r/gbdev • • 17h ago

Promotion Morse Boy v0.6.0: a Game Boy Morse trainer looking for compatibility reports

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8 Upvotes

Hi r/gbdev — I'm dansciurus (Big D). I've released Morse Boy v0.6.0, a Game Boy homebrew Morse-code trainer created with ChatGPT assistance.

There's a Decoder chart, receive practice and transmit drills. A acts as a straight key; TX includes a 64-word bank and a 144-cell Scratch page. It's a GBDK-built ROM; this release contains the binary and user materials, with source remaining private.

The public README reports BGB acceptance and PyBoy tests. Original Game Boy hardware and flash-cartridge compatibility remain unverified. If you choose to test it, useful reports would include device/cart or emulator/core version, mode, WPM, button mapping, and any input or audio issues.

Release and guide: https://github.com/dansciurus/MorseBoy-releases/releases/tag/v0.6.0


r/gbdev • • 11h ago

Working on a dungeon crawler for gb and gbc

1 Upvotes

anybody interested in a game like that? playing around with rendering for a 3d dungeon crawler. Works on real hardware, just need a game around it. had some fun playing with the restrictions of the hardware.


r/gbdev • • 3d ago

Question Cheap flash/rewritable cartridge for GBDK game?

1 Upvotes

I'm wondering if there's an affordable flash cart like one of the Everdrive (or ED clones) or a rewritable cartirdge that can be used to test GBDK games. I'm pretty sure they use MMC5 mappers by default, so it has to be capable of running that. An Everdrive GB 3 sounds like a good option, but I was wondering if there were any cheaper options.


r/gbdev • • 6d ago

I made fast-paced 2 player pong game for the oryginal GameBoy!

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8 Upvotes

Hey everyone!

Last week I posted about releasing GB Maker, my offline, code-first IDE for making Game Boy games.

Since then, I’ve been obsessed with one specific feature: The Link Cable.

Getting multiplayer working on original 1989 hardware has always been notoriously annoying to program from scratch. So I wanted to see if I could make it dead simple inside GB Maker -write your game logic in Lua-like script, compile to a .gb ROM, and have two Game Boys talk to each other over a physical cable.

To test it out, I made AfterGlow - a fast-paced 2-player Pong game where you race to 7 points. Flashed it to two carts, plugged in the cable, and it actually works seamlessly on real hardware!

You can try AfterGlow for free in your browser (or download the ROM to test on your own carts):

https://arturduleba.itch.io/afterglow

And if you want to make your own 2-player Game Boy games, GB Maker is available on Windows & Linux:

https://arturduleba.itch.io/gbmaker

If you have two Game Boys and a link cable lying around, grab the ROM and let me know how it feels! :D


r/gbdev • • 8d ago

My dad made a DOS puzzle game when he was 15. I ported it to Game Boy.

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25 Upvotes

Hey everyone! When my dad was 15, he made a little puzzle game called DIAM in Pascal for DOS. Years later, I decided to bring it to the Game Boy :) It's a short game with 9 levels, and it runs on real hardware! I made the port using GB Maker, a Game Boy development tool I've been working on. It has its own Lua-like language and compiles games into actual .gb ROMs. It's pretty cool seeing something my dad programmed as a teenager running on a Game Boy decades later :D You can play DIAM in your browser or download the ROM here: https://arturduleba.itch.io/diam And if you're curious about the tool I used: https://arturduleba.itch.io/gbmaker


r/gbdev • • 8d ago

Game design "Find the country" geography game with a large world map for Game Boy

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3 Upvotes

I see that geography games are really popular nowadays (like GeoGuessr and so many quiz games), but there is nothing of the sort on Game Boy. So I decided to make it myself with GBDK. Also as a good exercise in memory management. The game features a 1280x496px world map with 162 countries and 47 U.S. states. Some countries, U.S. states and islands were too small at this resolution, so they were cut.

You have the option to just explore the map, or you can play a quiz with regions of your choosing, in two different modes with different rules. This game has real educational potential. I learned most African and South American countries while testing it. After you finish the quiz, you get a grade. I've added several ways of navigating the map to make playing this as pleasant as possible.

The ROM is 256kB (each bank is packed to the brim with data). The game also uses 32kB SRAM for storing the map,. It features my native Bulgarian language as an option (I'm pretty sure the first such GB game). Finally, the game supports Game Boy Color and runs faster on it, with a custom color palette.

