DK86PC
gb-test-roms
DK86PC | gb-test-roms | |
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5 | 17 | |
12 | 429 | |
- | 4.0% | |
0.0 | 0.0 | |
almost 2 years ago | almost 9 years ago | |
C | Assembly | |
GNU General Public License v3.0 only | - |
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DK86PC
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Ask HN: Who Wants to Collaborate?
I'm building an IBM 5150 emulator. Most of it is therefore an 8086 (technically 8088 but no difference for this) emulator. I have it successfully booting the BIOS and running BASIC in ROM (Casette BASIC). I'd like to boot DOS. I could use help with the disk support chips (everything is low level emulation right now) and more CGA graphics modes. It's just a hobby project—I'm not looking to make it performant, just working.
It's written in poor C++ with SDL.
https://github.com/davecom/DK86PC
- What's everyone currently working on?
- Systematic method to reverse engineer and rewrite DOS games project by Kevinx286
- Anyone else playing with x86? (8086, 80186)
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Ask HN: Show me your Half Baked project
https://github.com/davecom/DK86PC
It's at the point where it gets through booting the BIOS and gets to the IBM Casette BASIC (I haven't made much progress on the floppy disk controller to boot DOS). But then all keys get recognized as apostrophes:
gb-test-roms
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What's everyone working on?
Make sure you incorporate testing your implementation with test roms: https://github.com/retrio/gb-test-roms Do this as early in the project as possible. This will save you a huge migraine later on.
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Some GameBoy games running at half speed
Have you tested your emulator against blargg's instruction timing test ROM? I believe this one only checks cycle counts, not memory timings: https://github.com/retrio/gb-test-roms/tree/master/instr_timing
- Need some help on how to progress with my gameboy emulator after opcodes.
- Getting weird desync on Super Mario Land (GB) between the attract mode and real gameplay. Any ideas?
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Me again... Blarg's Gameboy test ROM
Yeah the source for cpu_instrs is in github. https://github.com/retrio/gb-test-roms/tree/master/cpu_instrs/source
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What memory address do I load Blaargs test ROMs into? Is it 0x0100?
I actually have a question about this. I've been building a Gameboy emulator, the CPU works but when it runs the RET instruction the PC jumps to some really high address like 0x2000 or something when it's meant to jump to somewhere around 0x400 instead (after comparing it with another GB emulator). I think the RET address is meant to be read from HRAM, where the stack is stored, but when I look there it is the value around 0x2000 like I mentioned earlier. Are there any special quirks with this section of memory that I might not have implemented? I'm pretty much just reading and writing from an array for HRAM at the moment. I'm having the issue on one of blarggs cpu-instrs test roms https://github.com/retrio/gb-test-roms/blob/master/cpu_instrs/cpu_instrs.gb
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Best documentation for the details?
So just start with implementing the CPU's fetch/decode/execute loop and a rudimentary memory bus, so that you can run simple test ROMs. You don't even need a display for many test ROMs (like Blargg's well-known test suite, which writes the results to the serial port as well as the display). After that you can do test-driven development (in a way) and focus on making more and more tests pass. Don't worry about details until you need to.
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Gameboy emulator blargg test 02 EI failed #2
It looks like the test enables interrupts and then invokes the timer interrupt.
- Gameboy Blargg test 03 - Infinite loop
- [GameBoy] Problem with CD instruction.
What are some alternatives?
rsyscall - Process-independent interface to Linux system calls
mooneye-gb - A Game Boy research project and emulator written in Rust
platelet - Dispatch system for emergency volunteer couriers.
jitboy - A Game Boy emulator with dynamic recompilation (JIT)
PSX - PlayStation Bare Metal Mips Assembly Programming
Ryujinx - Experimental Nintendo Switch Emulator written in C#
nes-test-roms - Collection of test ROMs for testing a NES emulator.
dmg-acid2 - 😀 The Acid2 test, now for the original Game Boy! 😀
temu-vsb - TEMU ("Tandy Emulator") and VSB ("Virtual Sound Blaster"), two nifty MS-DOS TSR utilities originally developed by Andrew Zabolotny (Андрей Заболотный).
decaf-emu - Researching Wii U emulation.
macrome - The in-tree build system
gba-tests - A collection of Game Boy Advance tests.