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