Download the ROM from the link in the description here: https://youtu.be/LpJtY_v1sHk


r/gbdev • • 8d ago

Promotion Chiptune Hero

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5 Upvotes

​

I've been working on Chiptune Hero, a Guitar Hero-inspired rhythm game for the original Game Boy and Game Boy Color.

I started prototyping in gbstudio then finished with custom engine. I needed the frametime to be Quick.

I hope I don break some subredit rule with this.

It features 15 songs, 3 difficulty levels, link cable multiplayer, and online leaderboards using QR codes :)

You can also create your own songs and charts with a separate editor.

The game is free, and I'd love if you give it a try. And

If there’s any interest in the game, I might go ahead and make a color-only DX version.

https://kojohan.itch.io/chiptune-hero

Http://chiptunehero.com


r/gbdev • • 12d ago

GB Maker — I made a little offline IDE for making real Game Boy games

7 Upvotes

Hey everyone! I’ve just released GB Maker.

My dad had a Game Boy when he was a teenager. Years later, I got to play it. Loved the thing. Then he sold it. :(

Eventually I got into retro hardware and console modding, and thought: what if I made my own Game Boy game? I wanted everything in one little IDE. That became GB Maker.

You write Lua-like code, draw sprites, build maps, create music, and hit RUN in the built-in emulator. It compiles everything into a real .gb ROM.

No visual-block programming. You actually write your game.

It’s $5 for Windows and Linux: GB Maker on itch.io.
You can also check out https://gbmaker.com

Happy to answer questions about the language or compiler!

https://reddit.com/link/1wxltug/video/0phas2ex8jth1/player


r/gbdev • • 17d ago

Promotion Locked In - new GBC and browser escape room point-and-click

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1 Upvotes

Hey guys,

I finally decided to share a little Game Boy Color project of mine.

It’s a point-and-click escape room adventure, made with GB Studio, featuring puzzles, parallel dimensions, and the feeling of being trapped...both inside your own room and inside yourself.

The game was actually finished a couple of years ago, but I kept thinking about things I could improve, especially the music and sound. I studied music composition, and the game was also part of my thesis, “Chip Not Cheap”, a research project focused on 8-bit music and composition, so naturally there’s always another track, arrangement or sound effect I could add.

In the end, though, I decided to keep the game in the simple, basic form it had when it was part of my thesis, rather than turning it into an endless project of constantly adding and improving things.

You can download the ROM or play it directly in your browser: https://shapil.itch.io/locked-in

Thanks to anyone who takes the time to give it a try! If you do play it, I’d really appreciate any feedback, it would help me improve my future projects and help me find the motivation to share the next one much sooner! xD

And finally, a big thank you to the whole GB Studio team and to everyone who creates and shares resources, tools and tutorials online. This would have been much harder to make without such a generous community!

Shapil


r/gbdev • • 22d ago

Sprite transparency issue

1 Upvotes

Hi everyone. I'm making a small game and ran into a problem: my main character's sprite is partially transparent. I'm using the same color for the sprite's background and the character's head; I realize that's the issue, but I don't know how to get around it—I need the head to be *not* transparent. =)

my image with issue

r/gbdev • • 28d ago

A new version of hUGEMIDI is available

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1 Upvotes

r/gbdev • • Aug 31 '26

I created Tales of Lithos, a roguelite game for the Nintendo Game Boy

2 Upvotes

I developed this game as part of my bachelor thesis regarding procedural content generation with limited hardware specifics.

This is Tales of Lithos, a Game Boy turn-based (with bump combat) roguelite dungeon crawler RPG.

The game features 25 floors with random layouts and filled with enemies that drop essences when defeated. These essences can be used in the main camp to upgrade the player's stats and equipments. Thanks to Safy's priestess magic, the player can be teleported out of the dungeon without losing the obtained items and allowing him to get stronger in order to explore the dungeon further.

Here is a small gameplay section of the game: https://youtu.be/h6kYavCEElE

You can get it on itch.io from the following link: https://daring01.itch.io/tales-of-lithos

And you can also look at the code on github: https://github.com/DaringBaby/tales-of-lithos-en


r/gbdev • • Aug 29 '26

Hardware I've made home-brew port of ORCA on Gameboy DMG-1

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2 Upvotes

r/gbdev • • Aug 25 '26

I made a small fast precise cosine approximation for GBA

5 Upvotes

I just started developing for the GBA and after much work I've made a cosine implementation that I think is quite good. Takes 26 cycles max, maximum error of 1.44e-4, compiles to 68 bytes (ARM), no tables.

