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Metroboy Alternatives
Similar projects and alternatives to metroboy
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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.
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rohd
The Rapid Open Hardware Development (ROHD) framework is a framework for describing and verifying hardware in the Dart programming language.
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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.
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pandocs
New home of the infamous Pan Docs historical document: the single, most comprehensive Game Boy technical reference (by corybsa)
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SaaSHub
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metroboy reviews and mentions
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When would you ever want bubblesort?
He wrote a game engine, it renders transparent items using the painter's algorithm, which requires the items to be sorted in Z. He has a routine that iterates over all items to render them, and bubble-sorts the items in-place while iterating over the items (all in the same thread). The "compare and swap" in this case is the innermost functionality of bubblesort.
I assume the author is https://github.com/aappleby but I don't see any obvious candidate for this code. Maybe this? https://github.com/aappleby/metroboy but I can't see why a gate-level emulator woudl need to render transparent items using painter's algorithm.
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Documentation for cycle accurate Game Boy CPU
If you want to go deeper, you can look at the reverse engineered schematic of most of the stuff except the CPU core in the DMG-CPU-Inside project. You could also consult the MetroBoy project, which builds on the previous project and aims to be accurate pretty much down to the logic gate level.
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Game Boy PPU Pixel Pipeine
Well then, here's the ground truth - https://github.com/aappleby/MetroBoy/blob/master/src/GateBoyLib/GateBoyPixPipe.cpp
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GameRoy: a cross platform and highly accurate Game Boy emulator
First I would try to deduce the timing from this gate-level simulation of the game boy, but the master branch was broken at the time, so I didn't manage to compile it. So, I tried deducing it from its underling reverse engineered schematics, but it would take too much time, if it even was possible.
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Is full-speed SNES possible purely in JavaScript?
You might find my hobby project interesting - https://github.com/aappleby/MetroBoy
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The tooling is the language?
Did you know the original Game Boy has non-deterministic behavior? Due to some strangeness in the integrated circuit that provides the CPU and some related parts (the SoC (system on a chip)), the same ROM may behave differently at different times when you'd think it should not. GateBoy is an attempt to make a perfect gate-level emulator for the Game Boy. Its README says:
- Good practices for Batch rendering dynamic quads.
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MetalNES: Transistor Level NES Simulation
Reminds me of GateBoy, which was posted a while back: https://news.ycombinator.com/item?id=28396927, https://github.com/aappleby/MetroBoy
GateBoy runs surprisingly fast for a gate-level simulation.
- Gameboy - Trying to understand Sprite FIFO behavior in the PPU
- Reverse-engineering the Yamaha DX7 synthesizer's sound chip from die photos
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The primary programming language of metroboy is C++.
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