pandocs
gb-test-roms
pandocs | gb-test-roms | |
---|---|---|
18 | 17 | |
560 | 429 | |
3.0% | 4.0% | |
8.2 | 0.0 | |
14 days ago | almost 9 years ago | |
Rust | Assembly | |
Creative Commons Zero v1.0 Universal | - |
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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 ๐ฎ๐น๏ธ
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 Blarggโs 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-test-roms
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What's everyone working on?
Make sure you incorporate testing your implementation with test roms: https://github.com/retrio/gb-test-roms Do this as early in the project as possible. This will save you a huge migraine later on.
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Some GameBoy games running at half speed
Have you tested your emulator against blargg's instruction timing test ROM? I believe this one only checks cycle counts, not memory timings: https://github.com/retrio/gb-test-roms/tree/master/instr_timing
- Need some help on how to progress with my gameboy emulator after opcodes.
- Getting weird desync on Super Mario Land (GB) between the attract mode and real gameplay. Any ideas?
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Me again... Blarg's Gameboy test ROM
Yeah the source for cpu_instrs is in github. https://github.com/retrio/gb-test-roms/tree/master/cpu_instrs/source
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What memory address do I load Blaargs test ROMs into? Is it 0x0100?
I actually have a question about this. I've been building a Gameboy emulator, the CPU works but when it runs the RET instruction the PC jumps to some really high address like 0x2000 or something when it's meant to jump to somewhere around 0x400 instead (after comparing it with another GB emulator). I think the RET address is meant to be read from HRAM, where the stack is stored, but when I look there it is the value around 0x2000 like I mentioned earlier. Are there any special quirks with this section of memory that I might not have implemented? I'm pretty much just reading and writing from an array for HRAM at the moment. I'm having the issue on one of blarggs cpu-instrs test roms https://github.com/retrio/gb-test-roms/blob/master/cpu_instrs/cpu_instrs.gb
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Best documentation for the details?
So just start with implementing the CPU's fetch/decode/execute loop and a rudimentary memory bus, so that you can run simple test ROMs. You don't even need a display for many test ROMs (like Blargg's well-known test suite, which writes the results to the serial port as well as the display). After that you can do test-driven development (in a way) and focus on making more and more tests pass. Don't worry about details until you need to.
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Gameboy emulator blargg test 02 EI failed #2
It looks like the test enables interrupts and then invokes the timer interrupt.
- Gameboy Blargg test 03 - Infinite loop
- [GameBoy] Problem with CD instruction.
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]
mooneye-gb - A Game Boy research project and emulator written in Rust
dmg-acid2 - ๐ The Acid2 test, now for the original Game Boy! ๐
jitboy - A Game Boy emulator with dynamic recompilation (JIT)
GB - Game Boy Assembly Programming
Ryujinx - Experimental Nintendo Switch Emulator written in C#
MagenBoy - GameBoy and GameBoy Color emulator written in Rust
Gearboy - Game Boy / Gameboy Color emulator for macOS, Windows, Linux, BSD and RetroArch.
decaf-emu - Researching Wii U emulation.
libdragon - Open source library for N64 development.
gba-tests - A collection of Game Boy Advance tests.