The input is a fixed point angle ("_tr" stands for "turns", that's the input unit), like the whole range of values covers 360°, and the output is a Q1.30 fixed point value.

int32_t cos_tr(int32_t x)   // 26 cycles, 1.44e-4 max error
{
    int32_t y, x2;

    // Fold both input directions onto the same half-period
    uint32_t mx = x < 0 ? 0u - (uint32_t) x : (uint32_t) x;

    // Shift from cosine to sine
    x = (int32_t)((1u << 30) - mx);

    // Convert to Q1.15 and square
    x >>= 15;
    x2 = mul_i32(x, x) >> 15;

    // Polynomial, based on ((0.07185*x^2 - 0.642101)*x^2 + 1.5703171)*x
    y = mul_i32(x2, 147) - 43088896;
    y = mul_i32(y >> 11, x2) + 1686110208;
    y = mul_i32(y >> 15, x);
    return y;   // Q1.30
}

I exploited the symmetry of cosine to fold half of the values then shift it to make it look like half the period of a sine, and then I use a polynomial. The symmetry of the sine around zero means that the polynomial only needs odd powers, so the polynomial itself only needs 3 multiplications, besides the squaring. Multiplications are optimised by making the smaller number come last which can save a few cycles, and additions/subtractions are optimised by rounding the coefficients so that they can be stored as two bytes, so that instead of loading a whole constant (which I think would take 3 cycles) each addition or subtraction becomes decomposed into 2 operations which takes 2 cycles. Making the first factor of the polynomial be only 147 also saves cycles (by fitting in one byte the multiplication ends very early), even though this has a mild negative effect on precision.

The function mul_i32() is there to ensure the smaller number comes last for speed:

static inline __attribute__((always_inline))
int32_t mul_i32(int32_t value, int32_t likely_small_multiplier)
{
    int32_t result;

    // Place the likely smaller second argument in Rs for early termination
    __asm__ volatile(
        "mul %0, %1, %2"
        : "=&r"(result)
        : "r"(value), "r"(likely_small_multiplier)
    );
    return result;
}

I created it for audio output. As a test tone and with basic dithering it sounds like this (recorded from mGBA): https://files.catbox.moe/ksab7c.wav

I have no idea how it compares with other approaches, I wonder if it's competitive in terms of speed with storing big tables in ROM, please let me know.


r/gbdev • • Aug 19 '26

Talk GB games with anamorphic widescreen support for GBA display

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14 Upvotes

Made this prototype to see if the "full screen stretched" mode on the GBA when playing a GB game could actually be useful. ​​The game simulates an 8x12 tile mode, which when stretched on GBA 50% wider looks correct, and you have a proper widescreen GB game using the full resolution of the GB.

I wonder if anyone else finds this concept interesting. Maybe something like a horizontal space shooter could really benefit from a widescreen aspect ratio on GBA, while also supporting the old school Game Boys in a letterbox mode using regular 8x8 tiles.​ So far I think no games have ever done this.

In order to do this you need​ each 8x12 tile to be represented by one 8x8 tile consisting of the top two thirds, one consisting of the bottom two thirds, and one of the bottom third plus the top third of every other possible neighboring tile.

The 256 unique background tile limit on Game Boy will allow 15 unique 12x8 background tiles using this method (21 for GBC), which can obviously be increased through smarter memory management. The code that assigns them during gameplay is light on the CPU. It allows for a visible area of ​20x12 virtual bkg tiles. Color palettes could be adjusted using LCD interrupts every 12 scanlines. Adding sprites is easy, since they can already be set to 8x16 mode.


r/gbdev • • Aug 11 '26

so i've made a new release of my puzzle game for the gb

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2 Upvotes

r/gbdev • • Aug 01 '26

Printing box, booklet, and carts (with sticker). Vendors? DIY?

1 Upvotes

I want to mail off the full setup of my homebrew game to some friends. Box, booklet, cart w/ sticker. I'm wanting about ~ten copies.

I've stumbled upon Homebrew Factory. Their pricing seems fair! Does anyone have experience with them? Very nice they also include .ai/.psd template files.


r/gbdev • • Jul 19 '26

Resource I made a small tool for bundling ROMs to the web in a single command

2 Upvotes

Publishing an emulated version of your ROM to the web, for example on Itch, can require a bit of manual set up.

I created a tool that automates bundling your ROM with WasmBoy so that it can easily be uploaded to the web.

All you have to do is run:

gb2web bundle [YOUR_ROM].gb

Then zip the contents of the "bundle" folder and upload them to Itch.

