worktree-agent-a59b95156cdb40116
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 reportsPassedand neverFailed.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 -- <rom.gb> [options]
--frames N run N frames (default 60)
--serial run until the serial log says Passed/Failed, then print it
--png <path> write the framebuffer as an 8-bit grayscale PNG
--ascii print the framebuffer as ASCII art
--ascii-out <p> 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-romsdmg-acid2.gbanddmg-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.
Languages
C#
100%