GB Studio is a quick and easy to use retro adventure game creator for Game Boy available for Mac, Linux and Windows

GB Studio

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Copyright (c) 2021 Chris Maltby, released under the MIT license.

Twitter: @maltby

Reddit: /r/gbstudio
Discord: Join Chat

GB Studio is a quick and easy to use retro adventure game creator for Game Boy available for Mac, Linux and Windows. For more information see the GB Studio site

GB Studio

GB Studio consists of an Electron game builder application and a C based game engine using GBDK, music is provided by GBT Player

Installation

Download a release for your operating system from the GB Studio Downloads page.

Or to run from source, clone this repo then:

> cd gb-studio
> yarn
> npm start

GB Studio CLI

Install GB Studio from source as above then

> npm run make:cli
> yarn link
# From any folder you can now run gb-studio-cli
> gb-studio-cli -V
3.0.0
> gb-studio-cli --help

Update the CLI

Pull the latest code and run make:cli again, yarn link is only needed for the first run.

> npm run make:cli

CLI Examples

  • Export Project

    > gb-studio-cli export path/to/project.gbsproj out/

    Export GBDK project from gbsproj to out directory

  • Export Data

    > gb-studio-cli export -d path/to/project.gbsproj out/

    Export only src/data and include/data from gbsproj to out directory

  • Make ROM

    > gb-studio-cli make:rom path/to/project.gbsproj out/game.gb

    Make a ROM file from gbsproj

  • Make Web

    > gb-studio-cli make:web path/to/project.gbsproj out/

    Make a Web build from gbsproj

Documentation

GB Studio Documentation

Owner
Chris Maltby
London based developer of applications, sites and games.
Chris Maltby
Comments
  • GBDK-2020 v4.0 support

    GBDK-2020 v4.0 support

    • What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

    Makes core compatible with the new GBDK-2020 v4.0 release

    • What is the current behavior? (You can also link to an open issue here)

    Multiple errors, described here: https://github.com/chrismaltby/gb-studio/issues/543

    • What is the new behavior (if this is a feature change)?

    Nice and smooth compiling.

    • Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

    Changes to Actor_a.s are not fully compatible with previous version of GBDK-2020, however, if you pass definition of _shadow_OAM symbol into the linker, it should compile and run.

    • Other information:

    Two commits: changes to Actor_a.s (backward-compatible if _shadow_OAM is defined) and changes to Makefile (breaks compatibility, because of the new style of making GBC rom, random byte patching is not supported by makebin, you should use dedicated commandline parameters instead).

  • build fail: bank overflow (addr 40 > 40)

    build fail: bank overflow (addr 40 > 40)

    Issue: Game failed to build/run locally.

    How it happened: I hit "run" to test new code.

    Expected result: Game should have compiled and run.

    Actual result: make error 1.

    Screenshot: Screen Shot 2020-04-14 at 1 37 52 PM

    Notes: On our 3rd month of straight coding, just did a big update that removed 2 dozen (24) scenes from the game and replaced them with 2 scenes. Was hoping this would significantly reduce game size and complexity with a simpler and more intuitive experience.

    However on build to play test, the GB Studio failed to compile.

    Not sure if the game is too big (last compiled game.gb file is only 1 MB, from one week ago). Have used 350 variables so far, dev environment appears to max out around 550 so still under limit here. No MODs added to game yet, just scenes and sprites.

    Final note -- yesterday when I tried to compile / run this game, the build error was "possibly wrote twice at addr". Today I coded a bit more and even added some more scenes, then got a new error message "bank overflow (addr 40 > 40)".

    Any suggestions?

  • [Request] Support VGM and GBS Music Format

    [Request] Support VGM and GBS Music Format

    Hello I think this project is awesome. Here are some ideas.

