Releases: eoinjordan/GBA-Studio
Release list
GBA Studio v4.4.6
Playable browser previews and complete GBA demo fixes.
GBA Studio v4.4.5
GBA Studio v4.4.4
GBA Studio v4.4.4
This release delivers a complete native-GBA vertical slice: build Poachermon in GBA Studio, compile a real .gba ROM, run it in an emulator or on hardware, and try the same demo directly in the browser.
Play it now
Highlights
- Fleshed out Poachermon into a playable poacher-investigation and creature-rescue case with a briefing, witnesses, traps, suspects, evidence variables, conditionals and a case-closed scene.
- Added the GitHub Pages landing page and browser ROM player, including built-in validated demo ROMs and a local-ROM picker.
- Added scene-start scripts and actor script compilation for the native GBA target.
- Added animated actor frames, facing direction, movement, visibility and interaction behavior to the GBA runtime.
- Added actor-variable conditionals and compiler-to-engine contract validation.
- Pinned reproducible devkitARM builds and updated Studio to the merged GBA engine runtime.
Automated validation
- Studio unit tests and browser-player tests.
- 89 host-side engine unit tests and 11 integration tests.
- Real starter and Poachermon ROM builds in GitHub Actions.
- ROM header validation and an mGBA boot smoke test.
- Successful Windows, Linux and macOS packaging from the release tag.
Downloads
Installers and portable archives are attached for Windows, Linux, macOS Intel and macOS Apple Silicon.
Implementation: GBA Studio PR #17 and GBA engine PR #3
GBA Studio v4.4.3
GBA Studio v4.4.3
A playable milestone: the GBA VM now supports enough script events to build a
basic interactive game that boots and runs in mGBA.
New script event support (compiler → VM → runtime, all tested)
- If Joypad Input (
EVENT_IF_INPUT) — branch on held buttons - Actor Set Position / Move Relative — place and nudge actors
- Actor Set Direction — store facing (rendering of direction comes next)
- Actor Activate / Deactivate — show and hide actors
- Call Custom Event — reusable scripts inlined at compile time (recursion-guarded)
- Group and If Colour Supported — resolved at compile time
Already supported
Text, variables, math, random, if/else (variable comparisons), scene
switching, and trigger zones.
Isometric template
Ships with original CC0 isometric art: a village background and a
four-direction hero sprite.
Known gaps (next on the roadmap)
- Actors don't visibly turn/animate yet (single metasprite drawn)
- Dialogue choices (
EVENT_CHOICE), save (SRAM), and audio are not yet implemented
See docs/GBA_EVENT_COMPATIBILITY.md for the full event-by-event status.
GBA Studio v4.4.2
GBA Studio v4.4.2
Changes
- New purple GBA-shaped application icon (Windows/macOS/Linux)
- Redesigned start-window (splash) logo: cleaner, centered purple GBA logo replacing the CSS-drawn device
- Rebuilt
.gbsprojfile-type icon (.ico) from the black cartridge artwork - Isometric compile fix: scene-table entries are now cast to
const gba_scene_def_t *, so isometric scenes compile without-Wincompatible-pointer-types. This release also bundles the engine with fullgba_iso_scene_def_tsupport (the v4.4.0 installer predated it).
GBA Studio v4.4.1
GBA Studio v4.4.1
Changes
- Updated
.gbsprojfile icon to the new black GBA cartridge design
Previous release (v4.4.0)
- Full isometric game mode support (isometric scenes, actors with isoZ depth layer, iso sprite animation types, runtime renderer, movement controller)
v4.4.0 — Isometric Mode
What's new
Isometric game mode
GBA Studio 4.4.0 introduces full isometric scene support.
Scene editor
- New
ISOMETRICscene type — set it in the scene properties dropdown - Diamond grid overlay rendered as an SVG layer over the background
- Actors and triggers placed using tile-grid coordinates (not screen pixels)
- Actors depth-sorted by
tileX + tileY + isoZso near tiles draw on top
Actor isoZ field
- Optional height layer on every actor (default 0 = ground)
- Positive values raise the actor visually and bump its draw-order key
Trigger editing
- Isometric triggers render as translucent orange SVG diamonds, one per covered tile
Compiler output
- Isometric scenes emit
gba_iso_scene_def_t(extendsgba_scene_def_twithiso_tile_w/iso_tile_h) - Scene type id =
6 - Actor/trigger coordinates are tile-grid indices; compiler warns on out-of-bounds placements
Project migration
- Opening a pre-4.4.0 project automatically runs migration
420r3 → 431r1, addingisoZ: 0to all existing actors
New Project Wizard
- New GBA Isometric Adventure template: 20×15 scene, player actor, NPC with dialogue, dialogue trigger zone, scene-exit trigger
Example project
examples/isometric-adventure/— same layout as the template, ready to open and compile
Documentation
docs/ISOMETRIC_MODE.md— full user guidedocs/ISOMETRIC_SCENE_FORMAT.md— C struct contract for runtime authors
Tests
- 15 new unit tests covering coordinate conversion, depth sorting, diamond points, and the isoZ migration
Coordinate model quick reference
screen_x = (tile_x - tile_y) * 16
screen_y = (tile_x + tile_y) * 8 − iso_z * 16
depth_key = tile_x + tile_y + iso_z