Gameboy development - Burly Bear vs. The Mean Foxes
I wanted to see if I could make a little game for the Gameboy, and this was the outcome. Here we have Burly Bear going around swiping at mean foxes, eating cookies, and moving from place to place once the foxes have been felled.


The game
- - the compiled rom. Play it in any Gameboy emulator

Windows Dev Kit (develop your own Gameboy rom!) - RECOMMENDED version
- GBDK devkit - Windows version. Includes the source for Burly (Gameboy Color), as well as Burly (Gameboy). Also includes an emulator. You should not have to download this, if you have already downloaded it from the Burly (Gameboy Color) page. Project makefiles assume that this dev kit is installed to C:\
- source code (Windows) - good starting point for your Gameboy development. Works with the Windows version of GBDK.

Linux Dev Kit (if the Windows one was not good enough...)
- GBDK devkit - Linux version
- source code (Linux) - good starting point for your Gameboy development. Works with the Linux version of GBDK.

- Excel tilemaker tool - use it to convert tiles to hex values
- VisualBoyAdvance - a great Gameboy emulator
- Gameboy sound specs - have fun with this one ...

I used the gbdk devkit, which is based on the lcc compiler. And man, is it buggy. Sometimes it will just crash, report an uninformative fatal error, and die. Other times, it will report an error during compilation, and if run a couple more times, it will eventually compile successfully. And other times, after a successful compilation, the rom crashes, or exhibits weird behaviour, such as artifacted sprites, most likely because of misaligned memory.

All this nastiness aside, it turned out pretty cool. I didn't add time limits, and the foxes cannot fight back. The cookies will make Burly increasingly faster, for a limited amount of time.

I've included all the tools I used, including the devkit, full source code, Excel sheet tilemaker(calculates hex values for tiles, which can then be pasted right into code), and compiled rom. Though it may be easy to find, I've included the emulator with which I tested the game. Take them and make your own game.

The sound system on the Gameboy is cryptic. It's based around writing byte values to registers, and is not friendly at all. Take a look at the included sound spec document.

If you start your own project based on this and get stuck, email me if you have any questions on the source code included here, and I will try to help! Good luck and send me your creations!

Here's the game running inside a Gameboy emulator, on a Gameboy Advance, via a flash cartridge.


If you use the materials on this page, or any other page on this web site, you do so at your own risk. They are provided "as is". No warranty is provided or implied. I neither guarantee that the materials will work, nor that they will not be harmful in any way.

Snowdrop OS assembler and debugger

Electronic circuits - CMOS buffer

Electronic circuits - driving higher current loads through parallel port

Electronic circuits - interfacing a Nintendo NES from Snowdrop OS

Electronic circuits - 3-bit current buffered DAC

Electronic circuits - stepper motor driver controlled by Snowdrop OS

Electronic circuits - parallel port interface

Snowmine - a Minesweeper-like game for Snowdrop OS (in x86 assembly)

Storks - a matching game for Snowdrop OS (in x86 assembly)

Electronic circuits - interfacing with a 16x2 LCD via parallel port

Electronic circuits - square wave vs. sine wave (audio differences)

Electronic circuits - Catch That LED!

Electronic circuits - parallel port light show

Electronic circuits - the Annoizer (555 speaker circuit)

Intellivision development - Hotel Bunny

Coverage of my projects

Interviewed in the Retro Gamer magazine

My homebrew cartridges

ZX Spectrum development - Husband Chores (in Z80 assembly language)

No Snakes! - a multiplayer game over serial port

Sega Dreamcast development - Overbearing Burgers

Snowdrop OS - my operating system from scratch, in assembly language

libzx - ZX Spectrum game programming library (Z80 assembly language)

Compact Pong - game in C# for the Pocket PC (Windows Mobile 2003)

TOTP (time-based one-time password) authenticator in C# (.Net)

aSMtris - Tetris in assembly language (x86, 16-bit)

Balanced Diet (GBA) limited edition

Gameboy Advance development - Balanced Diet

Atari 7800 development - Poetiru

Arcade ROM hacking - Knights of the Round translation

PocketStation development - Pocket Worm

Sega Game Gear development - Burgers of Hanoi GG

Pokemon Mini development - Mini Cookie

Magnavox Odyssey2 development - Red Green

Sega Dreamcast VMU development - Raining Squares

Nintendo GameCube development - Mama Bear Puzzle

Nintendo Wii development - Groundhog Puzzle

Sega Saturn development - Saturnade

Atari Jaguar development - Jagmatch

Sega CD development - Blackjack CD

Nintendo 64 development - Don't Be Square

Commodore 64 development - Tube64

Sega 32x development - Eight Queens

WonderSwan (Mono) development - Swan Driving BW

WonderSwan Color development - Swan Driving

Animal Keeper - a JavaScript and HTML5 Canvas game

3DO development - Space Invaders Invaders

Sony PlayStation development - The 11th Power

Sony PSP development - Newton Voyage

Nintendo DS development - Geoincursion

Gold of the Kingdoms - an XNA/C# homebrew game

Blue Elf 2 309-in-1 JAMMA PCB - troubleshoot controls not working

Fractals in JavaScript and HTML5 Canvas

Angry Video Game Nerd (AVGN) theme song on the Gameboy Advance

Novice calligraphy - Gothic hand, with letter guide

Video compilation of my classic console homebrew games

Seven segment display circuit with the 4511 decoder and the 4029 counter

A simple Atari 2600 joystick tester circuit

555 timer and 4017 decade counter - traffic lights circuit

Catch That LED! - an electronic game circuit

Capacitor study circuit

BlackBerry PlayBook development - Sheepish Bearings (Native SDK, OpenGL)

Neo Geo Pocket Color development - NGCollector

Neo Geo development - Neo Thunder

Atari 5200 development - Shooting Gallery

ZX Spectrum development - simple input/graphics example

Vectrex development - Scalar Ownage

Nintendo Virtual Boy development - Real Danger

Gameboy Color development - Burly Bear vs. The Mean Foxes (GBC version)

Sega Master System development - Burgers of Hanoi

Colecovision development - Mowleco

TurboGrafx-16/PC Engine development - Alddee

Atari Lynx development - Catkanoid

Nintendo NES development - Invaders must die!

Atari 2600 development - Snappy (batari basic)

Super Nintendo development - Bucket

Gameboy Advance development - smgbalib library

Airplane Vegas slot machine

Sega Genesis development - Gen Poker

(2004) Project One - first university game programming club project

Gameboy development - Burly Bear vs. The Mean Foxes

(2006) RGB Overdose - university programming contest entry