    Mod file format support is great but there are some tools better suited for the job like deflemask http://deflemask.com/ that export gbs format.

    https://mmitch.github.io/gbsplay/ http://www.angelfire.com/nc/ugetab/ http://web.archive.org/web/20171128170657/ftp://ftp.modland.com/pub/documents/format_documentation/Gameboy%20Sound%20System%20(.gbs).txt

    GBS2GB117.zip

    VGM is also a good choice https://en.wikipedia.org/wiki/VGM_(file_format)

    Here is a player for the gameboy

    http://jiggawatt.org/badc0de/dmvgm-4.zip

    dmvgm-4.zip

    Additional References

    https://vgmrips.net/forum/viewtopic.php?f=3&t=107 https://github.com/Sanqui/gbvgm https://github.com/io7m/jvgm https://github.com/kuma4649/mml2vgm https://github.com/dzidzitop/vgmtag

    Finally supporting midi files may be possible using

    https://sourceforge.net/projects/midi2mod/ or mid2vgm https://vgmrips.net/forum/viewtopic.php?t=1929

    Thanks 👍

  • Add Custom Events functionality

    Add Custom Events functionality

    Uploading it to allow some early testing of the feature.

    This is a bit of a crazy idea that I wanted to test.

    It allows the user to create events that are a combination of other events and can be then used in any script of the project as any other events.

    Procedures/Custom Events have “local” variables and actors. When using the event on another script, those are the input parameters.

    The “Add Procedure” button appears at the bottom of the World Editor and opens the Procedure Editor. Already existing procedures appear listed on top of the button.

    image

    Each procedure has an editable name, a list of input parameters (up to 10 variables and 10 actors) and a script editor like the one present in Scenes, Actors and Triggers.

    The parameter list is automatically populated based on the variables and actors used in the script. The parameters can be renamed to help understand what they do.

    Once created, the event be added to any script using the “Add Event” and searching for it.

    image

    The event appears as any other event and it allows to populate the parameters with either actors or variables.

    Known issues

    • The feature is called Procedures all across the app. It should be changed to Custom Events but open to suggestions.
    • Is it possible to add the EVENT_CALL_PROCEDURE event, but it should be hidden as it's just the base Custom Event.
    • Is it possible to add a Custom Event inside itself, creating an infinite loop 😨

    • Please check if the PR fulfills these requirements
    • [ ] The commit message follows our guidelines
    • [ ] Tests for the changes have been added (for bug fixes / features)
    • [ ] Docs have been added / updated (for bug fixes / features)
    • What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

    New feature

    • What is the current behavior? (You can also link to an open issue here)

    N/A

    • What is the new behavior (if this is a feature change)?

    Add functionality that allows the users to create Events at project level and use them in any script.

    • Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

    Projects should keep working as usual. No changes required on the user side.

    • Other information:
  • Music/gbt rulz

    Music/gbt rulz

    • Please check if the PR fulfills these requirements
    • [x] The commit message follows our guidelines
    • [ ] Tests for the changes have been added (for bug fixes / features)
    • [ ] Docs have been added / updated (for bug fixes / features)
    • What kind of change does this PR introduce? Feature & Bug fix GBT-Rulz player should have no major bugs, or at least many less than before. If i can't do any more updates this should be fine for release as is.

    • What is the current behavior? GameBoyTracker in it's current state on gbstudio is outdated and contains many bugs, and lacking many possible features. Dnn breaks on last pattern, Pan, arp, and other effects cause a click/pop, as the code would always trigger to update volume, which causes a pop. Noise was limited to a small selection with C5. Slow compile, Mod2GBT used to have a massive text dump that slowed the compiler, and was less optimized.

    • What is the new behavior (if this is a feature change)?

    • [x] Overhaul effects trigger/no trigger branching, less click/pop sounds on effects.
    • [x] ch 1-3 pitch bends!
    • [x] ch 1-3 pitch bends that clamp / shut off!!!
    • [x] volume envelopes (9xx effect, direct hardware register access)
    • [x] Noise instrument takes pitch into account (Use C, D#, F#, A#, C For nearest sounds, will round.)
    • [x] Frequency with Null effect should use reserved NOP effect (was Arp with 00 note change)
    • [x] Axx deprecated but mod2gbt not using same Nop command/no data byte, currently nop with data
    • [x] Axx treated as nop command when with note, or none.
    • [ ] ~See if Nop effect can be stored without 3rd byte dummy fx data~ can't
    • [ ] ~Frequency with effect without instrument to not retrigger? (started)~
    • [x] Fix the recent Dnn jump fix on gbt-player that didn't work on banked games
    • [x] Migrate mod2gbt [-speed] arg to disable (s * 60/50) hz conversion (not exposed to settings yet)
    • [x] Improved in editor preview a lot
    • (not so important with fast caching now)
    • [x] Improve editor preview more ;) pitch issue with 00
    • [x] Editor preview: envelope odd sometimes?
    • [x] ~Editor preview: reproduce ch1-2 instrument "bug" when not set?~ No longer needed!
    • [x] Editor preview: instrument to not restart ch1-2
    • [x] Make some more tunes for template!
    • [x] Fix longstanding ch3 volume only effect being 1 bit shift out
    • [x] Cxx preserves last envelope set by 9ve, so set and forget 9F1 at start for midi conversions
    • [x] Mod2gbt Remember last used instrument for ch1 - ch2 to reduce switching to 00 bug if not set? (hacky work around)

