Mirror of Flour GameBoy
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Abe Pralle c406b3c1be [Tools] Created MapMaker tool to generate map images from data files
- Output filename: WorldMap-Rendered.png
2022-01-07 18:38:21 -10:00
Assets [Tools] Created MapMaker tool to generate map images from data files 2022-01-07 18:38:21 -10:00
Data [Tools] Created MapMaker tool to generate map images from data files 2022-01-07 18:38:21 -10:00
Media [Tools] Created MapMaker tool to generate map images from data files 2022-01-07 18:38:21 -10:00
ROM [Tools] Created MapMaker tool to generate map images from data files 2022-01-07 18:38:21 -10:00
Source [Refactor] Fully building 2022-01-07 18:33:53 -10:00
Tools [Tools] Created MapMaker tool to generate map images from data files 2022-01-07 18:38:21 -10:00
.gitignore [Tools] Created MapMaker tool to generate map images from data files 2022-01-07 18:38:21 -10:00
Build.rogue [Build] Now rebuilds if any data files changed 2022-01-07 18:38:21 -10:00
LICENSE [Repo] LICENSE and ROM 2022-01-07 18:38:21 -10:00
README.md [Tools] Created MapMaker tool to generate map images from data files 2022-01-07 18:38:21 -10:00

README.md

FGB

A weird and wonderful action adventure for Game Boy Color. Developed in 2000 by Abe Pralle and Jacob Stevens. Playable but never completed.

Preview Video

About Current Release
Version 1.1
Date 2020.07.05
Target Game Boy Color
Build macOS, Windows, Linux
Editors Windows
Licenses MIT (source code) and Creative Commons (IP) - see the LICENSE.

ROM

The pre-compiled FGB ROM for Game Boy Color is here.

Building from Source

  1. Install the Rogue language from here to take advantage of the Rogo build system:
  2. Install the RGBDS assembler:
  3. Run rogo in this project's base folder.

Tools

  • Each of the following tools is provided as a precompiled Windows exe along with their original source code.
  • These exe files were last compiled circa 2000. No attempt has been made to update their project source. The Level Editor and Image Converter exe's are both confirmed to work on Windows 10.
  • During its original development, FGB was essentially a single folder containing hundreds of files. Because of this, each tool typically expects its data files to be in the same folder as the tool itself.
  • This project has now been reorganized to cleanly separate original assets, converted data, and source code into separate folders.
  • As such data files will generally need to be moved into each tool folder as inputs and the results moved back to the appropriate location if the editors are used.
  • Ideally at some point Abe Pralle or a contributer will update the editor projects to be in a modern Visual Studio format and adjust the input and output locations to utilize the current folder structure.

LevelEditor

Level Editor

  1. Refer to Media/DesignDocs/WorldMap.xls (slightly out of date) to identify levels you want to edit.
  2. Copy corresponding Data/Levels/*.lvl files to Tools/LevelEditor.
  3. Run Tools/LevelEditor, load, edit, and save the levels.
  4. Copy the modified levels back to Data/Levels/.

GBConv2

GBConv2

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