# gameboy-sharp A Game Boy (DMG) emulator written in C# (.NET 6). The core is a pure library with no frontend dependency, so the whole machine runs and is verified headless. ## Status - wave 1 Working, test-verified core that runs real DMG software: - CPU LR35902: full opcode set + CB prefix, cycle-accurate M-cycle timing, Z/N/H/C flags, interrupts (VBlank/LCD/Timer/Serial/Joypad), HALT + HALT bug, STOP (minimal), delayed EI, DI, RETI. - MMU: full memory map, I/O registers, echo RAM, OAM DMA. - Cartridge: header parse, MBC1 (ROM/RAM banking), MBC3 and MBC5 banking (no RTC yet), plain ROM. - PPU: per-scanline mode 2/3/0 + VBlank timing, LCDC/STAT/SCX/SCY/LY/LYC/WX/WY/BGP/OBP0/OBP1, background + window (with the window internal line counter) + sprites (8x8 and 8x16, X/OAM priority, 10-per-line limit, BG priority), 160x144 framebuffer, STAT/LYC interrupts. - Timer: DIV/TIMA/TMA/TAC via the internal 16-bit counter, falling-edge detection and the TIMA overflow reload delay. - Joypad and serial (serial output is captured, which is how the Blargg tests are scored). - APU: register-level stub (open-bus read masks, NR52 power). No synthesis yet - wave 2. ## Layout - `src/GameBoy.Core` - the machine (no frontend dependency). - `src/GameBoy.Cli` - headless runner: loads a ROM, runs frames, dumps the framebuffer. - `tests/GameBoy.Core.Tests` - the verification gate. ## Verification gate `dotnet test` runs, headless: - `cpu_instrs` (Blargg) - asserts the serial log reports `Passed` and never `Failed`. - `instr_timing` (Blargg) - same serial assertion. - `dmg-acid2` - decodes the reference PNG and asserts the rendered framebuffer matches it pixel for pixel (0 mismatches out of 23040). - CPU micro tests (flags, DAA, push/pop, CB swap). ``` dotnet test -c Release ``` ## Running a ROM (headless) ``` dotnet run --project src/GameBoy.Cli -c Release -- [options] --frames N run N frames (default 60) --serial run until the serial log says Passed/Failed, then print it --png write the framebuffer as an 8-bit grayscale PNG --ascii print the framebuffer as ASCII art --ascii-out

write the ASCII art to a file ``` Examples: ``` dotnet run --project src/GameBoy.Cli -c Release -- tests/roms/cpu_instrs.gb --serial dotnet run --project src/GameBoy.Cli -c Release -- tests/roms/dmg-acid2.gb --frames 200 --png acid2.png ``` ## Test ROMs and licenses Vendored under `tests/roms/` purely to run the verification gate: - `cpu_instrs.gb`, `instr_timing.gb` - Blargg's Game Boy hardware test ROMs by Shay Green (blargg), released for free distribution. Fetched from https://github.com/retrio/gb-test-roms - `dmg-acid2.gb` and `dmg-acid2-ref.png` - the DMG variant of the PPU acid test by Matt Currie, MIT licensed. Fetched from https://github.com/mattcurrie/dmg-acid2 These are third-party artifacts kept only for testing; their own licenses apply. ## Not covered yet (wave 2+) APU synthesis (4 channels + mixdown), MBC3 RTC + MBC5 corner cases, battery RAM save (`.sav`), Game Boy Color, a windowed frontend (Raylib-cs/SDL - needs a display, so it was left out of this headless wave), a debugger (breakpoints, disassembler, tile/OAM viewers) and save states.