    Need help with

    • [x] Re Compile mod2gbt for all platforms (again)
    • [x] Force update of mod2gbt.exe if it exists, done, just update build version!
    • [x] Purge cache button will not clear music stored in memory, and requires a restart. Done!
    • [x] A Setting to toggle -speed arg for music compile (disables 50/60 speed convert) low priority.
    • [x] Engine version check to notify those with ejected engines they need new gbt players

    Extraduper features that might not make it for 2.0? Haven't been started.

    • [ ] Vibrato (same method as superdisk's hUGEtracker, square wave vibrato)
    • [ ] Fade out song! WE HAVE THE TECHNOLOGY (master volume Hardware register) need to buffer next song ptr.
    • [ ] Pause music (it's exposed, and fixed? just needs an event)
    • [ ] Backup register copy to push/pop 1 paused song if a jingle or battle theme must play, and return where it left off.
    • Does this PR introduce a breaking change? All previous songs will be compatible, however Mod2GBT must be updated in the _GBS directory before compiling, the old one will not work, all songs must be recompiled. All ejected engines will need updating with the latest gbt_player.s and gbt_player_bank1.s! The Dnn Bnn pattern breaks should react correctly, if users were exploiting the bug to play garbage ;)

    • Other information: These changes have been in development for the past year XD

    Documentation should not need many changes, less bugs/limitations required to document However to use new features, documentation, such as 1xx 2xx pitch bends being max 7F (127 + or -) And the slight complexities of 9ve, as a non standard effect. Volume between 0-F, envelope down 1-7, envelope up 9-F, (with lower numbers 1 being fast) and 0 or 8 for no envelope. Also noting 9ve does not trigger a new volume until a note or Cxx effect.

    I have some tracks in development that will be free to use and free to include in the template project, This is the current state of them Rulz_DefaultTracks_0.2.zip

  • Configurable Engine Fields

    Configurable Engine Fields

    • What kind of change does this PR introduce? (Bug fix, feature, docs update, ...) Borrowing from an idea that @pau-tomas worked on pre beta1 this is a feature to allow customising values from the game engine (such as platformer velocity/acceleration/gravity values) without needing to eject the engine.

    • What is the current behavior? (You can also link to an open issue here) Changing any of the hard coded values in the platformer scenes requires ejecting your game engine and editing the values in Platform.c, which also requires keeping the engine up to date when GB Studio updates modify the engine files.

    • What is the new behavior (if this is a feature change)? This update adds an engine.json file to the game engine with a fields array that works very similarly to the event fields array when defining scripting events allowing you to define a number of customisable values that will appear on the Settings section. The default game engine includes exposed values for the Platform scene allowing you to edit this values without ejecting the game engine.

    Screenshot 2020-10-18 at 17 38 24

    In @pau-tomas's original version these fields were sliders, and before merging these will definitely be something similar, the engine.json file will allow you to specify a UI element to use (slider/number field/dropdown/checkbox etc)

    When you eject your engine the engine.json file will be ejected also allowing you add your own exposed values for your version of the game engine.

    This PR is still work in progress and accepting feedback if people have suggestions. The plan is for it to include the following features:

    • [x] Define an engine.json schema file for listing engine fields DONE
    • [x] Add Engine Props editor to Settings section generated using engine.json data DONE
    • [x] Store engine overridden values in .gbsproj file DONE
    • [x] Compile engine props into data_ptrs.h and set the values in data_ptrs.c DONE
    • [x] Update Platform.c to use compiled values DONE
    • [x] Allow specifying UI elements to display on Settings page with limits such as min/max values DONE
    • [x] Reload fields from ejected engine.json when file changes DONE
    • [x] Add new event for modifying an engine prop dynamically (will be a little tough as the props support a mix of 8-bit and 16-bit values DONE
    • [x] Allow modifying an engine prop value using variables (select two variables for hi/lo when updating 16-bit prop?) DONE
    • [x] Remove engine_version file and replace with with version field in engine.json DONE
    • [x] Expose an 8px/16px grid option for TopDown DONE
    • [x] Change "Default Fade Style" to be implemented as an engine prop DONE
    • Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

