- v1.14 Is Available Now - 1 October 2026
This update introduces a new code debugger. Combined with the existing VRAM debugger, you can now fully debug both code and assets within an integrated environment. You can set breakpoints in your code (whether in BASIC or ASM), during runtime the emulator will pause program execution at the appropriate moment, allowing you to inspect and debug variables, threads, objects, or hardware assembly through the inspector. The original text rasterizer was a general-purpose function supporting variable-width, unaligned text rendering. This update introduces an optimized rasterization path for 8x8, tile-aligned text, speeding up regular font rendering. It also optimizes symbol exports and aliases, along with various other improvements and fixes. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog…
- v1.13 Is Available Now - 1 August 2026
This version expands the limit to over 4,000 arbitrary elements per single font asset (The previous version supported a maximum of 256 elements). Accompanying this change, a new arb(...) statement has been added to get the arbitrary index of a specific font asset of a Unicode character. Additionally, the font editor now supports editing arbitrary ranges and exporting the full UTF-8-to-arbitrary-index mapping. This makes it easier for wide range dynamic character drawing, for purposes such as multilingual, user input characters, etc. The IME example added in this version fully utilizes recent new features, including arbitrary filling, assembly blocks. The assembler received important improvements. This update also includes various bug fixes and performance improvements. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/g…
- v1.12.1 Is Available Now - 13 July 2026
This patch update includes a bunch of bug fixes. It also introduces new features such as importing tiles, map, actor, and font assets, or project icon, and icon of desktop builds from .psd files, and generating font and i18n reference code. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.12.1.txt
- v1.12 Is Available Now - 9 July 2026
This update introduces support for overriding Interrupt Service Routines (ISRs) in BASIC code using named assembly blocks. It also adds a comprehensive internationalization (i18n) pipeline featuring compile-time dictionary lookups and dedicated asset management, alongside a new LSTR(...) statement for retrieving text from the i18n dictionary. Additionally, with a new official kernel "Scene Transfer", a new blit_scene function has been added to facilitate scene data transfer, alongside another scrolling transitions via a similar sub-region transfer method transition_scene. This version also includes various other improvements and bug fixes for the assembler, serial port communication, project validation, and text/Unicode handling, etc. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v…
- v1.11 Is Available Now - 8 June 2026
This update introduces direct calls to user-defined assembly instructions. Updated the RAM symbols. Improved the VRAM debugger and graphical editors. Optimized the wobble effect. This version also includes other improvements and bug fixes. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.11.txt
- v1.10 Is Available Now - 22 May 2026
This release includes significant improvements to the kernels, adding support for using the SFC/SNES mouse as a click/touch backend via SGB features, along with a very simple yet fun speech synthesis feature. Both features are present in the official kernel source code. Please note that the kernels bundled with the application do not enable these new features. If needed, you can follow the links to the kernel download page to install them yourself. The kernel management, macro and native function features have also been updated. A new "Text Input" example was added to demonstrate how to implement simple text input via a virtual keyboard. This version also includes many other enhancement and bugfix. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.10.txt
- v1.9 Is Available Now - 24 April 2026
This release mainly includes numerous improvements to the BASIC compiler. Which includes a new constant folding mechanism, enhancements to macros - and leveraging these features - optimizations in expression evaluation, and conditional compilation directives as #if ... #else if ... #else ... #end if allow static determination of which code participates in compilation. The new #message ..., #warn ..., and #error ... diagnostic directives help provide custom compile-time feedbacks. It also includes enhanced for, while, and repeat loops to support more flexible single-line syntax. bankof(lbl) and addressof(lbl) now support code labels as arguments. This update also contains other feature improvements and bug fixes. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.9.txt
- v1.8.3 Is Available Now - 9 April 2026
This update introduces a number of enhancements to the syntax and compiler, adds a mechanism for passing macros via build command line arguments, and includes various bug fixes. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.8.3.txt
- v1.8.1 Is Available Now - 24 March 2026
This update adds error visualization in the edit-as-image mode for the map editor, along with tiles and actor assets analysis features to help build more compact and organized assets. The map's edit-as-image mode now saves image data to the project file, allowing editing to resume later. This release also improves editor usability and fixes known issues. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.8.1.txt
- v1.8 Is Available Now - 10 March 2026
This update brings significant enhancements to the map editor. New support for local palette has been added, allowing referencing, previewing, and code exporting of palette locally within a specific map asset. Additionally, when importing map assets from external images, you can now choose to automatically populate the local palette. A new edit-as-image mode has also been introduced, enabling pixel-by-pixel editing of map resources intuitively like editing an image. Upon completion, the map asset is automatically populated with tile and map cel data. This update also includes various editor improvements and bug fixes. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.8.txt
