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bbbbbr

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A member registered Jun 08, 2019 · View creator page →

Creator of

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Great, cool that it was so easy to fix!

There seems to be a bug where if A is held down before entering the menu then it is still possible to interact with the board.

And then further it is possible to exit the menu with the palette remaining dimmed and play the game that way.

I can’t always reproduce it exactly, but the sequence in the video is roughly:

In the video A -> Start -> Left/Right -> Left -> Down -> Right -> A Released -> Left -> Right A Pressed + Released

Fun game!

Enjoyed playing this! Nice work

Very charming and a little sad. Nicely made game

Very charming concept, I like it!

Hmm, is it possible to defeat the end boss?

I made it there with close to maxed out stats (healing/level maxed, shield maxed, sword one off maxed) and could only attack once before having to heal each turn until I ran out.

Tampering with the game memory it seems to require up to 30 attacks to beat it, which seems past what would be possible HP wise even if I stepped the sword up one more level.

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Ran into a freeze with the game today. Can’t say for certain that it wasn’t the console(1) but the game may have deadlocked when one of the enemies got into the doorway and the other blocked it from moving out.

  1. Gamebub, running from a mbc5 cart. It’s still rough around the edges as a device, so can’t be ruled out.

Played some more and two quality of life features come to mind that would be nice to have:

  • An expert mode that allows the player to move 2x faster, and also removes the vsync()/wait_vbl_done()s between each monster step so that of monsters (esp multiple ones in a room) don’t slow down room traversal a lot.
  • An option to somehow skip past the first N levels if you’ve completed them, since when you get higher in level re-traversing them gets a little grindy. It could cost a small amount to add a little friction to it.

Just played this for about half an hour, had a great time. Thanks for sharing it!

It’s very satisfying to fill up the mazes.

Den of Snakes relies on the synchronization behavior provided by the DMG-07 4 Player adapter device. The device collects the synchronous link input from up to 4 Game Boys and then packages and re-broadcasts that data to all connected consoles simultaneously.

So if you want it to work online then your device or service would have to emulate the specific behavior of the DMG-07. The documentation about the device is available here: https://gbdev.io/pandocs/Four_Player_Adapter.html

Den of Snakes does not work with two Game Boys and a single link cable. (it is open source and you are welcome to modify it to work differently if you’d like.)

However, if you want to find some other Game Boy homebrew that uses the link cable there are several in the GBDK gallery (link filter turned on): https://gbdk-2020.github.io/gbdk-2020-gallery/?linkOrMultiPlayer=true

For example my game Petris does work two Game Boys and a link cable. Perhaps it already works with what you are working on. (It is also open source and can be modified) https://bbbbbr.itch.io/petris

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Cool that you made it open source!

I did the easy port to MegaDuck :)

https://github.com/bbbbbr/Onitama-pocket-megaduck

Can you be more specific about what kind of software you have in mind?

Very charming game! And important to read the directions :)

Seconding all of the above. :)

Only suggestion is to have more of the manual in the game. Maybe opcode notes and file list requirement details at the bottom or in a popup window, when selected respectively.

Solid game of Yahtzee! Controls and layout work well. :)

Fun little game!

I posted it here: https://bbbbbr.itch.io/megaduck-celeste-classic

Let me know if you’d like anything changed/added/removed.

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Awesome, thanks! I’ll make all that very clear and have prominent links at the top of the page.

By the way, if you want to increase discoverability for your game page on itch you might add the following tags: “Game Boy” and “Game Boy ROM”

Really nice port! Plays well, feels very crisp. And cool to see it fit in 32k.

Since you made the source available and indicated it was usable for ports, I’ve made the (fairly minor) changes needed to build and run it on the Mega Duck clone consoles (handheld and laptop).

Would you be interested in the source changes and hosting the Mega Duck build on your page here?

If not, and you don’t mind it being hosted elsewhere (on itch), is there a license that the source code is under and how would you prefer attribution?

Cool, nice to see another ZGB based game! There’s a lot going on and it seems to handle it well.

What a delightful game! Great style and charming music. Played all the way through and enjoyed it.

Looks like this is made with some version of ZGB?

Your long term dedication to improvements and tweaks to this game is really cool to see!

Cool to see! I somehow missed this earlier.

I totally missed this. If you’re still seeing issues with the sound you can take a look at the “gb/sound” example in GBDK-2020.

It shows how to use wrappers functions to properly handle registers that have their bits swizzled on the megaduck.

Here: https://github.com/gbdk-2020/gbdk-2020/blob/a99fdde06fc84fa7a44ce84c772c6ed71e635079/gbdk-lib/examples/gb/sound/sound.c#L6-L35

Cool to see the digital rolling out! Congrats and looking forward to playing it.

One suggestion: Add a non-gbc lockout screen.

Right now if your emulator is set to force gbc mode, or if you put it into a DMG (or presumably GB Pocket or SGB) it will just show a blank screen.

I understand you all have reasons why you’ve chosen not to sell a ROM at this time.

But if you decide to make it available in the future I will gladly pay for it. Hope it will be considered after the game has been out there for a while.

I’ve bought your other digital releases and like to play on a mix of original hardware and emulators, but do not collect carts.

Cool to see! And somewhat rare- yours is one of maybe 15 or so gbdk games that uses the link port for multi-player.

Nice pics, the details came out well!

These are nice! I enjoy the topo map and temp gauge in particular.

Nice composition for the photos!

Thank you!

Fun little game! The controls and progression feel dialed in well.

Sounds good! It was my assumption that it should remain un-rotated. Thank you!

Those cubes look so good! The others came out really well too

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There’s one photo in my submission (the slitscan image) that is in portrait orientation. (They’re captured in portrait since that’s more efficient on the GB for technical reasons).

I’ve rotated the preview since it looks very abstract and is oddly hard to recognize when not-rotated. However I’ve left the 1x submitted image non-rotated for now (since the rules say 160x144 and no modifications).

Should I leave it that way, or should I rotate the 128 x 112 submission within the 160x144 image?

Non-rotated:

Rotated:

https://bbbbbr.itch.io/gb-camera-jam-2026-out-and-about

The contrast and shapes in those first two are really fun!

Got it, thanks!

Congrats! Will there eventually be a standalone ROM release as well?

Got it, thank you!