: https://github.com/Shirakumo/trial