Maker of GB Studio

Rugby, England
Chris Maltby retweeted
It's been over a year since the last major update but I hope it's been worth the wait! GB Studio 4.2.0 includes over 180 changes, improvements, new features, and bug fixes, making it the biggest release so far. Available today at: chrismaltby.itch.io/gb-studi…
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Game Boy Camera running on a Game Gear with a custom adapter!! This is such impressive work @un_toxa
Meet the Game Boy Camera to Game Gear adapter v.1.0. It was primarily made for the Game Boy Camera, but also works with the other Game Boy carts, which is handy for the homebrew projects. Despite the few errors i made in the PCB design, IT WORKS!!!
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Chris Maltby retweeted
Gentlemen, we have the Game Gear Camera!
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As part of some work I've been doing to help optimise a @GBStudioDev project I've put together this tool that other people might find useful codepen.io/roastb/pen/XJbyOW… it lets you drop in background pngs and it merges similar tiles + creates a common tileset image
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In latest dev builds of GBS if scenes share a common tileset that include all their combined tiles (like the files this tool generates) then the tile data is only stored in ROM once. So you can set all your rooms in a dungeon to share one lot of tile data. Great for big projects!
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Note that if you change the images you might need to just run this process again, if your common tileset doesn't contain ALL the tiles for the group of scenes, it will still work but you might end up with tiles being duplicated again
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Also scripts used in prefabs end up being generated for every instance. I'd like to improve this but for now you can reduce ROM used by scripts by moving prefab logic into separate scripts and just calling them like this
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I made these changes to a few of the dungeons/villages and managed to save about 250KB so if you went through and did all of them and aggressively simplified your tiles I think you could really cut down your ROM size by a lot. I'll DM you my updated project too. Hope this helps!
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Thanks for sharing your project with me @RepugnantBounty. This will be a long thread but I've got some suggestions for you :-)
Only four of these seven dungeons can stay. Which three are you cutting? Please let me know in the comments, preferably in order from favourite to least favourite. #gbstudio #gameboy #Zelda #ZELDATWT #rpg #8bit #RETROGAMING I'm not happy about this decision either, fyi.
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I've made a small tutorial video showing you exactly what I mean. Not sure if you'd be happy with me showing it publicly as it will show your project files behind the scenes but I can send you a DM.
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if you set up all the scenes in a dungeon (or village, or any similar group of scenes) to use the same common tileset then those shared tiles will be included in your game once rather than each scene having it's own unique tileset
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b) it will generate a .PNG with ALL tiles for the images you dragged in, if you can get this down to 384 unique tiles (as your game is color only) for a group of backgrounds then you can drop the .PNG into your assets/tilesets folder and set each scene to use that common tileset
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a) you can drop in one or more .PNG files and it will find all the tiles that are almost identical to each other and let you merge them together reducing the total tile count. The slider lets you choose how similar a tile needs to be. Less tiles = smaller game
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Obviously this is very tedious work so to help I've just built this tool codepen.io/roastb/pen/XJbyOW… the handy GB Studio Background Tile Crusher. This tool does two things...
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So now what you can do is set up common tilesets for scenes that are similar to each other (for example the dungeons) so that all scenes in the dungeons share the same tile data. You do this by creating a tileset png that contains the tiles for ALL the scenes you want to combine
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a) If a scene uses common tilesets then the amount of tile data generated is reduced. This will require some manual setup to take advantage of (more on this later) b) If two scenes have identical collision tile maps then the data is automatically shared
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This version is 100% compatible with 4.1.0 so you can move freely between it and the standard 4.1.0 release. It just makes two additional optimisations.
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First off you'll want to switch to this custom build, GB Studio 4.1.0 Magia Edition. github.com/chrismaltby/gb-st… (you'll need to be logged in to Github for the download buttons to appear)
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Been testing out GodotBoy this morning, a project for @godotengine that lets you drop in your @GBStudioDev game and export a native exe for Windows/Mac/Linux. Seems like this could a good way for anyone looking to distribute in the different app stores greenf0x.itch.io/godotboy-te…
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Working on some tools to help diagnose slowdown in @GBStudioDev games. Can scrub through recordings and see what was running each frame. Found a few easy wins for optimisation for the next release! Code at github.com/chrismaltby/gbvm-… if anyone might find it useful (plugin devs?)
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