binjgb
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Gameboy emulator implemented in C, that also runs in the browser
I was playing "Super Mario Bros. Deluxe (USA, Europe)" using the emulator in the website and noticed that it's using lots of RAM
Just a quick change to expose the results of the wasm build in the CI as artifact so the js and wasm files can be easily downloaded I can also...
334B is the minimum size needed. 334th Byte is the header checksum, which is the last header byte touched by the bootrom. Global checksum doesn't get verified. [ SIERPINSKIBOY](https://www.pouet.net/prod.php?which=88616) should...
The rgbds toolchain (https://github.com/rednex/rgbds) can output a `.sym` file, where all labels used in the assembler code are given with their location. It looks something like this. ``` ; this...
GBG knows two kinds of debug messages that can be used to trace what the program is doing. They're described in the [manual](https://bgb.bircd.org/manual.html#expressions). In the first kind, the message is...
I think I know how this works now, partly via Nitty gritty VRAM doc, and partly from the sprite tests in mooneye-gb. I don't think I'll have to implement the...
They're trickier than I have currently: e.g. if you DMA from VRAM to OAM, it shouldn't block the CPU (read this somewhere, can't remember where...) Also, it should be possible...
According to TCAGBD section 5.1.1.
As per [these gbdev.io docs](https://gbdev.io/pandocs/OAM.html#drawing-priority), when it comes to drawing an OAM pixel, the Gameboy first calculates which of 2 overlapping objects has higher priority; and THEN considers the winning...