pandocs
libdragon
pandocs | libdragon | |
---|---|---|
18 | 15 | |
560 | 590 | |
3.0% | - | |
8.2 | 9.1 | |
14 days ago | 6 days ago | |
Rust | C | |
Creative Commons Zero v1.0 Universal | The Unlicense |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.
libdragon
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Valve asked Portal 64 developer to take the project down
Per the Portal 64 creator, the library in question was libultra,[1] which is owned and was distributed exclusively by Nintendo but has been extensively pirated.
There are open source alternatives, including libdragon[2] and libn64[3]. Not sure how feasible replacing libultra with either of those would be considering the scale of the project.
1: https://n64brew.dev/wiki/Libultra
2: https://libdragon.dev/, https://github.com/DragonMinded/libdragon
3: https://github.com/mikeryan/n64dev/
- Libdragon, an open-source SDK for Nintendo 64
- CIB 64DD Dev Kit
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I’m an idiot but I can’t find information on how many and what sizes/color number of sprites n64 can do?
To do 2D on N64, I suggest you to use the libdragon unstable branch https://github.com/DragonMinded/libdragon/wiki/Unstable-branch
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Porting Godot (Custom export modules)
I was thinking of doing this for Wii (via GRRLIB), or potentially N64 (via libdragon), but Godot would probably be too resource heavy for the N64, so I'm leaning more towards the Wii.
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What is the best documented console?
And an open source sdk at https://github.com/DragonMinded/libdragon libdragon is well on its way to surpassing Nintendo's libultra, but the discord has people knowledgeable about both.
- OpenGL implementation for Nintendo 64 in homebrew libdragon
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Drawing Triangles on N64
It is pretty much understood in most aspects that pertain regular software development, though there are still corners that are investigated.
The most accurate and fast emulator right now is Ares (https://ares-emu.net), which bundles the Vulkan-accelerated RDP emulation with a recompiler for both CPU and RSP. It is extremely accurate in many regards and in general much closer to the real hardware than any other emulators (with cen64 being a close second). Other emulators manage to run most of the game library but using several hacks, while Ares keeps a zero-hack approach, so not everything works, but it is for instance far more compatible with advanced home-brew stuff which use the hardware in ways that the Nintendo SDK did not.
The most advanced open source library for N64 development is libdragon (https://github.com/DragonMinded/libdragon) which is currently growing very advanced RSP ucodes that do things that are not possible with Nintendo SDK. For instance, it was recently merged a command list support to send commands from CPU to RSP without any lock in the happy path, and fully concurrent access from both the processors. Another example would be its DMA support for fetching data from ROM that exploits undocumented partially-broken features of the RCP that were previously unknown to allow for misaligned memory transfers.
The most accurate source of hardware documentation is the n64brew wiki, which is slowly gathering accurate, hardware-tested information on how the whole console works. https://n64brew.dev/wiki/Main_Page. Unfortunately, it's still lacking in many areas (eg: RSP). It's a painstaking long work because there are many many documents floating around with partial or completely wrong information.
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Possiblity of making a special version of Gmod specifically for the N64
Well...it would be the engine that you write for it, likely using libdragon or something similar as the SDK.
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Why are game makers creating new Game Boy games in 2021?
libdragon is what you are looking for: https://github.com/DragonMinded/libdragon
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]
aw64 - nintendo 64 port of https://github.com/fabiensanglard/Another-World-Bytecode-Interpreter/
dmg-acid2 - 😀 The Acid2 test, now for the original Game Boy! 😀
ultralib - Reverse engineering of libultra
GB - Game Boy Assembly Programming
GRRLIB - Wii coding library
MagenBoy - GameBoy and GameBoy Color emulator written in Rust
cargo-n64 - Make Nintendo 64 games in Rust! 🦀
Gearboy - Game Boy / Gameboy Color emulator for macOS, Windows, Linux, BSD and RetroArch.
n64sdkmod - A libultra SDK for the modern era
IronBoy - A Gameboy emulator written in Rust as both a learning exercise and a love letter to the console that got me into gaming.
n64chain - A (free) open-source N64 development toolchain.