Setup

First, we should set up our dev environment. We will need:

  1. A POSIX environment
  2. RGBDS v0.5.1 (though v0.5.0 should be compatible)
  3. GNU Make (preferably a recent version)
  4. A code editor
  5. A debugging emulator

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The following install instructions are provided on a “best-effort” basis, but may be outdated, or not work for you for some reason. Don’t worry, we’re here to help: ask away, and we’ll help you with installing everything!

Tools

Linux & macOS

Good news: you’re already fulfilling step 1! You just need to install RGBDS, and maybe update GNU Make.

macOS

At the time of writing this, macOS (up to 11.0, the current latest release) ships a very outdated GNU Make. You can check it by opening a terminal, and running make --version, which should indicate “GNU Make” and a date, among other things.

If your Make is too old, you can update it using Homebrew’s formula make. At the time of writing, this should print a warning that the updated Make has been installed as gmake; you can either follow the suggestion to use it as your “default” make, or use gmake instead of make in this tutorial.

Linux

Once RGBDS is installed, open a terminal and run make --version to check your Make version (which is likely GNU Make).

If make cannot be found, you may need to install your distribution’s build-essentials.

Windows

The modern tools we’ll be using for Game Boy development have been designed for a Unix environment, so setup on Windows is not fully straightfoward. However, it’s possible to install an environment that will provide everything we need.

On Windows 10 and Windows 11, your best bet is WSL, which is a method for running a Linux distribution within Windows. Install WSL, then a distribution of your choice (pick Ubuntu if unsure), and then follow these steps again, but for the Linux distribution you installed.

If WSL is not an option, you can use MSYS2 or Cygwin instead; then check out RGBDS’ Windows install instructions. As far as I’m aware, both of these provide a sufficiently up-to-date version of GNU Make.

If you have programmed for other consoles, such as the GBA, check if MSYS2 isn’t already installed on your machine. This is because devkitPro, a popular homebrew development bundle, includes MSYS2.

Code editor

Any code editor is fine; I personally use Sublime Text with its RGBDS syntax package; however, you can use any text editor, including Notepad, if you’re crazy enough. Awesome GBDev has a section on syntax highlighting packages, see there if your favorite editor supports RGBDS.

Emulator

Using an emulator to play games is one thing; using it to program games is another. The two aspects an emulator must fulfill to allow an enjoyable programming experience are:

  • Debugging tools: When your code goes haywire on an actual console, it’s very difficult to figure out why or how. There is no console output, no way to gdb the program, nothing. However, an emulator can provide debugging tools, allowing you to control execution, inspect memory, etc. These are vital if you want GB dev to be fun, trust me!
  • Good accuracy: Accuracy means “how faithful to the original console something is”. Using a bad emulator for playing games can work (to some extent, and even then…), but using it for developing a game makes it likely to accidentally render your game incompatible with the actual console. For more info, read this article on Ars Technica (especially the An emulator for every game section at the top of page 2). You can compare GB emulator accuracy on Daid’s GB-emulator-shootout.

The emulator I will be using for this tutorial is Emulicious. Users on all OSes can install the Java runtime to be able to run it. Other debugging emulators are available, such as Mesen2, BGB (Windows/Wine only), SameBoy (graphical interface on macOS only); they should have similar capabilities, but accessed through different menu options.