Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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Just...why? It's an outdated piece of crap.
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It's faster to program with GBDK if you know C and not assembly, and if your project doesn't need anything really complicated.
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if someone could make a modern gbdk it would be great though
sdcc(a modern c compiler) can compile for the game-boy
all that is needed is for someone to write a c standed library for use with sdcc and the gameboy and we have a awesome modern compiler for the gameboy
here's a thred on the sdcc forums about compiling sdcc for the gameboy:
http://sourceforge.net/p/sdcc/discussio … /e04ebcc5/
Dose anyone know how to write a very simple standerd library for the gameboy?
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First, sorry for bumping an old topic.
Second: First post! Woohoo!
On-Topic:
I *may* pick up this project. I have over a decade (off and on) of C/++/# experience. Right now, I'm learning RGBDS because I just couldn't click with the mess that is GBDK.
Some background:
I was originally working on a Wii U game that was very strictly based on the CGB's specs (to the point that I have a mostly working graphics engine written in C# that loads GB binary format tiles/maps/palettes/etc, and mimics the behavior of the background, window, GB-specific registers, memory locations, etc..) I decided if I was going to go this far, and with the "NX" coming sometime soon, I should just learn to code on the real thing, make the game, and port it over. Obviously having a C-variant environment would be ideal for porting to a modern platform so this idea has been on my mind for some time (including a GB-specific IDE, but that's for another time...)
With that being said, once I feel pretty grounded, I *might* take a stab at this (ok, I most likely will). It probably won't be very good in the beginning, and will only provide a few global shortcuts for GB register locations like LCDC, STAT... but it'll be something.
It might take a while until I get to this. Day-job and all... but it definitely seems like a do-able project. Especially since SDCC seems to already do the hard part for us.
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D.bop I hope what you say is true, it would be pretty awesome to have an updated gbdk. Anyways, welcome to the forum, and I hope you learn a lot
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I definitely plan on it. I'm still an assembly newbie though, so it might be a while.
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GBDK is easier to maintain.Thats why everyone use it.
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NECROBUMP
POWAAA
GBDK is a huge mess, and the project was unmaintainable that a newer version had to be made instead of changing the current one.
C can feel easier to maintain, but I think that applying OOP concepts (encapsulation, mostly) greatly helps maintaining C code, and even more so ASM.
Also, there aren't more C users than ASM users. GBDK is the only large C framework, so that's why it's widely used -- but there's a project of a newer framework, that should be as easy to use (probably not, since we would drop some of the abstractions), but less of a pain to give support for.
Because honestly, when something goes wrong with GBDK-using code, nobody has any idea what is wrong. (75% of the time.)
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ISSOtm, would you believe that Millahardman was just a spammer? Doing "SEO" by putting a link to a retirement home (!) in the website field.
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a cat wrote:
if someone could make a modern gbdk it would be great though
sdcc(a modern c compiler) can compile for the game-boy
all that is needed is for someone to write a c standed library for use with sdcc and the gameboy and we have a awesome modern compiler for the gameboy
here's a thred on the sdcc forums about compiling sdcc for the gameboy:
http://sourceforge.net/p/sdcc/discussio … /e04ebcc5/
Dose anyone know how to write a very simple standerd library for the gameboy?
There is now an updated version of the GBDK libraries that allows to compile with a modern SDCC version. It is called GBDK-n → https://github.com/andreasjhkarlsson/gbdk-n
I used to have a lot of trouble when I was working on a game (Evoland GB) using GBDK and its old, crappy compiler. SDCC + GBDK-n solved all issues I had
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FLOZz wrote:
a cat wrote:
if someone could make a modern gbdk it would be great though
sdcc(a modern c compiler) can compile for the game-boy
all that is needed is for someone to write a c standed library for use with sdcc and the gameboy and we have a awesome modern compiler for the gameboy
here's a thred on the sdcc forums about compiling sdcc for the gameboy:
http://sourceforge.net/p/sdcc/discussio … /e04ebcc5/
Dose anyone know how to write a very simple standerd library for the gameboy?There is now an updated version of the GBDK libraries that allows to compile with a modern SDCC version. It is called GBDK-n → https://github.com/andreasjhkarlsson/gbdk-n
I used to have a lot of trouble when I was working on a game (Evoland GB) using GBDK and its old, crappy compiler. SDCC + GBDK-n solved all issues I had
Nice observation! I am trying this to see if it helps. Thanks for sharing
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I use GBDK because my existing knowledge of C# from working with Unity carries over nicely, letting me just dive into making my game without having to learn a new programming language from the ground up. I told myself long ago, before I even learned my first programming language, that I wouldn't learn assembly language unless I was being paid to do so.
Making this game was just a little side project while I took a break from my main game. And this actually taught me a lot. I didn't know about switch statements (which I just found out, while typing this post, Unity also supports) until working on this game and those will make my other game run so much better!
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