A highly accurate Game Boy and Game Boy Color emulator written in portable C with native macOS and SDL frontends.
SameBoy is an open-source emulator for the Nintendo Game Boy and Game Boy Color, written in portable C. It provides highly accurate hardware emulation, supporting a wide range of games, technical demos, and debugging features. The project includes native frontends for macOS (Cocoa) and other platforms (SDL), along with a libretro core for integration into retro gaming systems.
Retro gaming enthusiasts, emulator developers, and hobbyists interested in accurate Game Boy and Game Boy Color emulation, debugging, or technical demonstrations. It's also suitable for developers looking to integrate a libretro core into their emulation frontends.
Developers choose SameBoy for its exceptional accuracy, passing comprehensive test suites and supporting advanced hardware tricks like T-cycle LCD timing. Its portable C codebase, multiple frontend options, and built-in debugger make it a versatile and reliable choice for both end-users and emulator developers.
Game Boy and Game Boy Color emulator written in C
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Passes all blargg's, mooneye-gb's, and Wilbert Pol's test ROMs with T-cycle accurate LCD timing, supporting advanced demos like GBVideoPlayer and technical tricks.
Offers a native Cocoa frontend for macOS, an SDL frontend for Windows/Linux, and a libretro core for easy integration into retro gaming setups like RetroArch.
Includes a text-based debugger with expression evaluator, conditional breakpoints, watchpoints, and backtracing, ideal for homebrew development and hardware analysis.
Supports Retina/High DPI displays with exclusive scaling algorithms like OmniScale and anti-aliased Scale2x, enhancing visual fidelity on modern screens.
Provides complete support for game-specific palettes and manual palette selection, improving compatibility and allowing customization without proprietary files.
Building from source requires multiple tools like clang/GCC, make, SDL, and rgbds, with Windows needing Visual Studio and Unix utilities, making installation cumbersome for non-developers.
Game Boy Camera support is exclusive to the Cocoa version on macOS, and some scaling algorithms require OpenGL 3.2 or later, restricting functionality on other platforms or older systems.
The README focuses heavily on compilation and technical details, lacking step-by-step guides for casual users on installation and basic usage beyond command-line options.