    If you've ejected your game engine, you'll need to re-eject and merge your changes

    • Other information:

    I think it's outside of the scope of this PR but the end goal here is to extend this into plugins so that it would be possible to create a plugin that defines a new scene type (as a C file) and a list of new engine props (in JSON) that you can drop into any project (and share with each other) to add custom game modes without needing to eject the game engine at all.

    • UPDATE 22/10/20

    I've had a big rethink about how the settings page looks to make sure it will still be manageable as the number of fields here will grow.

    Screenshot 2020-10-22 at 18 03 15

    This a little inspired by the project settings section of Xcode and allows searching by property name.

    @pau-tomas I also changed the Cart Type selector to just be a simple dropdown now. Can probably just add the Rumble On/Off as either a checkbox under this setting or an extra item on the dropdown, whichever you think makes the most sense.

    Screenshot 2020-10-22 at 18 05 50
  • Add arm support

    Add arm support

    • Please check if the PR fulfills these requirements
    • [x] The commit message follows our guidelines
    • [ ] Tests for the changes have been added (for bug fixes / features)
    • [ ] Docs have been added / updated (for bug fixes / features)
    • What kind of change does this PR introduce? (Bug fix, feature, docs update, ...) Support the arm64 architecture. Tested on a PinePhone running Mobian.

    Now also supporting the armhf architecture. Tested on a Raspberry Pi 3 B running "Raspberry Pi OS", formerly known as "Raspbian" but was rebranded to something less catchy because...reasons? Note: the Pi 3 B does not have enough RAM to properly build GB Studio, so build it on a different system.

    • What is the current behavior? (You can also link to an open issue here) Cannot run GB Studio V2 Beta on arm64 devices. Or on the Pi.

    • What is the new behavior (if this is a feature change)? Can run GB Studio V2 Beta on arm64 devices. And now can run on the Pi.

    • Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?) Not that I'm aware of.

    • Other information: Build by running npm run make:linux-arm64 9pkjdzde9eq51 And also npm run make:linux-armhf

  • Dialogues glitch on black screen

    Dialogues glitch on black screen

    Describe the bug When on a black screen (doesn't matter if it's a top town 2D or a Logo), my dialogues appears twice with sort of a glitch. And there's no UI for the dialogues box.

    To Reproduce I haven't managed to reproduce it on a new project. But on my current project, which I've migrated from v2, every new scene with a black background shows this bug. Even if I create a single scene with only dialogues, and no link to the other scenes, it shows the glitch.

    Screenshots image

    Platform (please complete the following information):

    • OS: macOS 11.6
    • App version: 3.0.0

    Additional context I wonder if it's not related to the migration from v2 to v3. I hope it's not 'cause I don't want to recreate my whole project once again. Except if there's a way to customise the gravity settings with the v2, because my project worked very well before the migration - I just needed to configure the platform engine and I did the upgrade for this feature.

  • [Request] Palette customization

    [Request] Palette customization

    While the default palette is good, it would be great to have an option to use different palettes following the same 2bit standard of 4 shades.

    Especially I would welcome a darker green reminiscent of the original gameboy, the taupe-ish look of Gameboy pocket and simple black-white ramp.

    This will allow the author's to control the mood of their game more, while still staying within the Gameboy 2bit limitation.

    I am happy to provide extra palettes.

  • Feature/redux toolkit typescript

    Feature/redux toolkit typescript

    • What kind of change does this PR introduce? (Bug fix, feature, docs update, ...) Refactor: Replaces the entire Redux store with a Typescript replacement using Redux Toolkit removing a lot of the Redux boilerplate and improving type safety going forwards.

