gameroy
raw-gl-context
gameroy | raw-gl-context | |
---|---|---|
6 | 1 | |
257 | 0 | |
- | - | |
8.5 | 10.0 | |
about 2 months ago | over 1 year ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
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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).
raw-gl-context
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GameRoy: a cross platform and highly accurate Game Boy emulator
Probably it is crashing while creating the OpenGL context. I am using a fork of raw-gl-context, that is heavily unsafe, whose upstream is unmaintained, and don't have a proper error handling. Or it could be crashing a little after that, in my sprite-render crate, which is also very unsafe, and was written when I was far less experience with unsafe Rust, and don't have proper error handling either.
What are some alternatives?
IronBoy - A Gameboy emulator written in Rust as both a learning exercise and a love letter to the console that got me into gaming.
metroboy - A repository of gate-level simulators and tools for the original Game Boy.
exotracker-cpp
SameBoy - Game Boy and Game Boy Color emulator written in C
sprite-render-rs - A Rust Crate for Sprite Rendering (WIP)
DMG-CPU-Inside - Reverse-engineered schematics for DMG-CPU-B
Dn-FamiTracker - modifications and improvements for 0CC-FamiTracker (based on j0CC-FamiTracker 0.6.3)
pandocs - New home of the infamous Pan Docs historical document: the single, most comprehensive Game Boy technical reference
rosettaboy - A gameboy emulator in several different languages
glutin - A low-level library for OpenGL context creation, written in pure Rust.