Porklike.gb - wurst comes to worst

A port of the wonderful Porklike, created by Krystian Majewski, to the original Game Boy! Please see the original pico-8 game at https://krystman.itch.io/porklike for more information.

  Game Porklike is a classic, turn-based Roguelike with minimalist lo-fi aesthetic. Enter the tower of Wurstlord. Can you make it to the top and steal his legendary Kielbasa? 9 floors of dangerous traps and enemies await you. Only if you move carefully and master your character's abilities will you become the champion of Porklike.

  

ActionGame BoyKeyboard
Move characterD-PadArrow Keys
Inventory/ConfirmA buttonX
CancelB buttonZ
Start GameStart buttonEnter
Change palette(emulator only)[  and ]
Rewind time(emulator only)Backspace

  Making Of Porklike.gb was ported by Ben Smith, with permission from Krystian Majewski. The game is written in GBDK2020 in C, with some hand-written assembly. You can find the full source code at https://github.com/binji/porklike.gb.

  Credits for the original pico-8 version follows:

  Porklike was written and designed by Krystian Majewski, an Independent Developer and the host of the Lazy Devs Academy video channel.

  The music was composed by Sebastian Haßler, a music composer for film, TV and videogames.

  The environment art and some characters were inspired by the work of the pixel artist @pixelartm and used with their permission.

  The artwork of the enemies was inspired by the work of the pixel artist @kirai_s and used with their permission.

  Please see the original pico-8 game at https://krystman.itch.io/porklike for more information.

  Releasesv1.0.12:

  Upgrade to newer gbdk

  Fixes:

  Fix gbc rom so it works again v1.0.11:

  Fixes:

  Exclude CGB code from .gb file, so it works properly on CGB devices v1.0.10:

  Fixes:

  Fix GBC palette fading; without this, the game doesn't run properly on accurate emulators/hardware. v1.0.9:

  Fixes:

  Update fogged/invisible mobs so their x/y position is updated, and they perform triggers. This makes invisible ghosts flash in the correct place when you kill them. v1.0.8:

  Fixes:

  Fix some sight bugs when blinded:Normally all 4 squares around you are unfogged. Then if any of those squares is not "opaque" then it unfogs any walls nearby.

  the code unfog the wrong neighbors. Check whether surrounding squares are in bounds (otherwise will wrap to other side) Monster's vision was accidentally seeing through walls when you're blind v1.0.7:

  Fixes:

  Disable start button as cheat to skip levels Place chests properly (proper fix for v1.0.6) Only repeat direction buttons and A, not B/select/start Improvements:

  Implement gameboy color version v1.0.6:

  Fixes:

  Pack enemies into plant rooms if they can't all fit in other rooms Fix infinite loop trying to place a chest in a 3x3 room that already contains the entrance stairs Improvements:

  Increase the maximum number of mobs to 40 Reduce the number of disjoint sets to 52 v1.0.5:

  Fixes:

  Floor 0 would be filled with random mobs when dying while blinded and restarting Improvements:

  Added a wurstchain. This keeps track of how many times you've beaten the game in a streak. After you beat the game, your streak will be saved, but as soon as you open up the chest on floor 0, your save will be deleted! You have to beat the game again before it will be saved. v1.0.4:

  Fixes:

  Fix bug when grappling to map extents. Now you go all the way to the wall. Fix bug where mob AI is skipped. If a mob was stunned and died in the same turn, it would pass the stun to the mob that took its slot. Fix is_valid() function so it works correctly. Now a pickup will drop as close as possible to the chest it came from. It can also land in the upper-left corner. Improvements:

  Better randomization of level. Mix in entropy on level 0 so levels 1-9 are more random. Add a joypad repeat rate and buffered input, like the original porklike. Big optimization to the sight() function, so it runs ~3x faster in some cases. v1.0.3:

  Fixes:

  Clear DALIGNED and DATA areas on startup. This way emulators that randomize memory will work properly v1.0.2:

  Improvements:

  Some small optimizations to enemy movement AI v1.0.1:

  Fixes:

  Don't generate levels where the rooms (and gate) are not connected. This prevents generating unwinnable levels. Fix unfortunate variable reuse in voids(), which prevented some void regions from being created Fix gate map 5, which was being placed at the wrong location in the map (needed to be moved down two cells) If it's not reset, the pickup can be used after gameover, or if it has been exhausted. Improvements:

  calcdist_ai() is faster, should help make mob AI's move more quickly Use Left+Start on the equipment screen to display the current level's random seed. This is useful in case bad levels are generated, I can recreate them locally. v1.0.0:

  Initial Release for gbcompo21

Development log

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