    • What is the current behavior? (You can also link to an open issue here) The store is using plain Redux and is written in Javascript

    • What is the new behavior (if this is a feature change)? The store has been migrated to Redux Toolkit / Typescript with the following changes

    • folder src/actions has been removed
    • folder src/middleware has been removed
    • folder src/reducers has been removed
    • src/store/configureStore has been migrated to Typescript and is using Redux Toolkit's configureStore helper.
    • Redux store has been split by feature into src/store/features/XYZ. Each feature contains some combination of actions, state and middleware
    • Previous reducers have been migrated to use Redux Toolkit's createSlice. As createSlice uses Immer internally reducer functions now use mutable style

    e.g

        setBrush: (state, action: PayloadAction<{ brush: Brush }>) => {
          state.selectedBrush = action.payload.brush;
        },
    

    rather than

        case SET_SELECTED_BRUSH:
          return {
            ...state,
            selectedBrush: action.brush
          }  
    

    which simplifies the reducers using large nested state

    • Entities are now being managed using createEntityAdapter which is similar to the add/edit/removeEntity functions used previously but also generate selectors automatically.
    • Each feature's actions are generated automatically from the slices and where a slice isn't required createAction and createAsyncThunk are used instead as needed.
    • Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

    Quite possibly, 130 files changed across 84 commits so far and most of the data store of GB Studio has changed in this PR so there's likely to be subtle changes in functionality here and there. I'm going to be done some more testing before merging and will be writing some more test cases.

    • Other information: I'll be migrating the React front end to Typescript also eventually though it's much easier to do that piecemeal with smaller commits.
  • Bug. getting error

    Bug. getting error "TypeError: Cannot read property 'plugin' of undefined"

    When I try to compile a game to test some of the new features I'm getting an error that prevents it from finishing. I cannot find any source of the issue and I'm unsure what to look for. I have copied the code where it fails.

    Preparing variables... Preparing strings... Preparing images... Preparing ui... Preparing sprites... TypeError: Cannot read property 'plugin' of undefined

    Warnings:

    • TypeError: Cannot read property 'plugin' of undefined

    Edit: updating with the tracker template SCP.zip

    If the current behavior is a bug, please provide the steps to reproduce and if possible a minimal demo of the problem: open a project I made in the 1.2.1 version in beta 2.0. does not occur with a new project made in 2.0. What is the expected behavior? No error while building the project.

    What is the motivation / use case for changing the behavior? Being able to run my project

    Please tell us about your environment: Mac catalina version 10.15.4 GB Studio Beta 2.0

    Other information (e.g. detailed explanation, stacktraces, related issues, suggestions how to fix, links for us to have context, eg. stackoverflow, gitter, etc) I have attached the project file for RichardULZ. I will likely remove it at a later date.

  • Various tracker fixes

    Various tracker fixes

    • What kind of change does this PR introduce? (Bug fix, feature, docs update, ...) Bugfix

    • What is the current behavior? (You can also link to an open issue here)

    • Clicking on 7 bit counter field enables length in noise instrument editor
    • Octave offset not applied to note preview on tracker view
    • What is the new behavior (if this is a feature change)?

    Fixed the above

    • Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

    Nope

    • Other information:
  • Add

    Add "If Actor In Radius" Event

    • Please check if the PR fulfills these requirements
    • [x] The commit message follows our guidelines
    • [ ] Tests for the changes have been added (for bug fixes / features)
    • [ ] Docs have been added / updated (for bug fixes / features)
    • What kind of change does this PR introduce? (Bug fix, feature, docs update, ...) Adds the event "If Actor In Radius" as discussed in issue #1122. The event checks to see if actor 1 is in a certain amount of tiles/pixels from actor 2.

    • What is the current behavior? (You can also link to an open issue here) Currently, the only way to check if an actor is in range of another actor, you have to set up a series of events that use a lot of variables.

    • What is the new behavior (if this is a feature change)? Adds a radius check to the game, simplifying the development of games that could use such code.

    • Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?) Not that I'm aware of.

    • Other information:

    1. This can be implemented natively in GB Studio with existing events, as discussed in issue #1122, thus it may not be "necessary", but this is a lot more convenient, doesn't use up variables, and is more efficient.
    2. Should it be renamed to "If Actor In Range"? I suppose radius implies a circle, so maybe the term "range" would be more appropriate for a rectangular area. Don't know why I went with "radius" in the past, but if needed, it would be easy enough to change the name.
    3. ~~Unions for "Top", "Bottom", "Left", and "Right" would probably be useful, though I was never great with implementing them properly in GB Studio 2. Haven't tried it with 3 yet, but I'll give it a shot!~~ I think I solved this now. Yay!
  • Error When trying to run a game

    Error When trying to run a game

    Whenever I try to play/run the game it says this:

    Preparing strings... Preparing images... Preparing ui... Preparing sprites... Error: Invalid file signature

    Warnings:

    • Error: Invalid file signature

    How do I fix this?

