with a fellow MD coder, Gligli, we did a couple of quick experiments with the latest GCC version that could work with SGDK.
Gligli took one of my code snippets (a classic 3D starfield, sprites-based), and tried to compile it with GCC6.3.0/Binutils 2.24).
With virtually zero changes to my code (except a couple of 'static' nested functions turned to 'auto', yaye, welcome to the 21th century!), Gligli found out that my starfield could make a leap from 48 FPS (with GCC 3.4.6) to almost 60 FPS (with GCC6.3.0).
He managed to enable the LTO as well, with a slight change to the makefile (-FLTO), thus enabling the link time optimization, that is usually handy when you work with a binary library.
The tricky part was to get SGDK working with a recent GCC version.
Here is a screenshot of booth roms, for comparison sake :
![Image](http://www.astrofra.com/posts/misc/2017-06-07_225558.jpg)
and here are the 2 rom file + the code snippet :
http://fra.planet-d.net/tmp/starfield_gcc_vs.7z