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Hello! Just found this amazing project as I was wrapping up the development of my own GBC demo.
Is there a way to export with the DLL file "inside" the same .exe godot export's? I'm asking because it'd be really nice to have to share just the .exe with my own icon.
Amazing tool btw!

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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.

Thank you! 
Yeah I was just curious about it for "✨aesthetic✨" reasons, but its not an actual issue.
I changed the logo and ended up uploading my game on tuesday with ur tools, u rock.
Here it is if you wanna take a look! Its a small demo. https://damianartclub.itch.io/the-office-escapist-gameboy-game

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Hi :) I'm trying to use GodotBoy to  import my GBA game but I don't know where to place my bios file. Or do I need to include it somewhere? 

BTW: GodotBoy is really an awesome tool! Thanks for creating it!

GBA was a rough prototype that has had a lot of problems. I was working on another tool for GBA and other emulators, but it’s a bigger project than I’m able to do on my own.

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I just made BubbleWrapGBA because I couldn't make it work with GodotBoy. It's a tool to wrap a GBA file with EmulatorJS to an exe file. Thanks for your help though!

When I "run project" in Godot, everything starts up fine. When I click to run the exported .exe file, it opens to the Godotboy logo and just sits there. Any ideas?

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Hrm. Did you copy the exe to a new folder on it’s own? It needs the dll and (if you didn’t bundle it with the exe) the pck files.

Try running it from command line and seeing what the error messages are.

ERROR: godot-rust function call failed: GodotBoy::load_rom_buffer()

    Reason: parameter #0 (godot_core::builtin::collections::packed_array::PackedByteArray) conversion

  Source: cannot convert from NIL to PACKED_BYTE_ARRAY: null

I also see this error in Godot debug report:

ERROR: Could not create child process: rcedit ./mrmoosdemo.tmp --set-icon C:/Users/adama/AppData/Local/Temp/_rcedit.ico --set-file-version 1.0.0.0 --set-product-version 1.0.0.0

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RcEdit is a tool for changing your games icon. If it’s missing, the export will still work, but it will have the Godot logo. Nothing wrong with that, but if you want to change that, you can install that.

Read Godot’s docs for more.

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Well, it looks like it’s not loading your ROM. Did you put it in the right place? Does it have a matching file extension?

I added my rom, deleted the original GB Studio demo rom, and renamed my rom to game.gb

I have followed to Video linked above. I exported into the same folder as the template...and the dll file is there. It loads and plays the ROM just fine when I preview the project in Godot, but the .exe file doesn't work.

I have tried on 3 different machines. Same result. I am using  Godot 4.4 which prompts me to update the template project with this


I have done both "restart and upgrade" and "cancel" but it doesn't seem to change the outcome.

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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.

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I found this tutorial : 

Yeah! I’ve chatted with him. I think there are a couple of edits I would make: debug checkbox in the export screen should be off for releases and PLEASE save it to a new folder, not just on your desktop. It creates a DLL file that you need for export.

Oh okay! Thank you!