metroboy
DMG-CPU-Inside
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metroboy | DMG-CPU-Inside | |
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19 | 4 | |
1,089 | 308 | |
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6.7 | 10.0 | |
3 months ago | over 3 years ago | |
C++ | ||
- | Creative Commons Attribution Share Alike 4.0 |
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metroboy
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When would you ever want bubblesort?
He wrote a game engine, it renders transparent items using the painter's algorithm, which requires the items to be sorted in Z. He has a routine that iterates over all items to render them, and bubble-sorts the items in-place while iterating over the items (all in the same thread). The "compare and swap" in this case is the innermost functionality of bubblesort.
I assume the author is https://github.com/aappleby but I don't see any obvious candidate for this code. Maybe this? https://github.com/aappleby/metroboy but I can't see why a gate-level emulator woudl need to render transparent items using painter's algorithm.
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Documentation for cycle accurate Game Boy CPU
If you want to go deeper, you can look at the reverse engineered schematic of most of the stuff except the CPU core in the DMG-CPU-Inside project. You could also consult the MetroBoy project, which builds on the previous project and aims to be accurate pretty much down to the logic gate level.
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Game Boy PPU Pixel Pipeine
Well then, here's the ground truth - https://github.com/aappleby/MetroBoy/blob/master/src/GateBoyLib/GateBoyPixPipe.cpp
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GameRoy: a cross platform and highly accurate Game Boy emulator
First I would try to deduce the timing from this gate-level simulation of the game boy, but the master branch was broken at the time, so I didn't manage to compile it. So, I tried deducing it from its underling reverse engineered schematics, but it would take too much time, if it even was possible.
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Is full-speed SNES possible purely in JavaScript?
You might find my hobby project interesting - https://github.com/aappleby/MetroBoy
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The tooling is the language?
Did you know the original Game Boy has non-deterministic behavior? Due to some strangeness in the integrated circuit that provides the CPU and some related parts (the SoC (system on a chip)), the same ROM may behave differently at different times when you'd think it should not. GateBoy is an attempt to make a perfect gate-level emulator for the Game Boy. Its README says:
- Good practices for Batch rendering dynamic quads.
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MetalNES: Transistor Level NES Simulation
Reminds me of GateBoy, which was posted a while back: https://news.ycombinator.com/item?id=28396927, https://github.com/aappleby/MetroBoy
GateBoy runs surprisingly fast for a gate-level simulation.
- Gameboy - Trying to understand Sprite FIFO behavior in the PPU
- Reverse-engineering the Yamaha DX7 synthesizer's sound chip from die photos
DMG-CPU-Inside
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Documentation for cycle accurate Game Boy CPU
If you want to go deeper, you can look at the reverse engineered schematic of most of the stuff except the CPU core in the DMG-CPU-Inside project. You could also consult the MetroBoy project, which builds on the previous project and aims to be accurate pretty much down to the logic gate level.
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Gate level chip documentation?
There's an ongoing project like this for the Gameboy that aims to build a logic block level description of the CPU and peripherals. There's also an emulator that's in very early stages (not sure if it's working at all yet). There's another edge accurate GB emulator which I don't believe is released yet, but should be work in progress.
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Reverse-engineering the interrupt circuitry in the Intel 8086 processor
The furthest I've seen publicly is the original Playstation ASICs. http://psxdev.ru/ [Russian Language]
Similar in time to the playstation ASICs (and similar design in sort of a soup of standard cells on a CMOS process), but at a gate count similar to Ken's fantastic work here on the 8086 is the work reversing the Gameboy SoC: https://github.com/furrtek/DMG-CPU-Inside
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GameRoy: a cross platform and highly accurate Game Boy emulator
First I would try to deduce the timing from this gate-level simulation of the game boy, but the master branch was broken at the time, so I didn't manage to compile it. So, I tried deducing it from its underling reverse engineered schematics, but it would take too much time, if it even was possible.
What are some alternatives?
rohd - The Rapid Open Hardware Development (ROHD) framework is a framework for describing and verifying hardware in the Dart programming language.
gameroy - A Game Boy emulator, disassembler and debugger, written in Rust
Espeon - Gameboy emulator for the ESP32
SameBoy - Game Boy and Game Boy Color emulator written in C
mooneye-gb - A Game Boy research project and emulator written in Rust
raw-gl-context - cross-platform OpenGL context creation
SkyEmu - Game Boy Advance, Game Boy, Game Boy Color, and DS Emulator
edge - Edge-accurate Game Boy emulator written in C++
openmoji - Open source emojis for designers, developers and everyone else!
pandocs - New home of the infamous Pan Docs historical document: the single, most comprehensive Game Boy technical reference
pokegb - A gameboy emulator that only plays Pokemon Blue, in ~50 lines of c++.
gb-ctr - Game Boy: Complete Technical Reference