gbrs
Émulateur Game Boy écrit en Rust dont seul le code est disponible.
Dernière mise à jour :
Plateformes
Architecture
Mac OS X - macOS
64 bits
SDL Library
Téléchargement et liens
Historique des versions
v0.6
It implements support for Memory Board Controller 3, allowing us to run:
Changelog complet
This release improves LCD emulation accuracy, fixes some CPU cycle timing mistakes, and implements the CPU HALT instruction. This combination finally fixes Pokémon Red/Blue! That's a major goal of the project ticked off. The LCD fixes have also fixed a long-running issue with Dr Mario, which now works just fine!
It implements support for Memory Board Controller 3, allowing us to run:
Pokémon Red
Pokémon Blue
WarioLand 2
v0.5
This release fixes a long-running bug where corrupted scanlines would appear in double-height sprites. It fixes visual issues in Donkey Kong, among others.
It also implements support for Memory Board Controller 2, allowing us to run:
It also implements support for Memory Board Controller 2, allowing us to run:
Changelog complet
This release fixes a long-running bug where corrupted scanlines would appear in double-height sprites. It fixes visual issues in Donkey Kong, among others.
It also implements support for Memory Board Controller 2, allowing us to run:
- Kirby's Pinball Adventure
- Ayakashi no Shiro
- F-1 Race
- Golf
- Final Fantasy Legend
- Top Ranking Tennis
v0.4
This version does not implement any new Gameboy compatibility, however, it does make some important changes to the Rust codebase.
First of all, the GUI code for Windows/macOS/Linux (`gbrs-sfml-gui`) has been separated from Gameboy emulation code (`gbrs-core`) - splitting the project into two crates.
First of all, the GUI code for Windows/macOS/Linux (`gbrs-sfml-gui`) has been separated from Gameboy emulation code (`gbrs-core`) - splitting the project into two crates.
Changelog complet
This version does not implement any new Gameboy compatibility, however, it does make some important changes to the Rust codebase.
First of all, the GUI code for Windows/macOS/Linux (`gbrs-sfml-gui`) has been separated from Gameboy emulation code (`gbrs-core`) - splitting the project into two crates.
Second, `gbrs-core` has been updated to support compiling with `#![no_std]`. This allows us to port the core Gameboy emulation code to vastly more systems by running on bare metal. The main reason this change has been made is to support an upcoming project for porting `gbrs` to [Playdate](https://play.date).
v0.3
This version implements Gameboy Link Cable emulation, an LCD bug (a bug that exists in original hardware) and more accurate MBC1 chip RAM emulation.
on top of all games in the previous release
on top of all games in the previous release
Changelog complet
This version implements Gameboy Link Cable emulation, an LCD bug (a bug that exists in original hardware) and more accurate MBC1 chip RAM emulation.
It can now fully play:
- Mortal Kombat
- Alleyway
- Road Rash
- Galaxian
- Space Invaders
on top of all games in the previous release
**Note:** gbrs is probably compatible with quite a few more games, these are just the ones I'm playing to test it :)
v0.2
This version implements The window, Sprite z-fighting, MBC1 RAM, battery-backed save files, and more
This allows you to play:
The Legend of Zelda Link's Awakening
and can render the intros of:
Lots more than just Tetris now!
This allows you to play:
The Legend of Zelda Link's Awakening
and can render the intros of:
Lots more than just Tetris now!
Changelog complet
This version implements The window, Sprite z-fighting, MBC1 RAM, battery-backed save files, and more
This allows you to play:
- Super Mario Land
- Super Mario Land 2
- The Legend of Zelda Link's Awakening
- Donkey Kong
- Pac-Man
- Frogger
and can render the intros of:
- Mortal Kombat
- Dr Mario
- Alleyway
Lots more than just Tetris now!
v0.1
This is a tag to show a version of the emulator that runs.
It should run Tetris just fine (without sound).
As I hack on the master branch, it's not guaranteed to remain stable, eg. I may make it panic on events
like writing to the APU to track things down easier.
It should run Tetris just fine (without sound).
As I hack on the master branch, it's not guaranteed to remain stable, eg. I may make it panic on events
like writing to the APU to track things down easier.
Changelog complet
This is a tag to show a version of the emulator that runs.
It should run Tetris just fine (without sound).
As I hack on the master branch, it's not guaranteed to remain stable, eg. I may make it panic on events
like writing to the APU to track things down easier.
Captures d'écran