metroboy
VeloView
metroboy | VeloView | |
---|---|---|
19 | 1 | |
1,116 | 315 | |
- | 0.3% | |
6.7 | 2.6 | |
8 months ago | about 3 years ago | |
C++ | C++ | |
- | Apache License 2.0 |
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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
VeloView
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Help - OpenCV on ArchLinux
If that isn’t the issue, maybe try installing qt5 like this post says, though I’m not sure how helpful that would be.
What are some alternatives?
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rohd - The Rapid Open Hardware Development (ROHD) framework is a framework for describing and verifying hardware in the Dart programming language.
LiDAR-Guide - LiDAR Guide
Espeon - Gameboy emulator for the ESP32
LIO-SAM - LIO-SAM: Tightly-coupled Lidar Inertial Odometry via Smoothing and Mapping
pokegb - A gameboy emulator that only plays Pokemon Blue, in ~50 lines of c++.
TFLuna-I2C - Arduino library for the Benewake TFLuna LiDAR distance sensor in the I2C communication mode
openmoji - Open source emojis for designers, developers and everyone else!
mooneye-gb - A Game Boy research project and emulator written in Rust
smhasher - Automatically exported from code.google.com/p/smhasher
eurorack - Eurorack modules