jsmoo
dmg-acid2
jsmoo | dmg-acid2 | |
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31 | 7 | |
68 | 133 | |
- | - | |
7.1 | 0.0 | |
about 1 month ago | about 4 years ago | |
JavaScript | Assembly | |
MIT License | MIT License |
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jsmoo
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Best compiler to write .nes cartridge ROMs for testing my own emulator?
If you really want to use it, I have a bad 65816 assembler at https://github.com/raddad772/jsmoo/blob/main/component/cpu/wdc65816/wdc65816_assembler.js . Just don’t switch it to 65816 mode and it should produce compatible code. I wrote it as a pile of hacks on top of each other and you still need to add an iNES header.
- Starting Game Boy emulator, need a little insight
- Snes, Nes, GameBoy and A26 emulator.
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Trouble with GB Joypad Input
If you want to really verify your CPU, check out https://github.com/raddad772/jsmoo/tree/b3807b55f03cdad2191810b2a770781d73c41870/misc/tests/GeneratedTests/sm83 , a set of 1000 tests per opcode, cycle by cycle, including read and write bus activity, in JSON format. It’s a bit of work to integrate them but there’s no better CPU test. Also you can generate more if you want to by using the code generation portion of the codebase. The only thing it doesn’t really test well is IRQ/halt stuff. It’s pretty common for folks to pass Blargg and still have things uncovered here. Usually things Blargg can’t test, or symmetric errors (flag both set and tested wrong), or corner cases Blargg didn’t think of.
- Help with some roadblocks on my Gameboy emulator.
- Dialogue glitches in The Legend of Zelda Links Awakening
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ZexDoc Hanging
https://github.com/raddad772/jsmoo/tree/main/misc/tests/GeneratedTests/z80 will troubleshoot any issues you have with instructions.
- Why is everybody implementing GameBoy's opcode CD differently?
- Cycle boundary in cycle-exact emulators
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CHIP8 in Vanilla Javascript
Where? If you want to check out other vanilla JavaScript emulators, https://github.com/raddad772/jsmoo
dmg-acid2
- 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 🎮🕹️
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?
WinUAE - WinUAE Amiga emulator
Gameboy-logs - Emulation logs of common beginner ROMs for the Gameboy.
kernal64 - A Scala Commodore 64, 128, VIC20, CBM2 and SuperCPU emulator
gb-test-roms - Collection of Game Boy test roms.
ProcessorTests - A language-agnostic JSON-encoded instruction-by-instruction test suite for the 8088, 68000, 65816, 65[c]02 and SPC700 that includes bus activity.
pandocs - The single, most comprehensive Game Boy technical reference.
CHIP8-Interpreter-Vanilla-Javascript
scribbltests - A collection of self-written Gameboy Test ROMs.
chippy - Chip8 emulator written in python using pygame
GB - Game Boy Assembly Programming
melonDS - DS emulator, sorta
awesome-gbdev - A curated list of Game Boy development resources such as tools, docs, emulators, related projects and open-source ROMs.