These roms would also fail on real hardware, or on a real cartridge: they rely on an inaccurate emulator, or a flashcart. īy default, BGB emulates the real hardware very accurately, including behavior that some broken PD/unofficial roms may have problems with. A videocard with 3D hardware acceleration is recommended.Ģ00 MHz pentium or faster CPU. Soundcard and joystick/gamepad are optional.
OS: supported/known to work on windows 98 up to windows 8, DirextX 7 or later. Support for optional border bitmap and pseudo and real fullscreen modes.
Good OS/platform compatibility/low requirements Save/load state with quick (zsnes style) keys. GameGenie and GameShark cheat, load/save cheats (auto and manual), "cheat searcher", easy creation of new cheat codes
sav file, compatible with VBA Īuto delay/frameskip, emulation runs at 100% real speed and full 60 fps Some user interface keys are configurable and can be mapped to joystick/gamepad buttons Joystick/Gamepad support, everything mappable to every button Runs almost all roms perfectly, compatibility comparable with the best GB/C emulators Īccurate/high quality sound emulation, bandlimited synthesis Īccurate video emulation including "high color" graphics, correct sprite/background priorities, 10 sprites/line limit, and mid-scanline register changes. Screenshot animation recording that is synchronized with the wav writer and can be converted to a video using avisynth support for writing the 4 channels to separate wav files Sound output: waveout, directsound, null, and disk writer supported. Graphics doubler: HQ2X, Scale2x, scanlines filter, blocky Graphics output: GDI, DirectDraw, Direct3D, OpenGL, null output Joypad window allows simulating button presses at any time while debugging Live display of data during emulation and freezing of ram values īreak on exceptions (accessing inaccessible VRAM, read unitialized RAM, echo ram access, access locked external ram, disable lcd outside vblank) Ībility to modify all registers and state at any time Vram viewer: BG map, tiles, OAM, palette. Singlestepping/tracing/animating/step out/step over "on jump" access breakpoints for breaking before a jump into a range is taken. "inline" editing in code, data, and stack viewer
Ĭan run a GBC rom as on a DMG, and a DMG rom as on a GBC Īssembler (change code and ability to save modified rom) Realistic initial ram values - random but with specific bit patterns, and simulated values left by bootroms (for example "nibbler (pd)" depends on this) Īccurate emulation of LCD register writes during scanline (prehistorik man, demotronic demo) Įmulation of inaccessible VRAM and OAM as on real hardware Ĭlock exact emulation of sprites causing mode 3 to take longer Ĭorrect memory access timing (access happening at the last/second to last clock of an opcode) Īccurate emulation of the differences between DMG and GBC, including timing differences, differences in hardware behavior, initial state, etc. some highlights:Ĭlock exact timing of LCD behavior/state changes If you choose to do so, that is your responsibility.Ĭlick the right mouse button in the emulator window to get the popup menu, from which you can access the options and functions.Įmulation of the GameBoy, GameBoy Color, and Super Gameboy Īccurate emulation of the hardware, based on research with lots of test roms, useful for debugging/rom development. Using copyrighted roms with an emulator is illegal if you don't own the real cartridge or have explicit permission from the copyright holder. Don't blame me if it damages your computer, or erases your hard drive, etc. This program is guaranteed to do nothing but taking disk space. No warranty of any kind, use at your own risk.
This is a gameboy/color emulator/debugger for win32 which will probably never be finished