3 Brutal 2025 Lessons: Making a D&D Game Boy Game in C
I tried to build a D&D-style RPG for the Game Boy in C. Here are the three brutal, hard-won lessons from 2025 on memory, performance, and state management.
Alex Porter
Indie dev and retro hardware enthusiast who loves C and constrained environments.
I had a beautifully naive idea in late 2024: what if I could capture the magic of a tabletop Dungeons & Dragons session on a Game Boy? I’m not talking about a licensed classic like Pool of Radiance, but my own homebrew world, running on real hardware, written in C.
It sounded romantic. It felt possible. After all, C is a powerful language, and the Game Boy is a well-documented system. I spent months diving into the Game Boy Development Kit (GBDK-2020), drawing pixel art, and designing game mechanics.
Now, in early 2025, the project is... well, it’s a game. It runs. But the journey to get here was a gauntlet. The Game Boy doesn’t just ask you to be a good programmer; it demands sacrifice. It forces you to unlearn modern conveniences and embrace a level of frugality that borders on paranoia. These are the three most brutal lessons I learned along the way.
Lesson 1: VRAM is an Unforgiving Dungeon Master
On a modern PC, you think in gigabytes. On the Game Boy, you have 8KB of Video RAM (VRAM). That’s it. That’s not just for your character sprites; it’s for everything you see on screen: the background tiles, the UI, the window layer, the font, and every frame of animation for every creature. All of it has to be crammed into a space smaller than a simple Word document.
The Initial Failure
My first attempt was a disaster. I designed a lovely, readable font. That took up a chunk of my tile data. Then I drew a detailed player character with a nice walking animation. More tiles gone. Then I created a UI with ornate borders for health, magic, and character stats. By the time I tried to load a simple forest background, the VRAM was full. The game would either crash or display a garbled mess of pixels—the digital equivalent of a TPK (Total Party Kill) before the adventure even started.
I was treating VRAM like a backpack. It’s not. It’s a key ring, and you only have room for a few, very specific keys at any one time.
The Solution: Ruthless Recycling
The breakthrough came when I stopped thinking about drawing things and started thinking about building things. The key to mastering VRAM is ruthless tile reuse.
- One Tileset to Rule Them All: Instead of having separate art for a stone wall, a cobblestone floor, and a castle’s ramparts, I created a single set of generic stone textures. I then used the Game Boy’s background map to arrange these few tiles in different patterns to imply a wall, floor, or castle.
- Metatiles: I started building 2x2 or 4x4 blocks of tiles called “metatiles.” A single “tree” metatile might be composed of four smaller, more generic tiles (e.g., a trunk piece, a leafy piece, a shaded leafy piece). This reduced the amount of unique art I needed dramatically.
- Dynamic Loading: You can’t have the overworld, dungeon, and combat UI in VRAM at the same time. I had to write code that would completely wipe and rewrite sections of VRAM during scene transitions. When a battle starts, the entire background tileset is purged and replaced with the combat UI and monster sprites. It’s a violent, but necessary, process.
Your VRAM budget dictates your art style, your UI design, and your game’s fundamental structure. Ignore it at your peril.
Lesson 2: C Hides Expensive Sins
We think of C as a low-level language. On the Game Boy’s 8-bit Z80-esque processor, C is a high-level luxury, and its abstractions can be incredibly expensive. Writing clean, readable, modern C code can—and will—kill your performance.
The Slowdown of Convenience
In the early days, my game loop was full of simple, elegant function calls. I had draw_player()
, update_npcs()
, and render_ui()
. It looked great. It ran at about 5 frames per second.
Every function call on the Z80 has overhead: pushing arguments onto the stack, jumping to a new memory address, executing the code, and then popping everything back off the stack to return. When you do this hundreds of times per frame, that overhead adds up. A simple multiplication or division operation, which we take for granted, can translate into a surprisingly long series of assembly instructions, grinding your game to a halt.
