gb-test-roms
Collection of Game Boy test roms. (by retrio)
dmg-acid2
đ The Acid2 test, now for the original Game Boy! đ (by mattcurrie)
gb-test-roms | dmg-acid2 | |
---|---|---|
17 | 8 | |
480 | 198 | |
0.0% | 4.0% | |
0.0 | 0.0 | |
over 9 years ago | 10 months ago | |
Assembly | Assembly | |
- | 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.
gb-test-roms
Posts with mentions or reviews of gb-test-roms.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-08.
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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.
dmg-acid2
Posts with mentions or reviews of dmg-acid2.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-02-22.
- Dmg-acid2: The Acid2 test, now for the original Game Boy
- Getting weird desync on Super Mario Land (GB) between the attract mode and real gameplay. Any ideas?
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What is the "window internal line counter?"
My Game Boy emulator has almost passed dmg-acid2, except that it has the "Eye displayed instead of right chin" failure mode. The README says that this signals an issue with the "window internal line counter," but I don't see where that's documented. Can someone enlighten me?
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I've made a Game Boy emulator using Rust and WebAssembly đŽđšī¸
I tested it with the classic dmg-acid2 test rom and another rom called sprite_priority.gb which is part of the Mooneye Test Suite.
- [GameBoy] Problem with CD instruction.
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What are good systems to emulate for learning purposes?
For everything beyond opcodes, and especially graphics, the pandocs go over almost everything you need. For testing graphics, you can use the dmg-acid2 test roms which have tests for most of the common graphics errors.
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DMG-01 GameBoy emulator with debugger written in C++ using Win32 and SDL2
Adequate PPU emulation (passes dmg-acid2 test). This emulator uses Pixel FIFO, as opposed to common scanline renderer.
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Super Mario Land Window Problems
acid-dmg, this is a really nice PPU test, you can try to complete it step by step.
What are some alternatives?
When comparing gb-test-roms and dmg-acid2 you can also consider the following projects:
jitboy - A Game Boy emulator with dynamic recompilation (JIT)
pandocs - The single, most comprehensive Game Boy technical reference.
mooneye-gb - A Game Boy research project and emulator written in Rust
Gameboy-logs - Emulation logs of common beginner ROMs for the Gameboy.
gba-tests - A collection of Game Boy Advance tests.
boytacean - A GB emulator that is written in Rust đĻ!