Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality. Learn more →
Gameroy Alternatives
Similar projects and alternatives to gameroy
-
zig
General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
-
InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
-
IronBoy
A Gameboy emulator written in Rust as both a learning exercise and a love letter to the console that got me into gaming.
-
WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
-
pandocs
New home of the infamous Pan Docs historical document: the single, most comprehensive Game Boy technical reference (by corybsa)
-
SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
gameroy reviews and mentions
-
When Zig Outshines Rust – Memory Efficient Enum Arrays
I recently found https://github.com/Rodrigodd/gameroy to be a very complete implementation
-
Gameboy Doctor: debug and fix your gameboy emulator
Hey there! I've been working on a Game Boy emulator since last year and found the GameRoy project, which translated the PPU's logic from SameBoy, the (AFAIK) most accurate GB emulator around. I basically copied the PPU logic into my emulator and replaced the "state" property (an integer) with enums for some extra clarity.
https://github.com/nicolas-siplis/feboy
https://github.com/rodrigodd/gameroy
https://github.com/LIJI32/SameBoy/
- GameRoy: a cross platform and highly accurate Game Boy emulator
- Gameroy: A gameboy emulator, dissasembler and debugger written in rust
-
GameRoy: a highly accurate Game Boy emulator and debugger written in Rust
What I did was isolate the logic of every component apart from the CPU (video, sound, timer, etc.) behind a correspondent fn update(cycle_count: u64) method (like in the sound controller or in the timer). Currently, I am calling these methods every 4 cycles, but the idea is that I would only need to call it before a read or write to a component register, or before a possible interrupt (I would need to figure out if it is possible to efficiently predict the next interrupt).
-
A note from our sponsor - InfluxDB
www.influxdata.com | 27 Apr 2024
Stats
Rodrigodd/gameroy is an open source project licensed under Apache License 2.0 which is an OSI approved license.
The primary programming language of gameroy is Rust.
Sponsored