metroboy
MagenBoy
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metroboy | MagenBoy | |
---|---|---|
19 | 8 | |
1,089 | 74 | |
- | - | |
6.7 | 3.9 | |
3 months ago | 4 days ago | |
C++ | Rust | |
- | GNU General Public License v3.0 only |
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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
MagenBoy
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What’s everyone working on this week (25/2023)?
Working on porting my gameboy emulator to baremetal Raspberry Pi mainly to improve boot time.
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Game Boy PPU Pixel Pipeine
I believe my repo readme and implementation should have some more resources - https://github.com/alloncm/MagenBoy
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Tips on cleanly separating the UI code from the actual emulation code?
I saw that you use Rust so I think you can take a look at my Gameboy emulator - https://github.com/alloncm/MagenBoy
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After a childhood filled with emulators, I still don't have my own GameBoy but I can now take my emulator with me on the go - (a RPi running my emulator inside a wood box - https://github.com/alloncm/MagenBoy)
The source code can be found here - https://github.com/alloncm/MagenBoy
- My emulator runs Pokemon Red without any issues!
- Finished my first Rust project - a GameBoy emulator
- After 1.5 years finally finished my GB emulator written with Rust - MagenBoy
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