Projects
gb-test-roms
Projects | gb-test-roms | |
---|---|---|
7 | 17 | |
354 | 429 | |
- | 4.0% | |
5.2 | 0.0 | |
6 months ago | almost 9 years ago | |
C++ | Assembly | |
- | - |
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Projects
- Processor's microcode pipeline from die analysis
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Building a Frankenstein 64
Nice work and thanks for the writeup. Ted Fried has a variety of microsequencer based CPU cores based on FPGA (and ARM) and I think they are quite good.
https://microcorelabs.wordpress.com/2021/04/19/mcl64-worlds-...
https://github.com/MicroCoreLabs/Projects
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Show HN: Tenebra game PC port of popular Commodore 64 game
At that point you might as well go MCL64 Teensy replica https://microcorelabs.wordpress.com/2021/04/19/mcl64-worlds-...
"comparing the Super CPU accelerated to 20Mhz and the MCL64 in its accelerated mode, the MCL64 is roughly 2X faster than the Super CPU"
https://microcorelabs.wordpress.com/2021/04/16/mcl64-mos-651...
https://microcorelabs.wordpress.com/2021/03/14/mcl64-commodo...
Fully open source https://github.com/MicroCoreLabs/Projects/tree/master/MCL64
- Macintosh booting!
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Apple to Move a Part of Its Embedded Cores to RISC-V
There is a difference, but not much!
https://github.com/MicroCoreLabs/Projects/tree/master/MCL51
- ANNOUNCE: 68000 test cases
- What's everyone currently working on?
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?
picorv32 - PicoRV32 - A Size-Optimized RISC-V CPU
mooneye-gb - A Game Boy research project and emulator written in Rust
decaf-emu - Researching Wii U emulation.
jitboy - A Game Boy emulator with dynamic recompilation (JIT)
XTulator - XTulator is a portable, open source x86 PC emulator currently supporting the 8086 instruction set and 80186 extensions.
Ryujinx - Experimental Nintendo Switch Emulator written in C#
temu-vsb - TEMU ("Tandy Emulator") and VSB ("Virtual Sound Blaster"), two nifty MS-DOS TSR utilities originally developed by Andrew Zabolotny (Андрей Заболотный).
dmg-acid2 - 😀 The Acid2 test, now for the original Game Boy! 😀
gba-tests - A collection of Game Boy Advance tests.
SNES - SNES Assembly Programming