Gameboy Color emulator
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djhworld Fixed memory addressing bugs in HDMA
- Previously I'd ignored the directive about ignoring the lower 4 bits
in the "LSB" segments of the HDMA registers
- I'd also not expected the destination addresses to be aligned to
0x8000, this has now been fixed

There are still other graphics bugs but

- Legend of Zelda Oracle of Ages renders properly now with everything
correct.
- Tony Hawks Pro Skater 2 renders much better than before, with actual
content on the screen!
Latest commit d3350e3 Oct 19, 2018
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_examples Fixing performance issue with keyboard by adding setTimeout Sep 30, 2018
apu Moving all code outside of the src/ directory Sep 2, 2018
cartridge Added support for playing games with cartridge type 0x10 (RTC won't w… Sep 23, 2018
components Moving all code outside of the src/ directory Sep 2, 2018
config Added frame rate lock Sep 14, 2018
constants Moved DMA routines into own components Oct 11, 2018
cpu Passes blargg memory timing tests by moving the timer into the cpu Oct 14, 2018
dma Fixed memory addressing bugs in HDMA Oct 18, 2018
gbc Passes blargg memory timing tests by moving the timer into the cpu Oct 14, 2018
gpu Moved DMA routines into own components Oct 11, 2018
inputoutput Wrapped doFrame function to support frontend specific behaviours Sep 30, 2018
metric Added better metrics counter Sep 2, 2018
mmu Moved DMA routines into own components Oct 11, 2018
saves Added example emulator backend Sep 16, 2018
timer Removed dependency on map for frequency selection in timer Oct 14, 2018
types Moving all code outside of the src/ directory Sep 2, 2018
utils Moving all code outside of the src/ directory Sep 2, 2018
.gitignore intial checkin of WASM code Sep 10, 2018
LICENSE.txt Updated README Sep 15, 2018
Makefile Decoupling frontends from the backend Sep 15, 2018
README.md Passes blargg memory timing tests by moving the timer into the cpu Oct 14, 2018
go.mod Decoupling frontends from the backend Sep 15, 2018
go.sum Decoupling frontends from the backend Sep 15, 2018

README.md

gomeboycolor

This project is a work in progress and is no way near complete!

Nintendo Gameboy Color emulator

This is a backend library that provides the core emulator runtime, it is designed to be used in conjuction with a frontend.

Available frontends:

You are welcome to visit the github page for this project by clicking here

FAQ

Backend?

This module will emulate the hardware of the Gameboy Color.

You can write a 'frontend' to receive the screen data and render it to a medium of your choosing, along with handling keyboard inputs, and something to handle saving battery saves.

See the _examples directory for a simple example of how to write a frontend. Alternatively, look at the 'Available frontends' above.

Features?

  • ⚠️ Mostly works. It is not a perfect emulator by any means and some games might not function correctly.
    • blargg CPU tests pass
    • blargg memory timing tests pass
  • Supports battery saves for ROMS that allow you to save state
  • Audio is NOT implemented right now
  • ⚠️ Does not support RTC clock on MBC3 (although games can still be played)

How do I build it?

This is a 'library' module, no build required.

License

MIT License

Copyright (c) 2013-2018 Daniel James Harper

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.