Dreadhollow Manor (Game Boy Color)
Dreadhollow Manor
TecnologíaPort Nativo C/C++ (Reimplementación de Motor)
Ver proyecto oficialSobre el proyecto
Dreadhollow Manor es un videojuego de acci�n y aventura publicado por Homebrew, lanzado en 2026.
Información oficial del proyecto
DREADHOLLOW MANOR — Game Boy Color

The manor from the Atari 2600 original, rebuilt from scratch for the Game Boy Color: six rooms, three hidden relics a night — and a haunting that grows teeth.
You are an explorer trapped in Dreadhollow Manor. Each night, three relics (a chalice, a skull, and an amulet) are hidden somewhere in the six rooms — the Library, Foyer, Chapel, Cellar, Crypt, and Attic. Find all three and the manor releases you... to the next, darker night.
On the first night a single wraith hunts you. Every night after adds another, up to five. They fade into existence — that flicker is your warning — always somewhere away from you, then drift through the furniture toward you from every side. Weave between them, make for the next door, and banish them one at a time with your lantern bolt (+50). Relics score 100. One touch from a fully-formed wraith costs a life. Three lives. Endless nights.
Download & play
Grab dreadhollow-gbc-v12.gbc from the
Releases
page (or right here in the repo) and run it in any Game Boy Color
emulator — or on real hardware with a flash cart. It's a 64KB MBC5
cartridge image. Also playable on itch.io:
https://retroromrunner.itch.io/dreadhollow-gbc
Controls
- D-pad — walk
- A / B — fire a lantern bolt
- Start — start game / pause
The house

- Six hand-decorated rooms, each with its own color mood: fireplaces and sconces flicker, candles gutter, stained glass glows
- Animated explorer with a bobbing lantern; wraiths hover and flicker as they materialize
- Lightning storms over the Foyer, with thunder
- A four-channel soundtrack: music-box lead, bass, wave organ, and wind — plus bolt zaps, relic chimes, a banish sweep, and a death sting
- Palette-fade transitions, per-night gloom, endless escalating nights
Building
Requires GBDK-2020 (this project used 4.3.0):
./build.sh # produces releases/dreadhollow-gbc-v12.gbc
gen_assets.py converts the string-art tiles, sprites, font, and room
maps in its source into src/assets.h. QA harnesses live in qa/
(PyBoy-driven: full house tour, combat, relic, level-clear and game-over
flows, frame-rate measurements per wraith count, and a 90,000-frame soak
test).
Tech notes
Single C file (src/main.c) plus generated asset data. The game runs in
CGB double-speed mode (cpu_fast()) — with five wraiths hunting at once
the stock frame budget isn't enough, and on this hardware a missed vblank
costs a whole extra frame. Wraith state lives in parallel plain arrays
and all hot-loop math is 8/16-bit; SDCC's struct-array indexing and 32-bit
division are frame-rate poison on gbz80. No battery save; high score
lives in RAM for the session.