pandocs
gb-studio
pandocs | gb-studio | |
---|---|---|
18 | 126 | |
560 | 8,121 | |
3.0% | - | |
8.2 | 9.8 | |
14 days ago | 6 days ago | |
Rust | C | |
Creative Commons Zero v1.0 Universal | MIT License |
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pandocs
- Gameboy Technical Reference for Homebrew Developers
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i want to make a gb emulator, but i dont know where to start
Use https://gbdev.io/pandocs/ , https://gbdev.io/gb-opcodes/optables/ and https://github.com/gbdev/awesome-gbdev to get started.
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Finished building a working Game Boy Color emulator using React and WebAssembly 🎮🕹️
Probably the most important one (the one I've used the most for reference) was the Game Boy Pandocs.
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What would happen if you play GBC game of 8.4mb in a game boy color or GBA?
Based on my reading of https://gbdev.io/pandocs/
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IronBoy: High accuracy GameBoy emulator written in Rust and available in the browser via WASM
The pandocs are probably the most up to date documentation about the GameBoy in existence. It's a console which is still under active research - these days it's very focused on the extremely low level hardware behaviour.
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Me again... Blarg's Gameboy test ROM
The Pandocs are easy to read and contain pretty much everything you need to know to get a basic GB emulator up-and-running. The section on the Power-Up Sequence would answer this question for you and then some. You would've gotten the answer to your question yesterday if you looked at the Memory Map section, which tells you where ROM is mapped, and then some.
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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 Blargg’s test roms for more general behaviour and the MooneyeGB test suite for more specific things.
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How do you work on an Emulator without a guide?
For the Game Boy, being a closed system, there's fewer resources. Nintendo made a programming manual, but it's not very good. Pandocs is a good supplement: https://gbdev.io/pandocs/
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Zelda: Link's Awakening Game Engine Documentation
Very cool article!
If you want to know more about the hardware side of the Game Boy (Color), have a look at the Pan Docs: https://gbdev.io/pandocs/
It's been revamped in the recent years, in terms of presentation. I do kind of miss the old version which had a refreshing "old-school" UI like the RFCs of the IETF, but the newest version is IMHO much more usable when developing an emulator.
gb-studio
- GB Studio: Slopes in Platform Scenes
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Not only Unity...
GB-Studio (MIT/C) https://github.com/chrismaltby/gb-studio
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What’s up with people pretending to die after drinking the grimace shake?
I doubt it was intentional. They hired a studio to make a retro style game and they probably just happened to hire one specializing in gb development. There's a lot of good tools now like https://www.gbstudio.dev/
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How to Manage Technical Debt 📉
👾 Software - GB Studio. I spent a large part of my childhood playing Tetris and Micro Machines on my Gameboy. Now anyone can create Gameboy games with a drag-and-drop editor.
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Best source for writable carts for homebrew?
Very cool! Maybe you can make a pixel art style portfolio of your work that runs on a GB cart and a rom to share around? Do you know about GBStudio?
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Grimace birthday game
No, it's an actual game boy game built using GB Studio, that's the point, that it's compatible with any device capable of running GB games, including original hardware! :)
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GB Studio: Drag and drop retro game creator for GameBoy
It actually does interpret bytecode, you can see the opcode definitions here https://github.com/chrismaltby/gb-studio/blob/1f995a976bd3aa...
The trick is that a lot of the heavier stuff is implemented in assembly and this is mostly used for lighting scripting (from what I understand).
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Learn to code
Me when gameboy studio exists: https://www.gbstudio.dev/
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any resources for expanding on ECS?
If you ever want to just play around with gameboy stuff, GB Studio is much simpler, but only supports building certain types of games, since it's a no-coding kind of thing.
What are some alternatives?
awesome-gbdev - A curated list of Game Boy development resources such as tools, docs, emulators, related projects and open-source ROMs. [Moved to: https://github.com/gbdev/awesome-gbdev]
gbdk-2020 - An updated version of GBDK, C compiler, assembler, linker and set of libraries for the Nintendo Gameboy, Nintendo Entertainment System, Sega Master System, Sega Game Gear.
dmg-acid2 - 😀 The Acid2 test, now for the original Game Boy! 😀
pokered - Disassembly of Pokémon Red/Blue
GB - Game Boy Assembly Programming
mgbdis - Game Boy ROM disassembler with RGBDS compatible output
MagenBoy - GameBoy and GameBoy Color emulator written in Rust
pvsneslib - PVSnesLib : A small, open and free development kit for the Nintendo SNES
Gearboy - Game Boy / Gameboy Color emulator for macOS, Windows, Linux, BSD and RetroArch.
awesome-gbdev - A curated list of Game Boy development resources such as tools, docs, emulators, related projects and open-source ROMs.
libdragon - Open source library for N64 development.
gbdk-go - Experimental Go binding for GBDK(GameBoy Development Kit). You can develop GameBoy software using Go!