any purchase of the game, bundled or single, should give you all the game formats included! that means the Windows .exe, Game Boy rom, Analog Pocket file, and 3DS .cia should all become downloadable to you. thanks for your interest~ ✨
Hi! I don't know if this will do any good, but I noticed you were developing a card game a while ago and wondered how developers implemented as many cards as they did. I was thinking about remaking an old card game from gbc with some improvements and ran into the same wall. In my research, I ran into a couple of possible solutions. One, there is an Array plugin for gb (an array is a variable that stores multiple values basically). Also I asked Google Gemini about it and it referenced an advanced coding technique involving a command called VM_SET_INDIRECT and VM_GET_INDIRECT. The explanation Gemini gave me must have made my face look like the Pokemon slowbro when someone is trying to explain quantum physics to it, but I will try my best to explain. These "Indirect" commands work with memory addresses and seem like a much more efficient way of storing larger amounts of data, BUT... This solution seems ridiculously complex. I could paste the response the AI gave me about it somewhere if you would like however. Aside from that, it might not even be necessary because Mr. AI also said that GB studio is limited to 512 global variables and the TCG game that I was trying to remake only had like 200 cards in the first one and 433 in the second one... Notice anything interesting about those numbers? Yep. They are both below 512... So What I am guessing they did was just assign a global variable to each card, and then simply made each variable print all of the info for that card when needed. Possibly transferring things like attack damage and hp to local variables in the process. This may very well have been a wasted wall of text, but I hope it is helpful and if not, at least an interesting read. Thanks!