3 Welcome to gnuboy, one of the fastest if not the fastest GB/GBC emu-
6 gnuboy was written well over 20 years ago and achieved full speed
7 on most machines of that era, on today's machines it runs close to
10 gnuboy development was mostly stagnant for the past 20 years, but
11 i revived it using the last released sources and CVS dumps and fixed
12 numerous minor issues with modern compilers and systems, as well
13 as the occasional bugfix, plus a new SDL2 backend.
15 changes to 1.0.3 include:
17 - new ao audio backend
18 - new SDL2 video/input/audio backend
19 - fixed cpu cycle accuracy for all CPU ops
20 - backported fix for some opcodes
21 - fixed issues with window in NBA hoopz
22 - added support for .xz compressed roms
23 - added support for original BIOS
25 unlike most modern GB emulators, gnuboy doesn't strive to be
26 cycle-accurate (except where necessary), but to be fast, portable
27 and compatible and to provide a good gaming experience.
29 it works using the following backends:
39 - DOS/Windows (untested)
45 Welcome to gnuboy, one of the few pieces of Free Software to emulate
46 the Game Boy handheld game console. Written in ANSI C with a few
47 optional assembler optimizations for particular cpus, gnuboy supports
48 a wide range of host systems, and has been tested successfully on:
54 Linux/390 (IBM S/390 Mainframe)
64 Additionally, gnuboy should run on any other *nix variants that have
65 ANSI C compilers and that are remotely POSIX compliant. As gnuboy is
66 Free Software, you're welcome to fix any problems you encounter
67 building it for a particular system, or to port it to entirely new
73 gnuboy emulates nearly all aspects of the (Color) Gameboy, including
74 all of the following and much more:
76 Full GBZ80 instruction set.
77 Scanline-based LCD engine.
78 Ten sprites per scanline limit.
79 Support for all CGB graphics extensions.
80 Sprite DMA, HDMA, and GDMA.
81 All four sound channels including digital samples.
82 MBC1, MBC2, MBC3 (including clock), and MBC5 mappers.
83 Wave pattern memory corruption when sound channel 3 is played.
84 Pad, timer, divide counter, and other basic hardware registers.
85 CGB double-speed CPU mode.
87 Aspects not emulated at this time include:
89 * Serial IO (link cable).
90 Undocumented 'extra' ram in OAM space on Gameboy Color.
91 All Super Gameboy extensions.
92 * GBC, HuC1, and HuC3 IR ports.
93 * Obscure mappers such as TAMA5.
94 Sorting sprites by X coordinate in DMG mode.
95 HALT instruction skipping in DMG mode.
96 CPU stalls during HDMA and GDMA.
98 Only the two marked by * are known to affect the playability of
99 actual games or demos; the rest are just listed for completeness'
105 Please refer to docs/CONFIG and the sample files in etc/.
106 The default search path order for configuration files is:
108 $HOME/.gnuboy/gnuboy.rc
114 In addition to basic emulation, gnuboy provides the following
117 Highly flexible keybinding and configuration subsystem.
118 State saving and loading at any point.
119 Very precise timing/synchronization, preserved across save/load.
120 Joystick support on Linux, DOS, and all SDL-based ports.
121 Fully customizable palettes for DMG games.
122 Screen scaling by a factor of 2, 3, or 4 in all ports.
123 Hardware-based screen scaling on platforms where it's available.
124 Debug traces to stdout.
125 Dynamic palette allocation when run in 256-color modes...
126 OR simulated 3/3/2 bits per channel in 256-color modes.
128 For information on configuring and using these features, see the
129 additional documentation in the "docs" directory.
134 Out of over 300 results reported by testers, all games are known to
135 work perfectly on gnuboy with the following exceptions:
137 Fighting Phoenix (Japanese) may or may not work since it uses the
138 HuC1 memory controller, which is not implemented properly. There has
139 been no report either way so far.
141 Pocket Bomberman (Japanese version, which uses HuC1) runs, but can
142 be made to crash if the player jumps into the ceiling in the first
143 level. It's not clear whether this bug is MBC-related, something
144 else, or an actual bug in the original game.
146 Monster Go! Go! Go! (Japanese) is unplayable. The cause of the
147 problem is not fully known, but it's either a very bad dump or it's
148 using some sort of specialized MBC that's not documented.
150 Final Fantasy Adventure has visual problems with the fade between
151 screens. Does not affect gameplay.
153 Bubble Bobble 2 has some minor tile glitches right before gameplay
154 actually begins. Cause unknown. Does not affect gameplay.
156 Alone in the Dark is reported to have minor visual glitches. I
157 haven't seen it myself so I can't judge their severity.
159 Both new Zelda games are reported to have a visual glitch at the
160 beginning of the game, and on certain other screens. I haven't seen
161 the problem myself, but supposedly it impacts gameplay to some
164 Please report any other incompatibilities discovered directly to
165 gnuboy@unix-fu.org, so that they can be documented and hopefully
171 Here's a brief list of what may appear in gnuboy in the future:
175 Super Gameboy support.
176 Serial link over the internet.
177 Serial link to a real Gameboy with a custom cable.
178 Configurable color filters to provide more authentic LCD look.
179 Custom colorization of DMG games on a per-tile basis.
180 Support for more colorspaces in the hardware scaler.
182 GBS player built from the same source tree.
183 Full recording and playback of emulation.
184 So-called "high level emulation" of certain typical dumb loops.
186 Features that are not likely to appear soon or at all include:
188 Rumble support - this would be nice, but SDL doesn't seem to support
189 force-feedback yet. We'll see about it in the long-term though.
191 Eagle/2xSaI/etc. - probably not feasible since these libraries don't
192 appear to be compatible with the terms of the GPL. We might work on
193 our own interpolation engine eventually, but that's low priority.
195 GUI/GUI-like features - such things are best handled by external
196 front-ends. We might eventually add a mechanism for external
197 programs to communicate with gnuboy and reconfigure it while it's
200 Plugins - NO! The way I see it, plugins are just an attempt to work
201 around the GPL. In any case, even if you are adding plugin support
202 yourself, you are bound by the terms of the GPL when linking ANY
203 code to gnuboy, including dynamic-linked modules. However we'd
204 rather not deal with this mess to begin with.
206 Compressed ROMs/Saves - this one is very iffy. On most systems, this
207 is redundant; *nix users can just pipe the rom through a
208 decompression program, and Windows users can just double-click or
209 drag files from their favorite GUI unzipper program. Linking to zlib
210 isn't really acceptable since it's massively bloated and we don't
211 want to include it with gnuboy or add external dependencies. We may,
212 however, write our own tiny decompressor to use at some point.
214 Ideas and suggestions for other features are welcome, but won't
215 necessarily be used. You're of course also free to add features
216 yourself, and if they fit well into the main tree they may eventually
217 get included in the official release. See the file HACKING for more
218 details on modifying and/or contributing.
223 Thanks goes out to everyone who's expressed interest in gnuboy by
224 writing -- users, porters, authors of other emulators, and so forth.
225 Apologies if we don't get a personal response out to everyone, but
226 either way, consider your feedback appreciated.
231 OK, that looks like about it. More to come, stick around...
235 -Laguna <laguna@aerifal.cx>