c7dd713605
This commit refactors the ioregs: * Use bitfield crate to implement the GPU ioregs. * IoRegs are stored in their own variables bindings (i.e, Gpu related ioregs are now fields of the Gpu struct) - This optimize performance quiet alot from my testings - since every scanline was accessing deseralizing ioregs from sysbus. (Getting constant 59fps now) * For now, comment out DMA model Also, cleaned the code up to eliminate rustc warnings. Former-commit-id: 9077695c446ebd1a71783acfdd9819245aa02d7a |
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README.md |
RustBoyAdvance-NG
RustBoyAdvance-NG aims to be a Nintendo GameBoy Advance emulator and debugger, written in the rust programming language.
RustBoyAdvance-NG currently has implemented
- Dumbed-down ARM/THUMB mode disassembling
- Some ARM/THUMB instruction are implemented, but not all of them.
- A neat debugger REPL
But the way for full emulation is way far ahead, because most of the ARM/THUMB instructions are not yet implemented.
Using the REPL
You need to have rust installed, and somehow legally obtain a gba bios binary. Currently to test the debugger, any binary file containing arm mode instructions will do.
$ cargo run -- debug
Why is this project needed ?
It's actually not. There are quite a lot of GBA emulators, and even some written in rust. Actually, I couldn't find any game capable emulators written in rust.
I'm only doing this as a side project intended for learning rust.
This is my third take on this project. My first go at this was about 3 years ago, but I didn't like rust much at the time so it got abandoned. I tried to resurrect it a year ago but didn't have the time to get invested in a side-project, let alone learning rust.
I've grown to like rust a lot since then, so here we go again. You know what they say, third time's a charm.
Links
- ARM7TDMI Technical Reference Manual Technical Reference Manuals are fun.
- GBATEK A single webpage written by no$gba developer Martin Korth. This page has pretty much everything. Seriously, it's the best.