This is actually a great idea if I understand it correctly: An engine built for modern platforms that emulates the limitations, gfx modes, emulates the sound engine of the NES/GBA, etc. without limiting CPU/video memory or CPU speed. I imagine it could be reimplemented as a subset of libSDL.
It's not a full game engine, only a graphics engine: it doesn't offer sound or any other feature that would be outside of a graphics chip.
It's not an emulator of a particular hardware either: it's based on their working principles but it's a fresh implementation from the ground up.
I hope this aspect is not so bad that people don't want to at least try it to check if it's worth it...
2) The MSVC-only build is for the moment. In my roadmap I've planned builds for at least Linux, Android (NDK native) and Windows Phone. But the platform I know more is MSVC, so it's the first release. In fact I have a working build for GCC that will be the starting point for Linux and Android, but I still have to integrate libpng. This build only loads BMPs (not PNGs) and CSV tilemaps (not zip compressed) as the MSVC build does
https://www.youtube.com/watch?v=AS2nlGyu4fk
As someone has already done some.
Also visual studio 2005? How old is this thing?
This thing is about a month old since its first public release
I'm the author of Tilengine, what a surprise to find a discussion about it here :) I'd like to answer all your comments so far