Introduction
The original Game Boy (DMG) and Game Boy Color (GBC) reward close reading of both ROM code and cartridge hardware. A bank switch can change what a familiar address means; a boot-ROM check can stop a patched game before its own code runs. This hub collects our Game Boy posts and outside references for following those details through schematics, development tools, games and accessories.
Quick Technical Reference
The quick reference below is useful when choosing an emulator, debugger, or disassembly target:
| Property | Notes |
|---|---|
| CPU | Sharp LR35902, an 8-bit CPU with i8080 and Z80 ancestry |
| Display | 160x144 LCD with tile- and sprite-based graphics |
| RAM | DMG has 8 KB work RAM and 8 KB VRAM; GBC expands the memory available to software |
| Audio | Four hardware sound channels |
| Cartridges | Commonly include ROM plus mapper hardware such as MBC controllers, battery-backed RAM, or RTC logic |
What can a Game Boy ROM header tell you about its cartridge?
Nintendo’s Game Boy Programming Manual assigns three consecutive header bytes to the board’s parts configuration: $0147 records the cartridge type (including MBC, RAM, battery, timer or rumble variants), $0148 records ROM size, and $0149 records external RAM size 1. Pan Docs’ cartridge-header table is a convenient decoding reference, including types added beyond the manual’s examples 2.
These bytes are the first clue when a disassembly jumps through $4000-$7FFF: the same CPU address can expose different ROM banks as the cartridge controller changes state. Treat the header as a claim to check against the actual image and board. Our Mr Do! source analysis, for example, compares a ROM-only source header with a banked MBC1 retail build; copying the source header into the retail image would describe the wrong cartridge.
Hardware
The console board, cartridge controller and optional accessories each affect what a ROM can do. Start with the hardware relevant to the particular game or peripheral you are investigating.
Hardware Architecture
For a broad architectural overview, Copetti follows the CPU, memory, graphics, audio and cartridge connections:
Game Boy Color graphics
Modern Vintage Gamer explains how graphics work on the Game Boy Color. It complements the original Game Boy overview with the later handheld’s graphics capabilities.
Game Boy graphics
Modern Vintage Gamer explains how graphics work on the original Game Boy. It provides a visual introduction to the hardware behind the display.
Boot ROM
The boot ROM is one of the first platform-specific code paths worth understanding. It establishes initial hardware state, checks cartridge header data, and controls the startup sequence:
Sharp LR35902 Microprocessor
The Sharp LR35902 is close enough to Z80-family code to feel familiar, but different enough that you should treat it as its own target architecture. In practice it sits somewhere between the i8080 and the Z80 and is not binary-compatible with either:
Schematics
If you want to work from recreated board-level documentation, Gekkio’s schematic set is a strong reference for the Pocket hardware revision:
The Ultimate Game Boy Talk
This long-form talk puts the hardware and programming model together before the subsystem-specific references below:
The Game Boy, a hardware autopsy
These two videos focus on the physical boards and chips:
Development
Understanding the official toolchain helps when you encounter build artifacts, linker conventions, or assembly layout in old projects.
Game Boy homebrew tools
MortMort demonstrates a user-friendly workflow for making a Game Boy game. It provides an alternative starting point to writing the assembly code directly.
Development Kit Hardware
Nintendo sold dedicated development hardware for Game Boy projects, and the physical setup explains a lot about how teams built, tested, and flashed handheld software in the early 1990s:
Software Development Kit
Alongside the hardware, Nintendo also shipped a software development kit with assemblers, linkers, and related utilities:
Assembly Language
The Game Boy CPU uses its own instruction set variant, so it helps to keep a Game Boy specific opcode reference nearby instead of assuming normal Z80 compatibility:
ChibiAkumas introduces GBZ80 assembly programming for the Game Boy and Game Boy Color. The tutorial is a direct starting point for reading or writing code for these handhelds.
Reverse Engineering
If you want to begin with projects that already expose structure, build systems, or platform specific research, start with the material below.
ROM patching walkthrough
stacksmashing demonstrates reverse engineering and patching a Game Boy ROM. The workflow is a practical companion to the platform-specific tools collected here.
Super Mario Land 2 memory exploration
Retro Game Mechanics Explained explores Super Mario Land 2’s memory. The investigation is a practical example of learning how a Game Boy game stores and changes its state.
