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A Game Boy (DMG) emulator single header library written in C99. Performance is prioritised over accuracy.

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A function should be added to allow the frontend to provide a pointer to Peanut-GB for it to fill with pixel data. This function could be called at any time....

enhancement
diff: intermediate

Such variables include those in the "direct" structure, these are: - Joypad values - LCD interlace and frame skip - Private pointer This allows for structure package by reordering the...

enhancement
diff: intermediate

``` INFO: No dmg_boot.bin file found; disabling boot ROM INFO: Audio driver: GP106 High Definition Audio Controller Digital Stereo (HDMI) INFO: Peanut-SDL: DW 3 INFO: No palette found for 0xAC....

bug
diff: complex

Prince of Persia - some flickering garbage rendered in the upper few lines of the screen used last release - [peanut_gb.h](https://github.com/deltabeard/Peanut-GB/blob/master/peanut_gb.h) [gb: fix BG over OBJ with colour 0](https://github.com/deltabeard/Peanut-GB/commit/5d1578f51449c959df16702cbba471479c92b076)

bug
diff: complex

1. jumping up from the palm tree we can see few Y lines where sprites (banana and kong) does not renders 2. staying near the jumping crocodile we can see...

bug
diff: complex

RGB555 isn't very common, so it will be useful if the look up table mapped directly with the output colour format rather than outputting RGB555 and then the user having...

enhancement
diff: intermediate
feat: low-impact

From what I understand, if the window is active on a given line it'll completely cover the background, so there's no need to draw both of them. In addition, this...

By packing the palette into a single nibble and expanding it when the palette register as is, it's possible to output double-width 4bpp graphics data without much overhead. This is...

This project looks really cool, so I plan on creating a repo that uses this with RGFW. I'm curious if you'd be interested in me adding that to this repo...