- v1.7 Is Available Now - 14 February 2026
This update introduces the syntactic sugar load dialog to simplify initializing chat-style GUI operations. This version also optimizes RPN data fetching and calculation, improves VM instruction execution, optimizes building flags for the kernels, and boosts performance in certain computations; for example, the built-in "Mandelbrot Demo" program now runs approximately 12% to 14% faster compared to before optimization. Additionally, for the VRAM debugger feature added in the previous version, this update enhances the user experience and improves palette calculation. A kernel panic caused by numeric calculation overflow is fixed, along with some other fixes. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.7.txt
- v1.6 Is Available Now - 26 January 2026
This release introduces a new VRAM debugger, which allows for verification and debugging of graphics element allocation in VRAM during development, and supports learning and referencing the VRAM usage patterns of other ROMs. This version also upgrades the underlying libraries, GBDK-2020 and SDL2. With several bug fixes and feature improvements, the stability of the program itself and its compatibility on Linux have been enhanced. Additionally, starting from this version, all tutorial chapters are now complete. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.6.txt
- All tutorial chapters are complete - 19 January 2026
Click the Main Menu, Help, Tutorials in-app to open it directly. Or see the following link. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html
- v1.5 Is Available Now - 26 December 2025
This release introduces support for custom kernels, allowing users to replace the default game runtime for their projects. The editor now supports installing and selecting custom kernels. Added new syntax to support more flexible actor control. It also includes many other improvements and bug fixes to the runtime, compiler, and usability. A new "Scroll Shooting" kernel and a starter kit which takes use of it were also added. Added new tutorials chapters and content. There are also other updates to the examples and documents. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.5.txt
- v1.4 Is Available Now - 28 November 2025
This release introduces support for SGB features. It also includes a number of quality of life improvements, for instance, direct preview for map, scene, and actor assets with one-click. The memory related statements have been updated to support getting bank and address of assets, inline data sequence. Added new tutorials chapters and content. There are also some other improvements and bug fixes. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.4.txt
- v1.3 Is Available Now - 28 October 2025
This release introduces support for importing and managing external ROMs, providing greater flexibility for developers working with existing game assets. There are two new sprite properties available `BANK_PROP` and `OBJPAL_PROP` which enhanced coding flexibility for CGB sprites. Now emotes support 8x8px-per-tile based sprites. Fixed some known bugs, improved usability and compatibility. Added new tutorials chapters and content. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.3.txt
- v1.2 Is Available Now - 5 October 2025
This release introduces a public Tutorials platform, which provides a learning environment that is easier to read and practice with than the built-in documentation. Currently, about one-third of the content is complete, with subsequent content to be updated gradually. You can find the entry point by clicking the main menu, then clicking Help. Additionally, this update enhances the syntax's adaptability and convenience for different coding styles and fixes some bugs in the runtime, compiler and asset pipeline, and the editors. This version also adds a new "Minimal" starter kit for quickly building your game framework. Tutorials: https://paladin-t.github.io/kits/gbb/learn/index.html See full changelog: https://paladin-t.github.io/kits/gbb/documents/changelogs/Changelog_v1.2.txt
- Back to School Games Celebration 2025 - 27 August 2025
Class is back in session and so is the fun! ✨ Join us for the Back to School Games Celebration, a limited-time event celebrating the start of the new school year. Running from August 25th - (1pm ET / 10AM PT) to September 1st - (1pm ET / 10AM PT) Event link: https://store.steampowered.com/curator/44695353/sale/BacktoSchoolGamesCelebration2025
- Roadmap of v2.0 - 24 August 2025
The next major update will primarily focus on four areas: Tutorial, App, Compiler, and VM. For the App, the most significant updates will include support for using custom VMs, as well as the addition of a debugger and code auto-completion. The Compiler will see improvements in macro preprocessing and constant optimization in expressions. The VM will introduce several new features and optimizations. Additionally, I want to emphasize that I will release a tutorial platform as early as possible in this version and continue to improve its content in subsequent updates. The existing reference manual is sufficient for querying needs during game development, but I hope the new tutorials will better help new users step-by-step in understanding and mastering the basic and advanced features of GB BASIC. See full roadmap: https://steamcommunity.com/app/2308700/discussions/0/601913636778152154/
- GB BASIC Is Available Now - 20 August 2025
The first public release of this software - GB BASIC v1.1 - is now available, marking a major milestone with over 5,000 commits in development. This release includes fully functional editors for writing code and creating/editing assets, a BASIC compiler and resource pipeline for generating the final ROM, a built-in emulator for rapid iteration during development, and the capability to export to ROM and other target binary formats.