The Game Boy (DMG-001 model) is a Nintendo manufactured portable handheld released initially in 1989. It was the first dedicated 8-bit handheld system from the company using interchangeable cartridges to play many different titles. It featured a 2.6' 4-shade LCD, stereo sound through headphones. Nintendo Game Boy mods and other customization products for vintage hand-held electronics. Find modifications for the Game Boy DMG, Game Boy Color, Game Boy Pocket, Game Boy Advance and SEGA Game Gear. Top modifications include Game Boy Backlight, Game Boy Color Backlight, Game Boy Advance Backlight, AGS-101 and IPS LCDs. Game Boy Bivert/hex mods. Sep 11, 2019 Peanut-GB is a single file header Game Boy emulator library based off of this gameboy emulator. The aim is to make a high speed and portable Game Boy (DMG) emulator library that may be used for any platform that has a C99 compiler. Check out BENCHMARK.md for benchmarks of Peanut-GB. Only the original Game Boy (DMG) is supported at this time.
Chip InfoDMG-CPU-06
Game Boy DMG-01 Capacitor List
A quick note on replacing capacitors: there are a few caps on the LCD board that require removal of the LCD module to desolder. For those caps, I would not attempt to remove the LCD module, instead I would cut the leads as close to the old capacitor body as possible and solder the replacement parts to the old legs. The LCD modules are known for developing bad connections, so you probably don't want to aggravate the LCD during the capacitor replacement process.
DMG LCD-06DMG-CPU-06DMG JACKDC CONV DMGDC CONV2 DMGSchematicsGame Boy Dmg Game Screenshot Download
Drawn by Jeff Frohwein [1]
DMG-01 Schematics
Related Schematics
Retrieved from 'https://console5.com/techwiki/index.php?title=Game_Boy_DMG-01&oldid=4847'
A DMG Game Boy emulator for Windows written in C++, using SDL2 for the graphics, input and audio.
(Despite its name, it in no way attempts to be better than other emulators out there, it's just a name I came up with.)
Source code and buildinggbpp.cpp contains the main application logic and loop, components/gbcpu.cpp the CPU (Central Processing Unit) and timer emulation, components/gbapu.cpp the APU (Audio Processing Unit) and sound emulation, components/gbppu.cpp the PPU (Picture Processing Unit) emulation and components/gbmem.cpp the RAM (Random-Access Memory), ROM (Read-Only Memory) and MBC1 (Memory Bank Controller 1) emulation.
Requires
SDL2 to be installed and SDL2.dll to be in the same directory as gbpp.cpp . It can then be compiled for Windows using MinGW with
gbpp can (and actually should) be run from the command line, and it accepts flags. Running it with no flags,
-h or --help will print the list of accepted arguments. The message is the following:
Note that starting without a path to the game ROM will exit immediately with the message
Accuracy
Emulation speed is more or less accurate but some instructions are still incorrectly/not implemented and audio is a bit here-and-there.
It passes some of blargg's instruction test ROMs but the
cpu_instrs test hangs on test 03. It can run Tetris, Super Mario Land, Is that a demo in your pocket? and some other games or demos (mostly) fine, apart from a few visual artifacts and inaccuraties.
The emulated CPU runs most of the time at around 4MiHz on an Intel Core i7-8550U at 1.80GHz.
User interface
gbpp's UI consists of two windows, one for the emulated Game Boy's screen and one for debug (which starts hidden but can be shown with D). The main window's size is 480x432 pixels, which is three times the resolution of the Game Boy's screen.
In the debug window, gbpp renders the whole background (32x32 8x8 tiles, palette mapped) and the tilemap from addresses
8000h to 9800h . It also shows the current value for each register, the last interrupt that was serviced, the current selected ROM bank, the scanline location and a disassembly from addresses PC - 30 to PC + 30 .
When exiting the emulator (either by pressing escape or by closing the window) the emulator will dump the five last instructions, the state of the registers as well as the top 10 bytes on the stack.
Screenshots
Images from Tetris and Super Mario Land.
This is the debugger view:
Controls
The controls are mapped to the following keys:
In addition to those, there are some other keys that do useful things:
Right now these keys are hardcoded and cannot be configured (except by manually editing the source code).
AudioGame Boy Dmg Game Screenshot Mac
While the emulator does output sound, it could be more accurate. There are occasional pops and clicks and it does not support noise frequency control or pulse 1's frequency sweep. However, Super Mario Land's and Tetris' soundtracks play mostly fine apart from shorter note durations and ugly noise emulation.
Things to add in the futureGame Boy Dmg Game Screenshot 2017
Assembler and disassemblerGame Boy Dmg Game Screenshot Pc
Additionally there are two Python scripts in the repository, one for assembling (
assembler.py ) and one for disassembling (disassembler.py ). Documentation on those is still TODO.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |