Your long term dedication to improvements and tweaks to this game is really cool to see!
bbbbbr
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I understand you all have reasons why you’ve chosen not to sell a ROM at this time.
But if you decide to make it available in the future I will gladly pay for it. Hope it will be considered after the game has been out there for a while.
I’ve bought your other digital releases and like to play on a mix of original hardware and emulators, but do not collect carts.
There’s one photo in my submission (the slitscan image) that is in portrait orientation. (They’re captured in portrait since that’s more efficient on the GB for technical reasons).
I’ve rotated the preview since it looks very abstract and is oddly hard to recognize when not-rotated. However I’ve left the 1x submitted image non-rotated for now (since the rules say 160x144 and no modifications).
Should I leave it that way, or should I rotate the 128 x 112 submission within the 160x144 image?
Non-rotated:

Rotated:

OK, sort of related question: Are slit-scan photos generated entirely on the Game Boy permissible? (ones which adhere to all the usual gb camera image size and color palette limits)
There’s a fork of Photo! I made a few years ago that allows it to capture these kinds of images. https://github.com/bbbbbr/gb-photo
Edit: And to clarify, it builds the slit-scan photo as the image frames comes in to the camera (as opposed to assembling something from standalone stills after they are taken).

Was listening to the New Game Old Flame podcast about this game and realized I never posted my updated high score here.
I made it up to at least 1750 but could only find this photo showing 1424. What I realized over time was some block sequences that seemed unfair or impossible could actually be finessed with more skill and a little luck.
I did eventually rom-patch it so that pressing A wouldn’t restart the game after dying. That makes it easier to avoid accidental game restarts before taking a high-score screenshot.
Anyhow, there’s my update for others who might be playing.

Hopefully it’s ok to post the rom patch input changes here in case others would like them:
-
Change so A button doesn’t restart
- (295d9 -> 295dA) 20 1B -> 00 00
- (2966a -> 2966b) 20 1E -> 00 00
-
Use SELECT to restart game (to avoid restarts when accidentally trying to use non-available Pause)
- 0ac4 40 -> 80
Use the downloads that start with “(Retro Achievements)”.
For Game Boy:
- Download: ”(Retro Achievements) gb-wordyl_1.0.3_mbc5_en.gb.zip”
- Use the “gb-wordyl_1.0.3_mbc5_en.gb” ROM in the zip file
Mega Duck:
- Download: ”(Retro Achievements) gb-wordyl_1.0.4_32k_no_save_MegaDuck_clone_console.zip”
- Use the “gb-wordyl_1.0.4_32k_nosave_en.duck” ROM in the zip file (may need to rename extension from
.duckto.bin.
- Use the “gb-wordyl_1.0.4_32k_nosave_en.duck” ROM in the zip file (may need to rename extension from
The shortcuts do seem to work so far.
I noticed a glitchy issue when importing the title screen graphic from Den of Snakes (with gb studio limits turned off in a new project). After importing a second time the image was ok.


But now a problem after closing and restarting the app… it seems unable to open and stuck with some kind of minimal electron (or whatever the ui platform is) base window. It has a web dev tools, etc. Can’t seem to get it to run normally anymore.

Deleting the chromium temp files it had made in /tmp didn’t work. Deleting it’s entire folder in (my user home)/.config/tessarium didn’t work.
Have a system restart I need to do anyway soon, so maybe I’ll see if it’s ok after that.
Love the game, it’s very polished and charming!
One thing is I seem easily distracted by ongoing motion such as clocks incrementing. It might be convenient to have an option to turn off the clock ticking. No worries if not of course, and I’ve rom patched it out for the time being anyhow.
Btw, added it to our gbdk showcase. https://gbdk-2020.github.io/gbdk-2020-gallery/?sortSelector=Featured
Thanks again for making and sharing this!
In the past they’ve said the tag is an engagement hack. :)
I think it’s straight GBDK, at least according to gbtoolsid: https://bbbbbr.github.io/gbtoolsid_web/
Thanks! The flood fill is an implementation of the “span filling” algorithm described in the wikipedia link below. I made a naive flood fill first that used more memory and was noticeably slower, but this one runs pretty well.
It’s kind of fun just to make spirals/mazes and then watch it flood fill them. :)
https://en.wikipedia.org/wiki/Flood_fill#Span_filling
Most of the drawing tools are built on top of the GBDK drawing.h api, which saved a lot of time vs writing them all entirely from scratch.

























