384de10246
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@6104 a1c6a512-1295-4272-9138-f99709370657
199 lines
6.6 KiB
Text
Executable file
199 lines
6.6 KiB
Text
Executable file
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GNUBOY README
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INTRO
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Welcome to gnuboy, one of the few pieces of Free Software to emulate
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the Game Boy handheld game console. Written in ANSI C with a few
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optional assembler optimizations for particular cpus, gnuboy supports
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a wide range of host systems, and has been tested successfully on:
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GNU/Linux
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FreeBSD
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OpenBSD
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BeOS
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Linux/390 (IBM S/390 Mainframe)
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SunOS/Sun Ultra60
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IRIX/SGI O2
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IRIX/SGI Indy
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AIX/Unknown
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DR-DOS
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MS-DOS
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Windows DOS box
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Windows 9x/NT/2k
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Additionally, gnuboy should run on any other *nix variants that have
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ANSI C compilers and that are remotely POSIX compliant. As gnuboy is
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Free Software, you're welcome to fix any problems you encounter
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building it for a particular system, or to port it to entirely new
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systems.
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EMULATION
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gnuboy emulates nearly all aspects of the (Color) Gameboy, including
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all of the following and much more:
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Full GBZ80 instruction set.
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Scanline-based LCD engine.
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Ten sprites per scanline limit.
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Support for all CGB graphics extensions.
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Sprite DMA, HDMA, and GDMA.
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All four sound channels including digital samples.
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MBC1, MBC2, MBC3 (including clock), and MBC5 mappers.
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Wave pattern memory corruption when sound channel 3 is played.
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Pad, timer, divide counter, and other basic hardware registers.
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CGB double-speed CPU mode.
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Aspects not emulated at this time include:
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* Serial IO (link cable).
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Undocumented 'extra' ram in OAM space on Gameboy Color.
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All Super Gameboy extensions.
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* GBC, HuC1, and HuC3 IR ports.
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* Obscure mappers such as TAMA5.
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Sorting sprites by X coordinate in DMG mode.
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HALT instruction skipping in DMG mode.
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CPU stalls during HDMA and GDMA.
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Only the two marked by * are known to affect the playability of
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actual games or demos; the rest are just listed for completeness'
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sake.
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FEATURES
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In addition to basic emulation, gnuboy provides the following
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features:
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Highly flexible keybinding and configuration subsystem.
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State saving and loading at any point.
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Very precise timing/synchronization, preserved across save/load.
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Joystick support on Linux, DOS, and all SDL-based ports.
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Fully customizable palettes for DMG games.
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Screen scaling by a factor of 2, 3, or 4 in all ports.
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Hardware-based screen scaling on platforms where it's available.
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Debug traces to stdout.
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Dynamic palette allocation when run in 256-color modes...
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OR simulated 3/3/2 bits per channel in 256-color modes.
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For information on configuring and using these features, see the
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additional documentation in the "docs" directory.
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COMPATIBILITY
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Out of over 300 results reported by testers, all games are known to
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work perfectly on gnuboy with the following exceptions:
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Fighting Phoenix (Japanese) may or may not work since it uses the
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HuC1 memory controller, which is not implemented properly. There has
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been no report either way so far.
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Pocket Bomberman (Japanese version, which uses HuC1) runs, but can
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be made to crash if the player jumps into the ceiling in the first
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level. It's not clear whether this bug is MBC-related, something
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else, or an actual bug in the original game.
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Monster Go! Go! Go! (Japanese) is unplayable. The cause of the
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problem is not fully known, but it's either a very bad dump or it's
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using some sort of specialized MBC that's not documented.
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Final Fantasy Adventure has visual problems with the fade between
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screens. Does not affect gameplay.
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Bubble Bobble 2 has some minor tile glitches right before gameplay
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actually begins. Cause unknown. Does not affect gameplay.
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Alone in the Dark is reported to have minor visual glitches. I
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haven't seen it myself so I can't judge their severity.
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Both new Zelda games are reported to have a visual glitch at the
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beginning of the game, and on certain other screens. I haven't seen
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the problem myself, but supposedly it impacts gameplay to some
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extent.
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Please report any other incompatibilities discovered directly to
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gnuboy@unix-fu.org, so that they can be documented and hopefully
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fixed.
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FUTURE / WISHLIST
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Here's a brief list of what may appear in gnuboy in the future:
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Screenshots.
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Integrated debugger.
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Super Gameboy support.
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Serial link over the internet.
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Serial link to a real Gameboy with a custom cable.
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Configurable color filters to provide more authentic LCD look.
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Custom colorization of DMG games on a per-tile basis.
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Support for more colorspaces in the hardware scaler.
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Recording audio.
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GBS player built from the same source tree.
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Full recording and playback of emulation.
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So-called "high level emulation" of certain typical dumb loops.
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Features that are not likely to appear soon or at all include:
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Rumble support - this would be nice, but SDL doesn't seem to support
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force-feedback yet. We'll see about it in the long-term though.
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Eagle/2xSaI/etc. - probably not feasible since these libraries don't
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appear to be compatible with the terms of the GPL. We might work on
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our own interpolation engine eventually, but that's low priority.
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GUI/GUI-like features - such things are best handled by external
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front-ends. We might eventually add a mechanism for external
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programs to communicate with gnuboy and reconfigure it while it's
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running, however.
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Plugins - NO! The way I see it, plugins are just an attempt to work
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around the GPL. In any case, even if you are adding plugin support
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yourself, you are bound by the terms of the GPL when linking ANY
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code to gnuboy, including dynamic-linked modules. However we'd
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rather not deal with this mess to begin with.
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Compressed ROMs/Saves - this one is very iffy. On most systems, this
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is redundant; *nix users can just pipe the rom through a
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decompression program, and Windows users can just double-click or
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drag files from their favorite GUI unzipper program. Linking to zlib
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isn't really acceptable since it's massively bloated and we don't
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want to include it with gnuboy or add external dependencies. We may,
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however, write our own tiny decompressor to use at some point.
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Ideas and suggestions for other features are welcome, but won't
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necessarily be used. You're of course also free to add features
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yourself, and if they fit well into the main tree they may eventually
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get included in the official release. See the file HACKING for more
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details on modifying and/or contributing.
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THANKS
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Thanks goes out to everyone who's expressed interest in gnuboy by
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writing -- users, porters, authors of other emulators, and so forth.
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Apologies if we don't get a personal response out to everyone, but
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either way, consider your feedback appreciated.
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EPILOGUE
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OK, that looks like about it. More to come, stick around...
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-Laguna <laguna@aerifal.cx>
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