My worst offender was using printf()
to debug values on screen. It’s a convenient function, but it’s also a monster. It pulls in a huge library of code for string formatting, bloating your ROM size and taking an eternity (in CPU cycles) to execute. It was like summoning a dragon to light a candle.
The Solution: Think Like the CPU
I had to stop writing C like a modern programmer and start writing it like a 1989 hardware engineer.
- Inlining and Macros: Small, frequently-called functions were either rewritten as macros or declared with
inline
to encourage the compiler to paste the code directly into the call site, avoiding the function call overhead. It makes the code uglier but faster. - Bitwise Operations are Your Best Friend: Need to multiply or divide by two? Use bitwise shifts (
x << 1
orx >> 1
). They are orders of magnitude faster than using*
or/
. Checking if a number is even? Useif (x & 1 == 0)
. - Data Types Matter: The CPU is 8-bit. Using
int
(which is 16-bit in GBDK) when all you need is a value from 0-255 is wasteful. I switched almost everything tounsigned char
or GBDK’sUINT8
. This halved the memory usage for many variables and made operations faster.
You don't necessarily have to write pure assembly, but you absolutely have to understand the cost of the C code you’re writing.
Lesson 3: Your Game State is the Real Final Boss
This was the most brutal lesson of all. A D&D game is nothing but state: character stats (Strength, Dexterity, etc.), HP, MP, status effects, inventory, equipped items, spell lists, quest flags, NPC locations, and which chests you’ve opened in which dungeons. All of this data that makes the world feel alive must be stored somewhere.
On the Game Boy, your primary active storage is 8KB of Work RAM (WRAM). Good luck fitting a party of four adventurers and a sprawling world in there.
The Data Explosion
Initially, I defined my player character with a simple C struct. It was clean and easy to read.
struct Player {
unsigned char strength;
unsigned char dexterity;
unsigned char constitution;
unsigned char intelligence;
// ... and so on
};
This seems fine, but each unsigned char
takes a full byte. My six core D&D stats took 6 bytes. HP and Max HP took another 2. Add in inventory (an array of item IDs), spell slots, and location data, and a single character could easily eat up 100+ bytes. For a party of four, that’s almost half a kilobyte, just for the party! Add in flags for 100 quests and 200 treasure chests, and my 8KB of WRAM was gone before the game even loaded.
The Solution: Bit-Packing and SRAM Agony
The only way forward was to treat every single bit as precious. This is called bit-packing.
A character stat like Strength only needs to go up to 20. You don’t need a full 8-bit byte (0-255) to store that. You only need 5 bits (0-31). So, you can pack a character’s Strength (5 bits) and Dexterity (5 bits) into a single byte with 6 bits to spare! It’s tedious to code, requiring a lot of bitwise AND, OR, and shift operations to get and set the values, but it’s the only way.
My new character data looked less like a struct and more like a cryptic puzzle:
// Byte 0: [STR | CON | 2 unused bits]
// Byte 1: [DEX | INT | 2 unused bits]
// ... etc
This extended to the save file. Most Game Boy cartridges with save functionality have 8KB of SRAM. You have to decide what is absolutely critical to save. Can you regenerate the state of every NPC in the world, or do you need to store it? My solution was to only save core player data, major quest flags, and the player's current location. Everything else—like the fact that you killed three goblins in the Whispering Woods—is forgotten the moment you turn the power off. It’s a compromise that hurts, but it’s the only way to make saving possible.
Was It Worth It?
Absolutely. The process was brutal, and my respect for the developers of the 90s has grown tenfold. They weren't just making games; they were fighting the hardware every step of the way.
Making a game on the Game Boy is a fantastic exercise in resource management and computational thinking. It forces you to understand the machine at a deep level. So if you’re thinking of starting a retro project, I say go for it. But be prepared. The hardware is a harsh teacher, and its lessons are, well, brutal.