Awesome
gb-starter-kit
A customizable and ready-to-compile bundle for Game Boy RGBDS projects. Contains your bread and butter, but guaranteed 100% kitchen sink-free.
[!WARNING] Windows users: please use WSL! Due to a bug in Make, this project will not work outside of WSL!
Downloading
Downloading this repository requires some extra care, due to it using submodules. (If you know how to handle them, nothing more is needed.)
Use as a template
You can make a new repository using this one as a template or click the green "Use this template" button near the top-right of this page.
Cloning
If cloning this repo from scratch, make sure to pass the --recursive
flag to git clone
; if you have already cloned it, you can use git submodule update --init
within the cloned repo.
If the project fails to build, and either src/include/hardware.inc/
or src/include/rgbds-structs/
are empty, try running git submodule update --init
.
Download ZIP
You can download a ZIP of this project by clicking the "Code" button next to the aforementioned green "Use this template" one. The resulting ZIP will however not contain the submodules, the files of which you will have to download manually.
Setting up
Make sure you have RGBDS, at least version 0.6.0, and GNU Make installed, at least version 3.0.
Python 3 is required for most scripts in the src/tools/
folder.
Customizing
Edit project.mk
to customize most things specific to the project (like the game name, file name and extension, etc.).
Everything has accompanying doc comments.
Everything in the src
directory is the source, and can be freely modified however you want.
Any .asm
files in that directory (and its sub-directories, recursively) will be individually assembled, automatically.
If you need some files not to be assembled directly (because they are only meant to be INCLUDE
d), you can either rename them (typically, to .inc
), or move them outside of src
(typically, to a directory called include
).
The file at src/assets/build_date.asm
is compiled individually to include a build date in your ROM.
Always comes in handy.
If you want to add resources, I recommend using the src/assets
directory.
Add rules in the Makefile; an example is provided for compressing files using PB16 (a variation of PackBits).
Compiling
Simply open you favorite command prompt / terminal, place yourself in this directory (the one the Makefile is located in), and run the command make
.
This should create a bunch of things, including the output in the bin
directory.
[!IMPORTANT] While this project is able to compile under "bare" Windows (i.e. without using MSYS2, Cygwin, etc.), it requires PowerShell.
Pass the -s
flag to make
if it spews too much input for your tastes.
Pass the -j <N>
flag to make
to build more things in parallel, replacing <N>
with however many things you want to build in parallel; your number of (logical) CPU cores is often a good pick (so, -j 8
for me), run the command nproc
to obtain it.
If you get errors that you don't understand, try running make clean
.
If that gives the same error, try deleting the assets
directory.
If that still doesn't work, try deleting the bin
and obj
directories as well.
If that still doesn't work, feel free to ask for help.
See also
If you want something more barebones, check out gb-boilerplate.
Perhaps a gbdev style guide may be of interest to you?
I recommend the BGB emulator for developing ROMs on Windows and, via Wine, Linux and macOS (64-bit build available for Catalina). SameBoy is more accurate, but has a more lackluster interface outside of macOS.