  • Bump electron from 8.5.5 to 15.5.5

    Bump electron from 8.5.5 to 15.5.5

    Bumps electron from 8.5.5 to 15.5.5.

    Release notes

    Sourced from electron's releases.

    electron v15.5.5

    Release Notes for v15.5.5

    Other Changes

    • Backported fix for CVE-2022-1482. #34040
    • Backported fix for CVE-2022-1483. #34009
    • Backported fix for CVE-2022-1497. #34075

    electron v15.5.4

    Release Notes for v15.5.4

    Other Changes

    • Backported fix for CVE-2022-1138. #33682
    • Backported fix for CVE-2022-1478. #34045
    • Backported fix for CVE-2022-1479. #34037
    • Backported fix for CVE-2022-1480. #34019
    • Backported fix for CVE-2022-1492. #34051

    electron v15.5.3

    Release Notes for v15.5.3

    Fixes

    • Fixed a network service crash that could occur when using setCertificateVerifyProc. #33256 (Also in 16, 17, 18)
    • shell.openExternal() now reports more detailed errors on Windows. #33656 (Also in 16, 17, 18, 19)

    Other Changes

    • Backported fix for CVE-2022-1134. #33763
    • Backported fix for CVE-2022-1305. #33860
    • Backported fix for CVE-2022-1310. #33831
    • Backported fix for CVE-2022-1314. #33884
    • Backported fix for CVE-2022-1364. #33836
    • Backported fix for chromium:1286816. #33679
    • Backported fix for chromium:1291482. #33676
    • Backported fix for chromium:1310761. #33856
    • Security: backported fix for CVE-2022-0116 and CVE-2022-1306. #33852
    • Security: backported fix for CVE-2022-23308. #33670
    • Security: backported fix for chromium:1280743. #33715
    • Security: backported fix for chromium:1280852. #33673

    electron v15.5.2

    Release Notes for v15.5.2

    Fixes

    • Fixed behavior of BrowserWindow.maximize on macOS for not shown windows. #33523 (Also in 16, 18)

    Other Changes

    ... (truncated)

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  • build and run warning 1 linux .deb

    build and run warning 1 linux .deb

    Describe the bug I updated to Gb-studio 3.0.3 when building any project I got this on the build and run screen...

    Preparing strings... Preparing images... Preparing ui... Preparing sprites... Preparing avatars...Preparing emotes... Preparing music... Preparing fonts... Preparing scenes... Preparation complete Compiling events... Unlink _gbsbuild Copy default engine Looking for local engine in assets/engine Local engine not found, using default engine Compiling: src/core/absolute.c Compiling: src/core/actor.c 1

    Warnings:

    • 1

    To Reproduce Steps to reproduce the behavior:

    1. update Gb-studio from 2.5 beta.
    2. download Gb-studio 3.0.3 and use Gdebi Package Installer
    3. open Gb-studio and create new project or open exhisting project.
    4. build and run
    5. see error

    Expected behavior Emulator to open and run the game.

    Platform (please complete the following information):

    • Using Linux Mint 19.1 Cinnamon v4.0.10.
    • Gb studio 3.0.3
  • GB Studio 3.0.3 Can't detect .gbsproj file on mounted cloud drive on Linux

    GB Studio 3.0.3 Can't detect .gbsproj file on mounted cloud drive on Linux

    I recently mounted the google drive on my Zorin OS Linux to use as a place to work on my GB Studio project, but GB Studio can't detect the .gbsproj file in my game folder, and when I tried to open it in file explorer, GB Studio said that the file type is invalid.

    ![ZorinGBS](https://user-images.githubusercontent.com/99379157/172031710-2487cea1-7be4-4934-b074-6ab9abce8f7b.jpg

    GB Studio can detect the .gbsproj file in local drive fine, but not in the cloud drive, which I need to use.

    What should I do? Thank you for the answer in advance.

    • OS: Zorin OS 16 Core
    • App version: 3.0.3
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