
Game Boy Coding Adventure
Learn Assembly and Master the Original 8-Bit Handheld
Maximilien Dagois(Author)
No Starch Press
Published on 28. October 2025
Book
Paperback/Softback
400 pages
978-1-7185-0390-8 (ISBN)
Description
The Game Boy is an iconic handheld console and a remarkable piece of gaming history. Programming the Game Boy is rewarding but can be challenging especially to newcomers. Game Boy Coding Adventure gives readers an organized, hands-on explanation of the hardware, covering everything from the very basics to advanced topics. This book doesn't assume any prior knowledge of assembly language or the Game Boy hardware. Whether you want to create games or applications, are interested in ROM hacking, or are looking for a fun way to level up your engineering skills, this book will give you a strong understanding of the hardware and the programming techniques to leverage it properly.
More details
Language
English
Place of publication
San Francisco
United States
Product notice
Paperback (trade)
Dimensions
Height: 231 mm
Width: 179 mm
Thickness: 29 mm
Weight
860 gr
ISBN-13
978-1-7185-0390-8 (9781718503908)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

E-Book
10/2025
No Starch Press
€38.99
Available for download
Person
Maximilien Dagois has over 15 years of experience building graphics as a professional game developer. His credits include Final Fantasy XIV, Dragon Quest Builders, and Pokemon Ranger. Now an engineer at Google, he brings his passion for retro hardware and systems programming to a new generation of coders. He lives in Tokyo.
Content
Foreword
Acknowledgments
Introduction
Part I: Getting Started
Chapter 1: Game Boy Fundamentals
Chapter 2: Assembly Language Basics
Chapter 3: The Game Boy Toolchain
Chapter 4: The Sample Assembly Code Template
Part II: Essential DMG Programming
Chapter 5: Graphics Overview
Chapter 6: Graphics Asset Management
Chapter 7: High-Level Features
Chapter 8: The Joypad
Chapter 9: Audio
Part III: Advanced Game Boy Programming
Chapter 10: The Counter and Timer
Chapter 11: Serial Communication
Chapter 12: Advanced Graphics
Chapter 13: Memory Bank Controllers
Chapter 14: Interrupts
Chapter 15: Programming and Debugging Tricks
Part IV: Beyond the Game Boy
Chapter 16: Game Boy Color
Chapter 17: Game Boy Printer
Chapter 18: Super Game Boy
Chapter 19: Going Further
Appendix A: Instructions
Appendix B: Opcodes
Index
Acknowledgments
Introduction
Part I: Getting Started
Chapter 1: Game Boy Fundamentals
Chapter 2: Assembly Language Basics
Chapter 3: The Game Boy Toolchain
Chapter 4: The Sample Assembly Code Template
Part II: Essential DMG Programming
Chapter 5: Graphics Overview
Chapter 6: Graphics Asset Management
Chapter 7: High-Level Features
Chapter 8: The Joypad
Chapter 9: Audio
Part III: Advanced Game Boy Programming
Chapter 10: The Counter and Timer
Chapter 11: Serial Communication
Chapter 12: Advanced Graphics
Chapter 13: Memory Bank Controllers
Chapter 14: Interrupts
Chapter 15: Programming and Debugging Tricks
Part IV: Beyond the Game Boy
Chapter 16: Game Boy Color
Chapter 17: Game Boy Printer
Chapter 18: Super Game Boy
Chapter 19: Going Further
Appendix A: Instructions
Appendix B: Opcodes
Index