Why GB BASIC?
GB BASIC is programmable in a brand new BASIC dialect. The integrated assets editors are intuitive to use. You can generate real ROMs and play on any GB emulator or hardware.Programming Paradigms
- Imperative paradigm
- Non-structured programming
- Concurrent processing approach
- Declarative paradigm
- Data driven approach
Features
- Programmable in BASIC, an easy to learn and fun to use programming language
- Easy to use API for graphics, input, audio, and other facilities
- Built-in libraries for scene, actor, controllers, GUI
- Built-in libraries for collision detection, persistence, RTC, etc.
- Extension feature including mouse & touch, shell command, debugging, etc.
- Handy tools for editing tiles, map, scene, actor, font, sound, etc.
- Project can be exported into real ROM
- Dozens of example projects
Specs
- CPU: 4.19MHz/8.38MHz for classic/colored respectively
- Threads: up to 16 concurrent execution contexts
- Display: 160x144px
- Code: BASIC, supports multiple source pages
- Gamepad: 8 buttons (D-Pad + A/B + Select/Start)
- Mouse and touch: supported by extension
- Tiles: up to 256 units per page
- Map: up to 255 tiles in one dimension per page; two layers (graphics, attributes)
- Sprite: supports 8x8 and 8x16 sprites
- Scene: up to 255 tiles in one dimension per page; four layers (map, attributes, properties, actors)
- Actor: up to 8x8 tiles per frame; up to 1024 frames per page
- Font: supports TrueType (.ttf) and bitmap-based (.png .jpg .bmp .tga); up to 16px; 1bpp or 2bpp
- Audio: 4 channels; supports importing from JSON, VGM, WAV, FxHammer
- Palette: 2bit (4 colors)
- GUI: supports label
- Persistence: supported
- RTC: supported
- Serial port: supported
This release introduces support for custom kernels, allowing users to replace the default game runtime for their projects. The editor now supports installing and selecting custom kernels. Added new syntax to support more flexible actor control. It also includes many other improvements and bug fixes to the runtime, compiler, and usability. A new \"Scroll Shooting\" kernel and a starter kit which takes use of it were also added. Added new tutorials chapters and content. There are also other updates to the examples and documents.\n\nTutorials: https://paladin-t.github.io/kits/gbb/learn/index.html \n\nSee full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.5.txt \n
This release introduces support for SGB features. It also includes a number of quality of life improvements, for instance, direct preview for map, scene, and actor assets with one-click. The memory related statements have been updated to support getting bank and address of assets, inline data sequence. Added new tutorials chapters and content. There are also some other improvements and bug fixes.\n\nTutorials: https://paladin-t.github.io/kits/gbb/learn/index.html \n\nSee full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.4.txt
This release introduces support for importing and managing external ROMs, providing greater flexibility for developers working with existing game assets. There are two new sprite properties available `BANK_PROP` and `OBJPAL_PROP` which enhanced coding flexibility for CGB sprites. Now emotes support 8x8px-per-tile based sprites. Fixed some known bugs, improved usability and compatibility. Added new tutorials chapters and content.\n\nTutorials: https://paladin-t.github.io/kits/gbb/learn/index.html \n\nSee full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.3.txt
This release introduces a public Tutorials platform, which provides a learning environment that is easier to read and practice with than the built-in documentation. Currently, about one-third of the content is complete, with subsequent content to be updated gradually. You can find the entry point by clicking the main menu, then clicking Help. Additionally, this update enhances the syntax\'s adaptability and convenience for different coding styles and fixes some bugs in the runtime, compiler and asset pipeline, and the editors. This version also adds a new \"Minimal\" starter kit for quickly building your game framework.\n\nTutorials: https://paladin-t.github.io/kits/gbb/learn/index.html \n\nSee full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.2.txt
Class is back in session and so is the fun! \n\nJoin us for the Back to School Games Celebration, a limited-time event celebrating the start of the new school year.\n\nRunning from August 25th - (1pm ET / 10AM PT) to September 1st - (1pm ET / 10AM PT)\n\nEvent link: https://store.steampowered.com/curator/44695353/sale/BacktoSchoolGamesCelebration2025\n
The next major update will primarily focus on four areas: Tutorial, App, Compiler, and VM. For the App, the most significant updates will include support for using custom VMs, as well as the addition of a debugger and code auto-completion. The Compiler will see improvements in macro preprocessing and constant optimization in expressions. The VM will introduce several new features and optimizations. Additionally, I want to emphasize that I will release a tutorial platform as early as possible in this version and continue to improve its content in subsequent updates. The existing reference manual is sufficient for querying needs during game development, but I hope the new tutorials will better help new users step-by-step in understanding and mastering the basic and advanced features of GB BASIC. See full roadmap: https://steamcommunity.com/app/2308700/discussions/0/601913636778152154/
The first public release of this software - GB BASIC v1.1 - is now available, marking a major milestone with over 5,000 commits in development. This release includes fully functional editors for writing code and creating/editing assets, a BASIC compiler and resource pipeline for generating the final ROM, a built-in emulator for rapid iteration during development, and the capability to export to ROM and other target binary formats.\n
Minimum Setup
- OS: SteamOS/Ubuntu 14 or later (64bit)
- Processor: 1.5GHzMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Intel HD
- Storage: 80 MB available space
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