GB Studio: Drag and drop retro game creator for GameBoy
gbstudio.dev
gbstudio.dev
I just built it up slowly, making small tools to help me make sense of what was going on while learning GBDK, before I knew it pretty much had something I could package up. I’ve had a lot of help along the way though, untoxa’s [0] engine rewrite, and the work pau-tomas [1] did on the music editor have been especially helpful to the project.
Been a bit absent from the community recently, not had the time, but hoping to get back on it again soon!
I’m always amazed at how many awesome games people keep making though, it makes me really happy as this the first of many failed side projects that I pushed on through to completion.
I assume GB studio uses this to make it easier to make decent gameboy games without manually allocating every byte of ram in handwritten assembly.
In general for Game Boy games the constraining factors are most often CPU and ROM (for large worlds and lots of graphics) and less so RAM.
Some of GBStudio's core is in C and some is in asm. The underlying compiler (SDCC) has been making noticeable gains in recent years, which helps. Plenty of room for SDCC to improve still, but very usable for projects.
FWIW, There is a large Game Boy homebrew competition put on by the community that just started this past week and runs for 3 months. (disclaimer: I'm one of the organizers)
Many participants (of all skill levels) will submit games written in GBStudio, and some will also write games in ASM and C.
Edit: to turn my own question, here's an article that goes over all the options: https://gbstudiocentral.com/tips/getting-your-gb-studio-game...
It took a bit of reading to make sure I was getting the right cart for the job, but the flasher hardware worked well.
Gameboyessentials.com/book
That said, I'm glad I made my game in C because I've learned so much more about coding. I feel like I get better every day. Not sure I would have that same experience using GB Studio.
One day I want to try using ASM...
There's the Pocket Analogue, which is the high-end option that runs games directly from cartridges using two FPGAs, no emulation at all. https://www.analogue.co/pocket
And there's the cheap Miyoo Mini and the Anbernic handle-helds that let you run everything up to PS1 games on a tiny handheld. They have SP-style (vertical) and PSP-style (horizontal) versions.
It would be so cool to make a game and flash it onto one of these to show to your friends.
Also it looks like the ROMs that GB Studio generates can be run in an emulator on the web.
> You can generate ROM files that can be run in an emulator, on a web page or on real Game Boy hardware.
Being able to play these on the web is very, very cool.
I need to dig deep when I get home. This is frankly astounding.
The trick is that a lot of the heavier stuff is implemented in assembly and this is mostly used for scripting (from what I understand).
Ahahaha. But my understanding was that they wanted it to be somewhat field programmable? You can tediously write in a program with all the VERB NOUN stuff?
https://news.ycombinator.com/item?id=19717558 (4 years ago)
https://news.ycombinator.com/item?id=26979879 (2 years ago)
It seems do-able: essentially an emulator whose APU implementation records a time series of the data/config passed to each of the four channels.
It's a niche request by GP for sure!
- Doubles-only
- No capturing wild pokémon. You steal shadow pokémon and heal them.
- I found it generally more difficult than normal pokémon games.
I'm sure GP has more to say :)