Pokemon Red and Blue
The Pokemon Reverse Engineering Team (PRET) reconstructed Pokemon Red and Blue into retail matching assembly, making it one of the most useful Game Boy case studies for understanding large commercial codebases:
Link’s Awakening
The Link’s Awakening disassembly effort produced a steady stream of technical write-ups that are still useful when you want to see how a polished commercial Game Boy title is structured internally:
Looney Tunes Carrot Crazy
If you want a more focused example of reversing a single Game Boy Color title, this write-up is a good smaller target:
Exclusive Games as Research Targets
Platform exclusives are often better long-term preservation targets because they are less likely to have cleaner ports or modern rereleases. These two category pages are simple discovery lists rather than technical references, but they are useful when you need candidate ROMs to investigate:
Source Code
Official or near-official source releases are especially valuable on Game Boy because they expose real memory layouts, tool conventions, and cartridge assumptions that decompilation alone can hide.
Mr Do! for Original Game Boy
The released source code for Mr Do! is a useful reference point for how a commercial Game Boy project was organised in 1990:
Games
Some game-specific anecdotes are worth keeping because they point to development constraints, unusual implementation tricks, or particularly good analysis material.
Alien 3
Alien 3 is a useful reminder of how compressed licensed handheld schedules could be. Jas Austin has said the Game Boy version was written in about five weeks 3.
Fastest commercial game I've ever written? That would have been Alien3 on Game Boy. Done in about 5 weeks :) with @recluse_games #gamedev
— Jas Austin (@IamXERO) February 1, 2013
R-Type
According to Jas Austin, the Game Boy version of R-Type was largely built from memory after arcade research trips rather than from shared code or art assets 4.
He also described being hired after showing a one-week demo to B.I.T.S, which is a useful glimpse into how quickly Game Boy contract work could move in that era 4.
I agree, it's amazing some of the lengths we have to go to when we didn't have code or assets. For R-Type I did most of it from memory after visits to the Trocadero in London. And I didn't live in London.
— Jas Austin (@IamXERO) April 18, 2020
The company B.I.T.S obtained the license to develop the Game Boy version of the game but required a programmer to work on the title. Jas Austin heard about this through his agency and travelled to London to meet up, he impressed them so much that he was given a development kit and a deadline of a week to come up with a demo. He did such a good job he got a permanent job at B.I.T.S 4.
I hid a version of John Conway's game of Life in R-Type on the Game Boy.
— Jas Austin (@IamXERO) April 5, 2021
Austin later mentioned hiding an implementation of John Conway’s Game of Life inside the cartridge 5, and also shared source graphics for the level 3 ship by Mark Jones 6.
Source graphics for Game Boy R-Type Lv3 ship. By Mark Jones... #ScreenshotSaturday24YearsAgo pic.twitter.com/RsKlc0rQOE
— Jas Austin (@IamXERO) April 25, 2015
How Pokemon Gold & Silver Work (Tribute to Satoru Iwata)
TheHappieCat explains the technical wizardry Satoru Iwata employed to fit the Kanto region into Pokémon Gold & Silver. The video provides a primer on low-level assembly programming and memory alignment, illustrating how efficient data packing and optimization allowed for the game’s massive scope on the limited Game Boy Color hardware.
Peripherals and Accessories
The wider Game Boy ecosystem matters for reverse engineering because several accessories introduce their own protocols, bootstrap behaviour, or unusual cartridge side hardware.
Mobile Adapter GB
Nintendo released a Japanese accessory called the Mobile Adapter GB which connected a Game Boy Color to a mobile phone. Only a small set of games used it, making it a good example of an obscure platform feature that remained dormant for years:
Super Game Boy
The video below explains how the Super Game Boy embeds Game Boy hardware inside a Super Nintendo cartridge, creating a hybrid environment with its own timing and presentation quirks:
Wide Boy 64
The video below covers the Wide Boy 64, an official but non-retail device used by developers and press to run Game Boy and Game Boy Advance software through an N64 based setup:
Game Boy Printer
The Game Boy Printer not only supported the Game Boy Camera, several games shipped explicit printing features, games such as Pokemon Yellow, Pokemon Gold, and Pokemon Silver all used it for output such as Pokedex stickers 7.
Wikipedia currently lists 110 games with Game Boy Printer support, including 35 released outside Japan. See the full Game Boy Printer compatibility list if you want to check a specific title 8.
