ZGB Versions Save

Game Boy / Color engine with lots of features

v2023.0

9 months ago
  • Updated to gbdk-4.20
  • Updated hUGETracker to 1.0.1 and fixed all issues
  • Fixed issues with spaces and incorrect path in gbm2c and gbr2c

v2022.0

1 year ago
  • Updated to gbdk-4.1.0
  • Better usage of WRAM between sprites and bg tiles. Now the full memory can be used
  • Background map, window and Fonts can have their tiles coming from different sources (gbms or pngs)
  • Added macro INIT_HUD to simplufy HUD initialization (there is a new page on the wiki showing how it works)
  • Palettes for sprites and tiles are automatically loaded and reused. Loading 2 sprites with the same palette will make them share the same palette. The same thing will happen loading a font that uses a palette already loaded by the background map or the window
  • Added savegame support
  • Bugfixes and docs (as usual)
  • Added option to keep the music playing between states
  • Added the posibility to use fonts with just numbers

v2021.3

2 years ago
  • Fixed compilation issues when Debug or Release folders were not present
  • Fixed desynchronization between scroll and sprites
  • Sprites are now hidden under the window
  • Music updates will no longer break user interrupts (thanks Toxa !!)
  • Added support for SGB borders
  • Added configuration for VS Code including support for Debugging C code under emulicious (thanks Calindro !!)

v2021.2

2 years ago
  • Updated to gbdk-4.0.5
  • Sprite vs Background has been rewritten and now supports offscreen collisions (repeating the last tile on column or row)
  • Fixed memory overflow when cleaning up SpriteManager
  • Added properties to metasprites (SPRITE_SET_PALETTE working again)
  • Improved VS intellisense
  • Makefile dependencies are now generated using SDCC, which is a bit faster

Important note: please make sure to remove .meta from your project .gitignore!!!

v2021.1

2 years ago
  • Added install.bat that will create ZGB_PATH automatically
  • Added hUGETracker support while also keeping gbt-player
  • Added support for metasprites, even with color
    • removed old fixed sprites sizes: 8x16, 16x16 and 32x32
    • added gbr2png to allow exporting data from gbtd
    • added support for directly exporting pngs into sprites
    • added new collision system
    • added support for all mirror modes: vflip, hflip and hvflip
    • added support for native sprite sprite size 8x8
  • GBC palette loading made automatic
  • removed pngb and now using png2asset to export backgrounds in png fully supporting gbc
  • Added auto-banking support thanks to bankpack
  • Loading sprites on demand
  • Fixed access to uninitialized ram and other exceptions
  • Simplified code for states initialization

v2021.0

3 years ago
  • Updated to gbdk 2020 v4.0.2
  • The folder env is now included on the release, so installation is easier

Upgrade notes: Please make sure you delete these folders: Release, Debug, ReleaseColor, DebugColor and res/src

v2020.2

3 years ago
  • Updated to gbdk 2020 v3.1.1 which prevents a few accesses to inaccessible VRAM

v2020.1

4 years ago
  • Generating .sym and .map files on makefiles
  • Integrated romview in the build process
  • Several fixes that were causing bank0 to grow up when declaring states/sprites, adding new tiles/maps
  • Updated to gbdk 2020 v3.1.1 (banked functions are usable now)
  • Improved Frame drawing performance
  • Improved sprite/sprite collision performance
  • Several other performance fixes
  • InitScroll loads tiles automatically, InitScrollTiles is no longer needed
  • Added pngb to env package

v2020.0

4 years ago
  • Updated to gbdk 2020
  • Fixed OAM update bug that was causing performance issues
  • Improved collissions background/sprites by only checking when the sprites moves to a new tile
  • Improves animation performance

Some other minor bug fixes and perfomance improvements