giibiiadvance
A GB, GBC and GBA emulator with GB Camera support. (by AntonioND)
gb-test-roms
Collection of Game Boy test roms. (by retrio)
giibiiadvance | gb-test-roms | |
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3 | 17 | |
191 | 463 | |
- | 0.0% | |
2.5 | 0.0 | |
about 1 month ago | over 9 years ago | |
C | Assembly | |
GNU General Public License v3.0 only | - |
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.
giibiiadvance
Posts with mentions or reviews of giibiiadvance.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-02-03.
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Game Boy PPU Pixel Pipeine
Does anyone know of good documentation beyond: - Pan Docs - The Cycle-Accurate Game Boy Docs - Complete Technical Reference - Nitty Gritty Gameboy Cycle Timing
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Best documentation for the details?
For actual documentation, you probably know the pandocs, but there are a lot of more specific information in the docs linked in their references, especially the cycle-accurate GB docs, the GB complete technical reference by Gekkio. You can also check the source code of the relevant test roms, like the Blarggβs test roms for more general behaviour and the MooneyeGB test suite for more specific things.
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[GameBoy] Problem with CD instruction.
The Cycle-Accurate GB Docs: https://github.com/AntonioND/giibiiadvance/blob/master/docs/TCAGBD.pdf
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.
What are some alternatives?
When comparing giibiiadvance and gb-test-roms you can also consider the following projects:
SkyEmu - Game Boy Advance, Game Boy, Game Boy Color, and DS Emulator
mooneye-gb - A Game Boy research project and emulator written in Rust
pandocs - The single, most comprehensive Game Boy technical reference.
jitboy - A Game Boy emulator with dynamic recompilation (JIT)
Gearboy - Game Boy / Gameboy Color emulator and debugger for macOS, Windows, Linux, BSD and RetroArch.
dmg-acid2 - π The Acid2 test, now for the original Game Boy! π
gba.js.org - πΎ Emulate GBA games for free, right in your browser.
Ryujinx - Experimental Nintendo Switch Emulator written in C#
gba-tests - A collection of Game Boy Advance tests.
cgb-acid2 - π The Acid2 test, now for Game Boy Color! π
giibiiadvance vs SkyEmu
gb-test-roms vs mooneye-gb
giibiiadvance vs pandocs
gb-test-roms vs jitboy
giibiiadvance vs Gearboy
gb-test-roms vs dmg-acid2
giibiiadvance vs gba.js.org
gb-test-roms vs Ryujinx
giibiiadvance vs dmg-acid2
gb-test-roms vs gba-tests
giibiiadvance vs cgb-acid2
gb-test-roms vs cgb-acid2