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Gameboy Color

Its been a while, I've been plenty busy, but I haven't forgotten about this little game. After some consideration, I've decided the return of this game should be developed for the Gameboy. After all, its the kind of style I went for when I wrote this game demo. The game will continue to be a simple treasure-hunting dungeon-crawling RPG, a task fit for the system.

I'm creating a dual mode ROM which means it will work in the original Gameboy, but also work and use colors on the Gameboy Color. Link's Awakening DX and Pokemon Gold are good examples of dual mode Gameboy games. They typically came in the black cartridges instead of the clear ones. Its impressive that there could exist a handheld game that would play in the 1989 Gameboy but also work in a 2003 Gameboy Advance SP. Even beyond that, there exist emulators for mobile devices, perfect for playing non-action games.

I've just finished a Sharp LR35902 assembler and have had successful tests getting things to work. There may even be a few tricks I can do with the sprites to increase the number of colors per character, but we'll see if they actually work. I can't really say when I'll get a chance to work on this again, I do have a more important game to finish, but I'll definitely look forward to it sometime.

Posts

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Cap_H
DIGITAL IDENTITY CRISIS
6625
That sounds supercool. You are a wizard, Coder.
There is a C compiler out there called GBDK but it tries to abstract too much away from you and its hard to manage your own ROM banks and MBC controls. Its been much easier to just write the assembly directly. I'm using a custom assembler so it can convert assets for me and assign them symbols automatically.

I actually have little experience writing assembly myself, my routines might end up being horribly unoptimized. I'm not exactly wizard tier. You wont see me do anything remotely this insane.

I do have the original Gameboy Color system I had when I was 9. I'll be able to test the game on real hardware, though there's an emulator out there that has an easy to use debugger, VRAM viewer, and also audits ROMs for correctness.
amazing thats all i wanna play it nothing else to say
Tilesets end up being extremely tiny for what can be loaded at once. Most of your typical 16x16 tiles end up being comprised of combinations of 8x8 fragments like these.

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