GameBoyEmu
By cppietime
GameboyCPUTests
Test data for developers of Gameboy emulators. (by adtennant)
GameBoyEmu | GameboyCPUTests | |
---|---|---|
3 | 4 | |
1 | 33 | |
- | - | |
0.0 | 1.3 | |
almost 2 years ago | 14 days ago | |
Java | ||
- | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
GameBoyEmu
Posts with mentions or reviews of GameBoyEmu.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-11.
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"Super Mario Land" displays brief glitch screen after title
I'm making some progress on my my WIP emulator, it has passed Blargg's instructions and instr_timing tests (but is not accurate to sub-instruction cycle timing and so fails the mem_timing tests), dmg_acid2, and mooneye's MBC1 tests. So far, it seems like it can even play Pokemon and Tetris (albeit silently, as I've not yet implemented sound). Yet, when I try running Super Mario Land, it loads up the title screen seemingly fine, but if I try to start the game, it briefly displays the below screen, then returns on its own to the title screen:
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Help debugging GB CPU timings
My code is on github if you want to look for yourself.
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Why the gameboy DIV register increments after 11 machine cycles
Why is that? Additionally, in the emulator I am trying to develop, which can now pass the cpu instruction tests but not any others of blargg's, when I try to run the same ROM, DIV does not increment for much longer (like 36 opcodes instead of just 5). I have my code available to look at on github, and I am trying to debug but am confused on what's happening now. For the record, I set emulicious to use no boot rom, and my emulator starts immediately at PC=0x100 to skip any boot rom.
GameboyCPUTests
Posts with mentions or reviews of GameboyCPUTests.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-11.
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No Instruction passing the test? (Gameboy)
Also check out adtennant’s tests; they should allow you to figure out which instructions are already complete and which still need with in isolation of one another.
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Help debugging GB CPU timings
You should check out adtennant’s tests, which can be used to test one instruction at a time, at cycle-by-cycle precision. Even if you’re not interested in the cycle breakdowns, you can test each instruction’s length independently of all others.
- Announcement: Gameboy Test Data
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Unit testing without Blarrg's
Here you go: https://github.com/adtennant/gameboy-test-data
What are some alternatives?
When comparing GameBoyEmu and GameboyCPUTests you can also consider the following projects:
blargg-test-roms - Blargg's DMG/GBC test roms.
mooneye-test-suite - Mooneye Test Suite is a suite of Game Boy test ROMs
ProcessorTests - A language-agnostic JSON-encoded instruction-by-instruction test suite for the 8088, 68000, 65816, 65[c]02 and SPC700 that includes bus activity.