At the protocol level, the printer behaves like a link-cable serial peripheral. The Game Boy remains the master, while the printer waits for packets beginning with the magic bytes 0x88, 0x33. Known commands include INIT, PRINT, DATA, and STATUS, with image dot-data transferred in 160x16 strips until a full 160x144 image is buffered 9.
This is useful for emulator authors because the print data uses the same 2bpp tile-style format as normal Game Boy graphics. Some games also use the printer’s optional run-length encoding, and robust emulators need to handle edge cases such as empty DATA packets 9.
Shonumi has an in-depth article on emulating the Game Boy Printer, it explains the printer packet format, serial link behaviour, command set, dot-data transfer, status handling, and the run-length encoding used for compressed print data:
GB Booster
The GB Booster was an unlicensed Nintendo 64 accessory in the same broad space as the Super Game Boy, but built outside Nintendo’s official hardware ecosystem. Two short references are useful if you want to document it further:
- Chris McCovell - Notes and photos covering the hardware and behaviour of the device.
- GameHacking.org Wiki - A general reference page for the accessory.
Datel Game Booster (PS1)
The Datel Game Booster is a third-party accessory for the original Sony PlayStation that was designed to allow users to play Game Boy cartridges on their television screens. It connects to the console’s parallel port, which limits its compatibility to older PlayStation models, as this port was removed from later revisions and smaller versions of the hardware.
In practice, the device has significant performance and design limitations. It does not support in-game audio, so users need to play audio CDs if they want background music. It includes a built-in settings menu for options such as frame skipping and color palettes, but the low frame rate makes many games difficult to play 10.
JohnnyBareToes demonstrates Datel’s PlayStation Game Booster in action:
Datel GameStudio (PS2)
The image below shows an advert for GameStudio, Datel’s later evolution of the Game Booster concept. It is a PlayStation 2 accessory that plugs into the memory card slot:
RetroBreak demonstrates GameStudio running on PlayStation 2 hardware:
GameStudio includes a Trainer option for creating cheat codes for Game Boy games, similar to Cheat Engine on PC. The workflow starts with a memory search for a known value, such as 3 lives. After losing a life, the user searches again for 2, repeating the process until the memory address for the player’s lives is isolated. That value can then be frozen to keep the player alive 11.

GameStudio also includes Datel’s Rocket Games pre-installed, as shown in the screenshot below:

The Rocket Games can be played or written to the provided Games To Go cartridge:

GameStudio does not support Super Game Boy features, but it does support Game Boy Color games. It also supports Save RAM (SRAM), so games can still save to the cartridge 11. Unlike the Datel Game Booster, it has working sound, although the output has a noticeable hiss.
Dance Dance Revolution Controller for GBC
Konami’s Dance Dance Revolution controller for the Game Boy Color is a useful example of how far the accessory ecosystem stretched beyond normal link cable peripherals:
Sound
The audio hardware is one of the most technically interesting parts of the platform, especially once you move beyond music drivers and start looking at the analogue side.
Game Boy Color Audio Chip Reversing
Ken Shirriff’s reverse engineering of the Game Boy Color audio amplifier chip is one of the best examples of taking the handheld beyond emulator level understanding and into silicon level analysis. The chip contains three power op-amps for the speaker and headphone paths, so the article is useful if you want analogue details rather than just register level behaviour:
I reverse-engineered the audio chip in the #Nintendo Game Boy Color. It contains three power op-amps for the speaker and headphone channels. This 1998 chip is built from about 100 NPN and PNP transistors. Die photo from @johndmcmaster. Article & schematic:https://t.co/EhsVogAJPl pic.twitter.com/J6CYPsOdaz
— Ken Shirriff (@kenshirriff) May 2, 2020
Synthic
Synthic played a large set of Game Boy games in a custom headless emulator and tracked the audio registers into a text format. That data was then used to train a machine learning model to generate new Game Boy music:
Tools and File Formats
If you are tracing ROM headers, cartridge metadata, or patch formats, the material below is worth keeping close.
Recovering ROM data from photographs
David Bombal demonstrates a tool for decoding Game Boy ROM data from a photograph. The project provides an unusual preservation workflow alongside conventional cartridge dumping.
