RBoy: A Gameboy Emulator in Rust

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  1. rboy

    A Gameboy Emulator in Rust

    For those looking to see an example of the match expressions:

    https://github.com/mvdnes/rboy/blob/9f6b3bc47311ba687326bfff...

    This process of matching on opcode and doing a marginally different version of the same basic few operations on one of a set of registers is something that is _much_ easier to do when you're able to see all the opcodes and activities in a densely packed set of lines like this.

    (The start of the opcodes that I linked are not the best example of this, but they get more regular the further down the file you go. See https://github.com/mvdnes/rboy/blob/9f6b3bc47311ba687326bfff... )

    Beyond knowing that they exist, I haven't explored macros in rust, but I'm curious if they could be of help here. But using cargo fmt, and spreading each of those lines into 3-10 lines would be awful, and would definitely lead to me making mistakes and not noticing typos.

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  3. mooneye-gb

    A Game Boy research project and emulator written in Rust

  4. gba

    A crate that helps you make GBA games

    There is a rust port for the game boy advance https://github.com/rust-console/gba

  5. Mimic

    A Gameboy emulator written in Rust (by jawline)

    I think the core issue here is mainly that a giant match isn't the best way to express opcode tables, and jump tables are just a bit more idiomatic here as in other languages. I've also been working on an emulator for the gameboy in Rust (https://github.com/jawline/Mimic, I wanted to be able to draw gameboy games to the command line) and I think the use of a jump table made it a bunch simpler / easier to refactor (https://github.com/jawline/Mimic/blob/9463b658ebf006b2369d2b...).

  6. cerboy

    my gameboy emulator

    I'm working on one too! Just got to the milestone of being able to scroll the Nintendo® logo. I refer to rboy a lot, it's been helpful to see another implementation.

    https://github.com/percentcer/cerboy

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