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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
- Non-structured programming
- Declarative paradigm
- Data driven approach
- 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