I’m getting pretty good frame-rate on at least one of your games. Did you use the version from this website? Did you compile it yourself, and if you did, did you use the --release flags? Do you mind sharing a ROM that has more immediate problems? I’d really like to figure out what is causing these kinds of issue for you in case it’s happening to other people or end-users.

GreenF0x
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The asset lib version is old. It will always be old. Godot AssetLib is not a good platform for automating updates. It says as much in the AssetLib listing.
If you can find a legal homebrew ROM that can replicate this error, I will look into it. But I cannot spend time on a fix for an ripped cartridge ROM, even if it’s for personal use copied from a legit cartage that you own. This emulator is intended for publishing homebrew games on modern hardware.
I suspect that game doesn’t quite follow the spec and that’s what’s causing this error. I would be curious to see if it causes other emulators to crash. Regardless, investing that is outside of the scope of this project. Sorry.
I’d love to see what else is in your 3d emulation system. But I’d also like to see what causes that error. Do you have a ROM that will reliably reproduce it? Does the error result in a ROM crash or does it continue normally after the error?
Blib_buf is used for sound. I find it strange that it would error like that. It does lots of checks before hitting that line to insure it won’t read out of bounds.
If you’d like to file a bug on gitlab that would probably be easier to talk about code with.
I don’t think it’ll make a difference but: did you download an old version or do you have the latest version here.
Try the instructions as written on the repo and tell me if you have any trouble. I’ve written buildSystem.sh, refined, and reused it for quite a few projects at this point. And others hasn’t had any problems. One person didn’t install the prerequisites, but they figured it out. It’s pretty battle-tested at this point. But please try it for yourself and let me know how it goes! If you have any trouble, it’ll be worth learning what happened to further refine the buildSystem.
Really, anyone trying to use this tool is likely trying to publish on Steam or similar. They’re gunna NEED to codesign for themselves.
I apprentice the offer to build it for me, but I have no way of knowing if what you built was really what I sent. This itch build is compiled on GitLab. Anyone could audit the log (I should install install checksums if anyone was concerned). Ultimately though the project does get updates pretty regularly and I don’t think people will want to have to call someone else to get them builds.
I could pay for GitLab to use one of their Mac build machines, but this project already makes less then nothing, so I can’t invest in a Mac build pipeline when I get Windows, Linux, and Android for free.
Really the best way is to refine buildSystem as much as possible. If you find any pain points, I’d love to hear about them.
I don’t own any Apple hardware and I don’t have a subscription to Apple’s developer program, so I can’t deliver Mac binaries for codesign reasons. BUT if you check out the repo, there are instructions on how to compile it for yourself and those instructions work for Mac. You’ll have to figure out codesigning for yourself too.
That’s also mentioned in the text above.
If you’re having trouble playing it, here is a video: https://youtu.be/Li4AvQnlrxo?si=9GV3Ro5JjPO87nqZ
Nope. DLLs must be separate files for security reasons. Windows gets upset when you break that paradigm. In theory, someone could make a GameBoy emulator that compiles with Godot. But I’m not working on that.
There are tools to change the Icon of Godot at export time. It’s documented in their docs. Since most people are using this project for Steam distribution though, the DLL usually fine; most games have LOTS of ancillary files.
Godot4.4 issues are outside the scope of this project. This template was built for 4.3. It should work in 4.4, but if it doesn’t, it’s likely this is a 4.4 issue, not a GodotBoyTemplete issue. Read their docs for more. Try deleting your .godot folder first though. That forces projects to reimport assets and sometimes fixes issues.
The template here was behind the Git repo a bit. Looks like there are some old bugs with the export that were fixed on the main branch. I updated the build here. Try your export again.
I love these materials, but I do wish they were higher resolution, like 128+. Not more detail, just 4x the scale with 4x the noise. Like for the brick texture have 4x as many bricks per side without just tiling.
I’ve been tempted to downscale some of your higher resolution materials to get that effect.
I made a VERY similar project recently, but I took a different approach to it. I made a game about mining, instead of road tripping.
I turned it into a desktop widget. It sits as a semi-transparent window that lets you see and interact with text behind it. Instead of taking a whole screen, it’s a small floating window that you work around, but can always see.
My next steps are adding session notes, for when you launch the app, and iteration notes, to say what you did for each 25 minute sessions.
I planned on gamifing it with reward every time you “complete” an iteration that lets you do “number go up” style idle game unlocks.
I haven’t published any of this, but I’m curious what you think.
BTW, you have to be careful using “pomodoro” or “tomato” timer in productivity. It is trademarked. And the owner is kinda litigious.
At one point there was a hint there that you’re supposed to hold the jump button and hover (not glide) between the pillers. It’s intentionally very difficult to jump across, but if you run through while holding the space, There is a hover mechanic. I think I forgot or ran out of time to put hint and NPC back in.
I updated the build and the description:
This game did not get finished on time. I’m very proud of the systems I implement, but the content did not get finished in time.
This level and all the content was written in the 9 hours before the jam ended using systems created in the previous 3 weekends. Some systems got better intigration, but mostly I was just learning TrenchBroom and Ink to make a level that shows off the systems. I’m hoping I work on it until Thursday Show and Play.





















