Comments (1)
This is probably caused by having an output too large... I have moved all compiled obj from zgb engine to the project itself. This saves a lot of character, I think it should be enough for now
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Related Issues (20)
- Error in Maps section of Tutorial HOT 1
- Missing information in Music section of tutorial HOT 1
- MoveScroll( ... ) does not support jumping long distances HOT 1
- FadeOut() is broken on DMG HOT 1
- InitScroll() does not reset last_bg_pal_loaded (palettes get appended) HOT 5
- SGB Borders don't load on PAL Snes / Super GameBoy HOT 1
- Cannot compile without a Sprite
- Incorrect initialization of hUGEDriver HOT 1
- Default SaveGame Values HOT 2
- Possible imporvement to FadeStepColor HOT 1
- Error when compiling template HOT 3
- Problem with Enemies section. HOT 1
- Failure to use music HOT 10
- Problems displaying HUD Window in games compiled in Color mode when running on B/W hardware HOT 2
- Feature request: Add sprite flickering management
- [Request] [Docs] Debian/Ubuntu instructions for compiling in wiki HOT 4
- Errors with ZGB-template HOT 1
- .gbr needs to be in the same directory as .gbm HOT 1
- no way to make animation run once without looping HOT 1
- macOS build HOT 8
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