Goboy: Multi-Platform Nintendo Game Boy Color Emulator Written in Go
github.com
github.com
I understand a lot of it is the process of translating machine code from, say, the GB processor to x86, but I’d love to learn more!
You don't really need to translate to x86 per se. You can start off with an interpreter that takes in the 6502 or Z80 instructions (as represented by the binary data in the input ROM), then immediately perform operations based on those instructions. For example, if you're holding onto an in-memory representation of the GB registers, and you encounter an "add" instruction, you would perform the addition and update the registers.
And if you're writing the emulator in a high-level language, you never really think about x86 instructions.
The hard part, then, is timing. You need to make sure the different operations that would be happening in hardware--namely performing the CPU instructions, alongside audio and video operations that would normally happen "in the background"--happen in sync. But that's a later step after you start on your first prototype!
Beyond that, you have to worry about hardware peculiarities that happen to affect maybe a few games, and at that point, you might start reverse engineering the behavior of those games!
Take a look at this article talking about exactly those thinking issues: https://www.tested.com/tech/gaming/2712-why-perfect-hardware...
https://arstechnica.com/gaming/2011/08/accuracy-takes-power-...
Thanks for the correction!
The number of cycles per instructions can be either looked up from a table, hardwired into the emulation code, or if your emulated CPU is working on a "sub-instruction" granularity, the cycles per instructions "fall into place" automatically.
For instance if your host system's frame duration is 16.6ms (for a 60Hz framerate) and your emulated CPU needs to run at 1 MHz you compute the number of clock cycles as (1000000 / 60), that's about 16k cycles per second. Run the system emulation until the accumulated cycle count is >= that number each frame, and if you're emulation is fast enough you still have plenty of time left in the host system frame to render the emulator's video output, audio and an UI on top.
Most people suggest working on a "toy" system, such as Chip-8 first. It is a mythical processor, rather than based upon real hardware. That said there are only a handful of opcodes to implement, and it does support graphics.
https://en.wikipedia.org/wiki/CHIP-8
There are ROMs out there for pong / space-invaders / etc, so you can play real games pretty quickly.
Of course there is nothing stopping you jumping straight into NES/GB/whatever. NES is easy to get started with, the others less so because of bank-switching, etc. But if you're patient you can manage it :)
For me the GB was a great entry point in learning about emulators as is is fairly simple compared with some other consoles. Even if you're not going to make an emulator some of them are still great reads - I've put a few resources I used on the GoBoy page: https://github.com/Humpheh/goboy#resources
At least the CPU is completely done.
I'll lurk his code :D
As someone who also wrote a GB emulator as a learning exercise, I found the sound code to be the worst part by far to write - getting sound timing right etc is very difficult (as the GB sound output changes instantly - it has no buffers etc)
Everybody who's interested in multiple platform emulation with a nice UI should check OpenEmu: https://openemu.org/
[2] https://forums.nesdev.com/viewforum.php?f=3
Or you can just cheat, design a "toy" instruction set, and write something to process it. A couple of years ago I did that, in C/Perl:
* https://github.com/skx/simple.vm
Later I rewrote the interpreter/emulator in go:
* https://github.com/skx/go.vm
The downside with my approach here is that I ignored graphcs, sound, & I/O.
These days I'd recommend you write an emulator for the Chip-8 system..