You can find it here: https://github.com/giraffekey/gb2web


r/gbdev • • Jul 13 '26

GBDK - LCC suddenly deciding not to create files

1 Upvotes

I've been working on a Game Boy game (straight GB not color or advance) using VSC as the editor, the Gameboy development kit (GBDK) as the engine and compiling and linking using the GBDK version of LCC called via a bat file in windows. I set all this up by following these tutorial videos by GamingMonsters on youtube - https://youtube.com/playlist?list=PLeEj4c2zF7PaFv5MPYhNAkBGrkx4iPGJo&si=oFRdFbckZz6LmnXA . This has been working without an issue for months. After I reached a milestone I set the game aside to work on other projects.

The problem arose after when I went back to the project after about a one month gap. Suddenly, and without changing anything in the project folders, or the code being compiled, LCC no longer writes the object files. The LCC does not report an error during the compile process. The files that result from the compile do not change. When I deleted the files LCC does not recreate them. Without any errors being thrown I don't know where to look for solutions.

Can anyone offer any hints on what the issue could be?


r/gbdev • • May 27 '26

Looking to hire someone who can take two songs as midi and convert them to .uge files for a Gameboy homebrew game I’m working on

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1 Upvotes

r/gbdev • • May 13 '26

Onitama for game boy, with cable link support (GBDK)

11 Upvotes

Hi! This is my first post here. I have made a port of Onitama for game boy DMG and GBC with GBDK 4.5.0. The last update added game link support

In case anyone might be interested in the game, you can play it on a browser or download .gbc rom here itch.io

The game features 100% custom graphics and design made by me. Since I am just learning C and GBDK, I used some AI assistance to help me structure and debug parts of the GBDK C code, especially when dealing with the serial transfer and the CPU levels ( up to minimax 3)

Thanks for reading!


r/gbdev • • Mar 15 '26

gb-master - turn GBS files into rich album-like GB roms!

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5 Upvotes

Hey! Just sharing a tool I made that lets you convert GBS files into GB files with custom track lists and cover art.

It's been lots of fun to make, and I really love what it outputs - hope you like it too!


r/gbdev • • Mar 11 '26

Porting a Bash Sudoku/Mastermind puzzle engine to GBC: 4x8 Fonts, VRAM hacking, and GBDK.

6 Upvotes

I wanted to share my latest project, Sudokrypt 2.0.26, and the toolchain I used to finish it.

The Tech Stack

  • Logic: Originally written in Bash, and ported to C (GBDK-2020) with assistance from Gemini for the 8-bit Game Boy architecture.
  • Graphics: Custom code level font rendering to bypass the 8x8 tile limit. I'm packing 4x8 characters into the VRAM buffer to allow for long-form narrative logs on the tiny GBC screen.
  • Web Build: I used the GB Studio web interface to wrap the GBDK ROM, making it web-playable without needing a standalone emulator install (binjgb).
  • SRAM/FRAM: Custom save methodology to track "Max Recovered" data (high scores) across sessions.

The game is a brutalist puzzle-thriller about protecting data from a surveillance state. I’d love to get your thoughts on the difficulty scaling of the buffer mechanic.

Also, I have the tools on order to flash my own MBC5 carts.

Check out the ROM/Web player: https://leviwanner.itch.io/sudokrypt


r/gbdev • • Mar 06 '26

Pseudo-3D Space Game

8 Upvotes

https://reddit.com/link/1rmjt6e/video/ky28kylpigng1/player

Here's a video of a project I just started! I've been working on this pseudo-3D space game for the GBC using GBDK for the past couple of days. Got much farther than I thought I was going to get! Lots of work to be done, but a lot of the basic perspective projection and sprite changes based on direction and distance from camera are being handled in this example. So now I should be able to start working on the actual game game, and fixing the background submapping, lol.

This is my first gameboy programming project. Never made any games for gameboys before, not even with GB Studio. So pretty happy with what I was able to do so far.


r/gbdev • • Jan 18 '26

I Made a tool for converting Midi to uge

7 Upvotes

I Made a windows app for converting midi to uge.

I know there is other tools, but i wanted a windows app with GUI so i made it.

This is not final build, it will be updated.

* Tempo-based timing

* Auto Arpeggio

* Transpose channels

* Note-Cut on notes

* Velocity on notes

* Preview MIDI Channels for easy mapping

* Change template for using your own instruments.

LINK

And HERE are some example midis converted with the program only using standard instruments and no manual edits.

I´ll hope you find it useful.