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Peanut-GB

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.

This emulator is very fast. So much so that it can run at full speed on the Raspberry Pi Pico! Check out BENCHMARK.md for benchmarks of Peanut-GB.

Only the original Game Boy (DMG) is supported at this time, but preliminary work has been completed to support Game Boy Color (see #50).

This emulator is a work in progress and can be inaccurate (although it does pass Blargg's CPU instructions and instruction timing tests). As such, some games may run incorrectly or not run at all. Please seek an alternative emulator if accuracy is important.

Features

  • Game Boy (DMG) Support
  • Very fast; fast enough to run on a RP2040 ARM Cortex M0+ microcontroller at full speed.
  • MBC1, MBC2, MBC3, and MBC5 support
  • Real Time Clock (RTC) support
  • Serial connection support
  • Can be used with or without a bootrom
  • Allows different palettes on background and sprites
  • Frame skip and interlacing modes (useful for slow LCDs)
  • Simple to use and comes with examples
  • LCD and sound can be disabled at compile time.
  • If sound is enabled, an external audio processing unit (APU) library is required. A fast audio processing unit (APU) library is included in this repository at https://github.com/deltabeard/Peanut-GB/tree/master/examples/sdl2/minigb_apu .

Caveats

  • The LCD rendering is performed line by line, so certain animations will not render properly (such as in Prehistorik Man).
  • Some games may not be playable due to emulation inaccuracy (see #31).
  • MiniGB APU runs in a separate thread, and so the timing is not accurate. If accurate APU timing and emulation is required, then Blargg's Gb_Snd_Emu library (or an alternative) can be used instead.

SDL2 Example

An example implementation is given in peanut_sdl.c, which uses SDL2 to draw the screen and take input. Run cmake or make in the ./examples/sdl2/ folder to compile it.

Execute in command line with peanut-sdl game.gb which will automatically create the save file game.sav for the game if one isn't found. Or run with peanut-sdl game.gb save.sav to specify a save file. Or even peanut-sdl to create a drop zone window that you can drag and drop a ROM file to.

Screenshot

Pokemon Blue - Main screen animation Legend of Zelda: Links Awakening - animation Megaman V

Shantae Dragon Ball Z

Note: Animated GIFs shown here are limited to 50fps, whilst the emulation was running at the native ~60fps. This is because popular GIF decoders limit the maximum FPS to 50.

Controls

Action Keyboard Joypad
A z A
B x B
Start Return START
Select Backspace BACK
D-Pad Arrow Keys DPAD
Normal Speed 1
Turbo x2 (Hold) Space
Turbo X2 (Toggle) 2
Turbo X3 (Toggle) 3
Turbo X4 (Toggle) 4
Reset r
Change Palette p
Reset Palette Shift + p
Fullscreen F11 / f
Frameskip (Toggle) o
Interlace (Toggle) i
Dump BMP (Toggle) b

Frameskip and Interlaced modes are both off by default. The Frameskip toggles between 60 FPS and 30 FPS.

Pressing 'b' will dump each frame as a 24-bit bitmap file in the current folder. See /screencaps/README.md for more information.

Getting Started

Documentation of function prototypes can be found at the bottom of peanut_gb.h.

Required Functions

The front-end implementation must provide a number of functions to the library. These functions are set when calling gb_init.

  • gb_rom_read
  • gb_cart_ram_read
  • gb_cart_ram_write
  • gb_error

Optional Functions

The following optional functions may be defined for further functionality.

lcd_draw_line

This function is required for LCD drawing. Set this function using gb_init_lcd and enable LCD functionality within Peanut-GB by defining ENABLE_LCD to 1 before including peanut_gb.h. ENABLE_LCD is set to 1 by default if it was not previously defined. If gb_init_lcd is not called or lcd_draw_line is set to NULL, then LCD drawing is disabled.

The pixel data sent to lcd_draw_line comes with both shade and layer data. The first two least significant bits are the shade data (black, dark, light, white). Bits 4 and 5 are layer data (OBJ0, OBJ1, BG), which can be used to add more colours to the game in the same way that the Game Boy Color does to older Game Boy games.

audio_read and audio_write

These functions are required for audio emulation and output. Peanut-GB does not include audio emulation, so an external library must be used. These functions must be defined and audio output must be enabled by defining ENABLE_SOUND to 1 before including peanut_gb.h.

gb_serial_tx and gb_serial_rx

These functions are required for serial communication. Set these functions using gb_init_serial. If these functions are not set, then the emulation will act as though no link cable is connected.

Useful Functions

These functions are provided by Peanut-GB.

gb_reset

This function resets the game being played, as though the console had been powered off and on. gb_reset is called by gb_init to initialise the CPU registers.

gb_get_save_size

This function returns the save size of the game being played. This function returns 0 if the game does not use any save data.

gb_run_frame

This function runs the CPU until a full frame is rendered to the LCD.

gb_color_hash

This function calculates a hash of the game title. This hash is calculated in the same way as the Game Boy Color to add colour to Game Boy games.

gb_get_rom_name

This function returns the name of the game.

gb_set_rtc

Set the time of the real time clock (RTC). Some games use this RTC data.

gb_tick_rtc

Deprecated: do not use. The RTC is ticked internally.

gb_set_bootrom

Execute a bootrom image on reset. A reset must be performed after calling gb_set_bootrom for these changes to take effect. This is because gb_init calls gb_reset, but gb_set_bootrom must be called after gb_init. The bootrom must be either a DMG or a MGB bootrom.

License

This project is licensed under the MIT License.