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Gameboy.live: A basic Gameboy emulator with terminal “cloud gaming” support

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Re: Gameboy.live: A basic Gameboy emulator with terminal “cloud gaming” support

#11
A sign of the times: the use of the term "cloud gaming" to describe what would once be called "network play".

The emulator will firstly break at the ROM entry point 0x0100 in debug mode, which is the entry point of the game program.

That start address is the same as in CP/M, and subsequently DOS 16-bit COM-format binaries. I wonder if Nintendo was inspired by that.

Re: Gameboy.live: A basic Gameboy emulator with terminal “cloud gaming” support

#12

A sign of the times: the use of the term "cloud gaming" to describe what would once be called "network play". The emulator will firstly break at the ROM entry point 0x0100 in debug mode, which is the entry point of the game program. That start address is the same as in CP/M, and subsequently DOS 16-bit COM-format binaries. I wonder if Nintendo was inspired by that.

Probably because the lower addresses are for the interrupt vector table.

Re: Gameboy.live: A basic Gameboy emulator with terminal “cloud gaming” support

#13

A sign of the times: the use of the term "cloud gaming" to describe what would once be called "network play". The emulator will firstly break at the ROM entry point 0x0100 in debug mode, which is the entry point of the game program. That start address is the same as in CP/M, and subsequently DOS 16-bit COM-format binaries. I wonder if Nintendo was inspired by that.

The DMG boot ROM fits into the top 0x100 bytes. To protect it from being snooped, the last instruction shuts off the boot ROM by flipping a register that can’t be flipped back, mapping the top 0x100 back to the cartridge (and allowing the cartridges interrupt vectors to be installed.) So, there is no jump to 0x100 at any point; they just fit the DMG boots ROM perfectly into 0x100 bytes and control flow leaves bootstrap right as PC hits 0x100.

This simple security mechanism was extremely effective, and lead to the DMG BIOS being undumped until relatively recently, when it was dumped by imaging the ROM directly and via fault injection to skip the last instruction.

Re: Gameboy.live: A basic Gameboy emulator with terminal “cloud gaming” support

#17

Presumably Nintendo will shut this down shortly?

Fork it while you can!

It is more important to clone it, so that you have a local copy on your PC

forking is just a gesture, especially for obviously hot repos. a takedown of 1 can takedown all the forks

Re: Gameboy.live: A basic Gameboy emulator with terminal “cloud gaming” support

#18

Presumably Nintendo will shut this down shortly?

Highly unlikely, given all the other GB emulators that already exist, some of which are far more famous.

Yeah, until you start hosting roms I don't think Nintendo cares (although possibly begrudgingly). Once you do though... bad times.

Nintendo has even used existing open source emulators themselves in commercial products.

Re: Gameboy.live: A basic Gameboy emulator with terminal “cloud gaming” support

#19

The Gameboy & in fact, all games consoles completely passed me by - my experience of hand-held gaming was Donkey Kong and TomyTronic. Now I'm going to have a chance to see what I missed out on - sort of :)

Here are some unprompted recommendations :)

If you like puzzle games, Tetris, if you like adventure games, Link’s Awakening. If you like platforming, I’d recommend any of the Super Mario Land or Donkey Kong Land games!

Re: Gameboy.live: A basic Gameboy emulator with terminal “cloud gaming” support

#20
Myself curious to write a GB emulator... how do you get images? After a quick search I see a list of "homebrews" on a collection repo on GitHub [0]. Is there a particularly good place to find games?

[0] https://github.com/gbdev/awesome-gbdev#homebrews

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