Unfortunately there a couple of problems with updating it. The original was already pretty slow, even taking a ton of shortcuts about how gravity worked. But it could work because there was just enough extra space in what's called Bank0 (which doesn't have to be loaded from memory). However, in more recent versions of GBStudio, other stuff has been placed in Bank0, so the actor tweaks no longer fit. I don't really see any way of updating it without lagging even the simplest script.
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I understand. But if that’s the case then how do older GB games achieve a similar effect? As far as I can tell there’s no way in GB studio to even check the distance between an actor and the collision below them. I’ve been trying to come up with some hack to work around it but even ignoring gravity (and with the enhanced platformer features in 4.2) there’s simply no tools at my disposal in the engine to build a solution
Gameboy games made without GBStudio have two advantages. First, they can focus all the memory and CPU on one single type of game, rather than making it friendly for a wide range of designers. Second, GBStudio creates layers of interpretation above the machine code so that users can write their own script--that is inherently slower, but again the trade off is worth it for the tool.
I'm not sure what you're trying to accomplish, but my recommendation is to ask in the GBStudio discord. You may also want to look at gud_graphics plugin for checking collision at tile location: https://github.com/mikeleisz/gud_gbs_plugins