File Formats
Start here if you want a broader survey of Game Boy file structures before drilling into specific ROM hacks or tools:
gbtoolsid
When dealing with homebrew or unlabeled ROM sets, gbtoolsid is a practical first pass because it can often identify the toolchain used to build a Game Boy ROM:
DMG-palette-patcher
MrBlinky has released a Python tool for patching Original Game Boy (DMG) ROMs to use specific color palettes when played on a Game Boy Color. The script works by modifying the ROM’s header-specifically the license code and title checksum-to trick the Game Boy Color’s boot ROM into automatically selecting one of 45 built-in color palettes, such as the classic grey theme, rather than the default blue-greenish hues.
gb-save-states
gb-save-states is interesting because it applies patch based save state support to commercial games running on original hardware, which makes it a good example of practical ROM level instrumentation:
Blem! PlayStation Emulator for the GB
Blem! was a prank ROM that pretended to boot a PlayStation emulator on the Game Boy. The joke was a reference to the Bleem! PlayStation emulator, and it was notable enough to show up in GBX issue 3 in a short discussion of Game Boy emulation on PC and Mac 12. It is not technically important in the same way as the tools above, but it is a useful reminder that handheld homebrew culture also produced jokes, hoaxes, and magazine folklore around emulation.
All Posts
The Nintendo Gigaleak preserves the AGB boot ROM material in two useful forms.
Inside other/agb_bootrom it survives as a real Subversion repository, and separately the leak also includes agb_bootrom_trunk.zip, an extracted working tree that makes the source much easier to...
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The Nintendo Gigaleak preserves the CGB boot ROM material in two useful forms.
Inside other/agb_bootrom it survives as a compact SVN repository, and separately the leak also includes cgb_bootrom_trunk.zip, an extracted working tree that exposes the actual DMG-format source files...
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Find out about the most common Game Boy File formats in this post ...
Introduction The Game Boy Reversing Emulator (RE) is a fork of the libRetro Same Boy emulator tailored for reverse engineering.
The main aim is to generate information that will be useful for the disassembling and exploration of your chosen game....
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Official Game Boy Software Development Kit (by Intelligent Systems) The official Game Boy development kit was developed by Intelligent systems and sold with their development kit hardware such as the DMG-ICE.
It evolved over time and added support for the...
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This post covers all the hardware developers used to create games for the original Dot Matrix Game Boy (DMG) and Game Boy Color (GBC) and some were even used for early Game Boy Advance development.
Developers used both official Nintendo...
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Awesome list of Obscure Handheld Game Development and Reverse Engineering information ...
Introduction This page documents the official release of the assembly source for Ocean Software’s Mr Do!
port to the Game Boy.
It focuses on what the code is doing (maps, chewing, actors, rendering timing, and data formats), plus how to...
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Sprite Tile editing with Tile Layer Pro If you have ever wondered how graphical rom hacks are made this is for you!
This should work for most early games such as NES and Game Boy.
Future generation games start to...
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On the 11th April 2020 the source code to the original generation of Pokemon games was released to 4chan as osrc.zip.
This zip archive contained a password protected zip file called OriginalSouce.zip which was quickly cracked and found that the...
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Introduction The Pokemon Reverse Engineering Team (PRET) have managed to pull off a marvellous achievement, they have fully reverse engineered Pokemon Red and Blue back into Z80 assembly code 1.
The source code they have developed can be assembled back...
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Super Game Boy SDK Sample and BIOS Files This page covers the sgb folder preserved in the Nintendo Gigaleak inside: other/CGB AZL__ゼルダの伝説 夢を見る島DX Source/Disk1/ゼルダの伝説_JP3_US3_EU2/DEMO_zelda/sgb Although it was found inside the Link’s Awakening DX demo workspace, the folder itself is a... ...
Have you ever seen Twitch Plays Pokemon (TPP) and wondered how it actually works?
How does typing comments in a twitch stream result in the player moving in the original Pokemon Games, how is the screen directly streaming to twitch...
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The Zelda Links Awakening source code was released in the original Gigaleak inside dmg.7z, itself stored inside Other.7z.
This part of the leak contains much more than a single source snapshot.
The archive preserves the original SRD Japanese source tree,...
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Archive Source This article analyzes the Link’s Awakening 2D art and graphics workspace preserved in the Gigaleak - specifically from the NEWS_04 archive, a 96 MB Nintendo NEWS workstation backup.
Path in archive: NEWS_04.tar → home/arimoto/GB-zelda/ The GB-zelda directory belongs...
