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KnownProblems

Anonymous

Known problems

  • Glitch in intro/cut scene for GBC games The Legend of Zelda - Oracle of Seasons and also The Legend of Zelda - Oracle of Ages. Bars at top and the bottom of the screen should be black (top bar is correctly shown). Gambatte does not have this problem

To Do

  • Add console for SDL ala http://sources.cosam.org/svn/goomba/
  • Add a menu (avoid command line), see Lemon Boy, Oh Boy, various console ports, etc.
  • Add a menu, either a new menu system, or something based on Oh Boy or Goomba SDL menu
  • Add frame skip (frameskip) option for slow machines. See Pocket PC versions, OhBoy, Joyrider Dingoo port.
  • Fix compile warnings - mostly done as of late nov 2010
  • Add save screen shot support - done
  • Add volume support - see Oh Boy
  • Add dynamic sound on/off control (currently sound is set at start up time)
  • Add skins support, aka background images (for non-scaled view with a border), See Lemonboy
  • Add built in colorscale mapping for GB games (rather than defaulting). MESS supports this, basically the cart is checksum'd and then used to lookup good a looking color palette
  • See http://en.wikipedia.org/wiki/List_of_video_game_console_palettes#Game_Boy_Color for discussion on GBC built in color palettes along with http://en.wikipedia.org/wiki/Game_Boy_Color#Color_palettes_used_for_original_Game_Boy_games
  • Other archive support 7z, etc. file support? gzip support is already present (albeit a VERY slow implementation). See fex, also see fex and http://byuu.org/bsnes/, bsnes has support for other compression formats via micro-bunzip, a small, simple bzip2 decompression implementation and libjma. Finally also review see http://zziplib.sourceforge.net/zzip-file.html
  • Find enhancements implemented in other ports and integrate into this release
  • ColourIt support
  • Check Gambatte test cases, there are many hardware tests cartridges implemented in that project
  • Improve scalars, this may be tricky with regard to licensing. See note in README regarding Eagle/2xSaI. Note http://scale2x.sourceforge.net/download.html would be suitable as it is also GPL. Or implement some of the ideas from http://www.compuphase.com/graphic/scale.htm - See Oh Boy
  • Check performance of memcpy, some ports of gnuboy implement a custom memcpy with the reason that it gained frames per seconds.
  • Add screen shots to save slots (related to "add menu")
  • Add support for physical cartridges, via http://www.retrode.org/ USB device
  • Currently sound is handled via a callback into the "porting" (or IO) layer, consider adding a build option for sound callback into gnuboy. This matches a few API approaches (like SDL). Ayla has been looking at a prototype for this:

    The principe is to remove the part that produces sound on the main
    emulator loop, and to put it on the SDL callback; then, it removes
    the need for an intermediate buffer, and SDL always get the number
    of samples it asked so there are no cracks.

    Plus, if you set the number of samples when initing SDL sound to 736
    (~= 44100/60Hz), you will have exactly 60 callbacks per second, so using
    a simple semaphore you can synchronize on sound. The major interest is
    that it's much more precise than waits (the dingoo wait time is MINIMUM
    one millisecond) so it results in smoother emulation. The drawback is
    that it is not supported by OSS. But it works on openAL, ALSA, and on
    native firmware.


Related

Wiki: OhBoy

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