pandocs
gameroy
pandocs | gameroy | |
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7 | 6 | |
1 | 257 | |
- | - | |
10.0 | 8.5 | |
almost 4 years ago | 2 months ago | |
Vue | Rust | |
Creative Commons Zero v1.0 Universal | Apache License 2.0 |
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pandocs
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GameRoy: a cross platform and highly accurate Game Boy emulator
For Gameboy emulation, one of the most valuable resources are the pandocs: https://gbdev.io/pandocs/
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I finally wrote my first ever emulator (GameBoy)
During the development, these were the main resources I used: * Pan Docs * CPU instruction table * CPU Manual
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Are there guides on how any of the gameboys work (ie how they charge, play games etc) and if not how can I go about learning their structure?
if you just want to learn about how the hardware works, pandocs is the definitive guide to the game boy's hardware, and gbatek helped me a ton when writing my GBA emulator (it also includes some docs on the ds/dsi fwiw)
- A Game Boy Emulator written in Rust
- ¿Les interesaría aprender a programar, emulando un Game Boy?
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[GameBoy] Problem with CD instruction.
Pandocs: https://gbdev.io/pandocs
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Gameboy Graphics Drawing Question
The Ultimate Game Boy Talk has some amazing information in it. In particular, the info on the pixel fifos was brand new to me. You can certainly write an emulator that runs most software without really understanding them, though.
gameroy
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When Zig Outshines Rust – Memory Efficient Enum Arrays
I recently found https://github.com/Rodrigodd/gameroy to be a very complete implementation
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Gameboy Doctor: debug and fix your gameboy emulator
Hey there! I've been working on a Game Boy emulator since last year and found the GameRoy project, which translated the PPU's logic from SameBoy, the (AFAIK) most accurate GB emulator around. I basically copied the PPU logic into my emulator and replaced the "state" property (an integer) with enums for some extra clarity.
https://github.com/nicolas-siplis/feboy
https://github.com/rodrigodd/gameroy
https://github.com/LIJI32/SameBoy/
- GameRoy: a cross platform and highly accurate Game Boy emulator
- Gameroy: A gameboy emulator, dissasembler and debugger written in rust
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GameRoy: a highly accurate Game Boy emulator and debugger written in Rust
What I did was isolate the logic of every component apart from the CPU (video, sound, timer, etc.) behind a correspondent fn update(cycle_count: u64) method (like in the sound controller or in the timer). Currently, I am calling these methods every 4 cycles, but the idea is that I would only need to call it before a read or write to a component register, or before a possible interrupt (I would need to figure out if it is possible to efficiently predict the next interrupt).
What are some alternatives?
dmg-acid2 - 😀 The Acid2 test, now for the original Game Boy! 😀
IronBoy - A Gameboy emulator written in Rust as both a learning exercise and a love letter to the console that got me into gaming.
Gameboy-logs - Emulation logs of common beginner ROMs for the Gameboy.
exotracker-cpp
awesome-gbdev - A curated list of Game Boy development resources such as tools, docs, emulators, related projects and open-source ROMs. [Moved to: https://github.com/gbdev/awesome-gbdev]
SameBoy - Game Boy and Game Boy Color emulator written in C
sprite-render-rs - A Rust Crate for Sprite Rendering (WIP)
GB - Game Boy Assembly Programming
raw-gl-context - cross-platform OpenGL context creation
cgb-acid2 - 😀 The Acid2 test, now for Game Boy Color! 😀
Dn-FamiTracker - modifications and improvements for 0CC-FamiTracker (based on j0CC-FamiTracker 0.6.3)