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The CGB.7z section of the Nintendo Gigaleak preserves Game Boy Color-era material for two projects: The Legend of Zelda: Link’s Awakening DX and Hamtaro 2.
For Zelda, this archive is far more revealing than a simple source drop.
It preserves...
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The Z80 Microprocessor: Pioneering Gaming and Beyond The history of the Z80 microprocessor is a tale of innovation and influence that left an indelible mark on the world of computing and gaming.
Developed by Zilog in the late 1970s, the...
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Magazine Interviews
The magazine index collects developer interviews tagged for this system across all indexed magazines.
| Magazine | Issue | Pages | Developer | Platforms | Description |
|---|---|---|---|---|---|
| Retro Gamer | 42 | pp. 42-47 | Alexey Pajitnov | Electronika 60, Game Boy, PC | Interview about the making of Tetris. |
| Retro Gamer | 89 | pp. 78-81 | Tim Hull, Kieron Wheeler and the M4 team | Game Boy Color | Interviews about the making of Resident Evil Gaiden. |
| Retro Gamer | 100 | pp. 36-39 | Henk Rogers | Game Boy | Interview about bringing Tetris to the Game Boy. |
| Retro Gamer | 128 | pp. 36-43 | Game Boy game developers | Game Boy | Programmers and artists discuss working within the handheld’s limits. |
| Retro Gamer | 131 | pp. 20-27 | Rampage developers and conversion programmers | Arcade, Home computers, Game Boy Color | Developers discuss the Rampage series, including conversion Q&As with Kenneth Hurley. |
| Retro Gamer | 131 | pp. 50-53 | Jon Ritman | Game Boy | Ritman explains how he designed Monster Max. |
| Retro Gamer | 135 | pp. 22-31 | Pokémon developers | Game Boy, Nintendo DS, Nintendo 3DS | Game Freak developers discuss the evolution of Pokémon. |
| Retro Gamer | 136 | p. 43 | Terry Ford | Game Boy | Ford answers questions about his graphics for the Game Boy Puzzle Bobble conversions. |
| Retro Gamer | 150 | p. 35 | Ken Sugimori and Junichi Masuda | Game Boy | The Game Freak developers discuss the origins of Pokémon. |
| Retro Gamer | 150 | pp. 78-81 | Alexey Pajitnov | PC, Game Boy | The creator of Tetris looks back at its origins and lasting appeal. |
| Retro Gamer | 154 | p. 69 | Gerald Weatherup | Game Boy | Weatherup discusses converting Desert Strike to the Game Boy. |
| Retro Gamer | 161 | pp. 22-29 | Ken Sugimori | Game Boy, Game Boy Advance | The Game Freak artist discusses the creation and continuing design of Pokémon. |
| Retro Gamer | 163 | pp. 92-97 | Satoru Okada | Game Boy, NES | Okada discusses his work at Nintendo, including the Game Boy. |
| Retro Gamer | 171 | p. 6 | Chris Gallizzi | Game Boy, Android | Hyperkin’s Gallizzi discusses the Smart Boy phone accessory. |
| Retro Gamer | 176 | p. 107 | Dr Ludos | Game Boy | The developer explains making the homebrew game Sheep It Up. |
| Retro Gamer | 177 | p. 40 | Jas Austin | Game Boy | Austin discusses programming games for the Game Boy. |
| Retro Gamer | 180 | pp. 80-85 | Akitoshi Kawazu | Game Boy, SNES, PlayStation | Kawazu discusses the history and design of Square’s SaGa RPG series. |
| Retro Gamer | 183 | pp. 20-29 | Alexey Pajitnov and Henk Rogers | Electronika 60, Game Boy, NES | The creator and publisher revisit the history and worldwide success of Tetris. |
| Retro Gamer | 184 | pp. 50-53 | Bob Pape | Game Boy | Pape explains how he converted R-Type II for the Game Boy. |
| Retro Gamer | 184 | pp. 62-67 | Will Anderson | Mega Drive, SNES, Game Boy | The designer discusses creating 7 Up’s Cool Spot games. |
| Retro Gamer | 187 | pp. 50-55 | Bob Pape and Bob Baffy | Game Boy Color | Developers discuss the Game Boy Color and creating games for it. |
| Retro Gamer | 188 | pp. 58-61 | Foo Katan and Bits Studios developers | NES, SNES, Game Boy | Former staff discuss the history and games of Bits Studios. |
| Retro Gamer | 196 | pp. 20-31 | Game Boy developers | Game Boy | Developers recall making games for the handheld on its 30th anniversary. |
| Retro Gamer | 196 | p. 24 | Ed Magnin | Game Boy | Magnin discusses converting Prince of Persia for Game Boy. |
| Retro Gamer | 196 | p. 27 | Jas Austin | Game Boy | Austin discusses his Game Boy adaptation of Alien 3. |
| Retro Gamer | 196 | p. 30 | Ian Manders | Game Boy | Manders recalls coding Donkey Kong Land 3 for Rare. |
| Retro Gamer | 196 | p. 31 | Bob Pape | Game Boy Color | Pape recalls assembling R-Type DX for Game Boy Color. |
| Retro Gamer | 212 | pp. 80-85 | Dan Kitchen | Atari 2600, NES, Game Boy | Kitchen reflects on his programming, design and production career. |
| Retro Gamer | 215 | pp. 70-73 | Jason McGann | Game Boy, NES | McGann recalls developing Alfred Chicken and his work at Twilight Software. |
| Retro Gamer | 218 | pp. 42-47 | David Crane | Atari 2600, Game Boy | Crane traces the design of Pitfall! and the platform games that followed it. |
| Retro Gamer | 219 | pp. 32-37 | Bill Hogue and Erin Martel | Atari 8-bit, Game Boy, Mobile | The creators trace the evolution of Miner 2049er and its later versions. |
| Retro Gamer | 221 | pp. 6-7 | Josh Fairhurst and Dimitris Giannakis | Game Boy, Nintendo Switch | The creators explain how they built the Carbon Engine to emulate Game Boy games on modern hardware. |
| Retro Gamer | 221 | pp. 72-75 | Matt Bozon | Game Boy Color | Bozon discusses the development of the original Shantae. |
| Retro Gamer | 229 | pp. 38-43 | Kevin Bayliss, Paul Machacek and AJ Grand-Scrutton | NES, Game Boy, Arcade, PC | Developers trace the design and changing styles of Battletoads. |
| Retro Gamer | 235 | pp. 64-67 | Paul Machacek and Graeme Norgate | Game Boy | Rare developers recall adapting Donkey Kong Country for the Game Boy as Donkey Kong Land. |
| Retro Gamer | 237 | pp. 18-27 | Kevin Bayliss, Chris Sutherland, Kynan Pearson and Vince Joly | SNES, Game Boy, Wii U | Rare and Retro Studios developers trace the Donkey Kong Country series. |
| Retro Gamer | 237 | p. 22 | Gary Richards | Game Boy | Richards discusses designing Donkey Kong Land III for the Game Boy. |
| Retro Gamer | 237 | p. 101 | Max Oakland | Game Boy | Oakland explains creating Ruby & Rusty and Wink with GB Studio. |
| Retro Gamer | 242 | p. 45 | Mark Kirkby | Mega Drive, PC Engine, Game Boy | Kirkby answers technical questions about converting Turrican to three consoles. |
| Retro Gamer | 249 | pp. 98-99 | Alexander Hamilton and Calum Wilson | Game Boy | GB Studio developers discuss building new Game Boy games. |
| Retro Gamer | 251 | p. 100 | László Rajcsányi | Game Boy, Game Boy Color | Rajcsányi discusses his homebrew Game Boy games and ports. |
| Retro Gamer | 252 | p. 100 | Under 4MHz | Master System, Game Boy, MSX, ColecoVision | The homebrew coder discusses multiformat development methods and upcoming ports. |
References
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Nintendo, Game Boy Programming Manual, Appendix 3, “Software Submission Requirements,” pp. 290–292. ↩
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Pan Docs, “The Cartridge Header,” cartridge type, ROM size and RAM size fields. ↩
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Jas Austin on Alien 3 for Game Boy taking about five weeks - Twitter/X ↩
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Terminator 2, R-Type, Altered Beast with Jas Austin - The Retro Hour EP320 - YouTube ↩ ↩2 ↩3
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Jas Austin on hiding Conway’s Game of Life inside R-Type - Twitter/X ↩
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Jas Austin sharing R-Type source graphics by Mark Jones - Twitter/X ↩
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Game Boy Printer games with Game Boy Printer support - Wikipedia ↩
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GBX issue 3 (September 2001) page 11 ↩