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Gameboy color emulator tinspire butotns
Gameboy color emulator tinspire butotns












  1. #Gameboy color emulator tinspire butotns software#
  2. #Gameboy color emulator tinspire butotns code#

#Gameboy color emulator tinspire butotns code#

However, you said that you can run a binary from an SD card, so couldn't one write their emulation code as a binary and then store on an SD card? I realize that such a thing would take a ton of work, but it would be possible, yes?Įmulation isn't easy (hard to do right and requires a surprising amount of processing power). Thanks for the info! This will definitely come in handy. Or - use dual 644s or 1284s (one for main game, the other for "everything else"). Use 328s (SPI slaves) for LCD control, sound playback, and dpad input. Use an ATMega644 (Sanguino) for the "main CPU" or use the 1284 - both are available in DIP packages, and feature larger amounts of flash and SRAM (and more pins).

gameboy color emulator tinspire butotns

Use the SD card libraries to read/write to the card. Instead - you might want to attempt to focus on a custom handheld console instead, using multiple 328s, or something similar.įor instance, there does exist a bootloader that can load a binary from an SD card so put your binary on that, along with data. That said - forget about trying to do emulation for one thing, it is likely to be impossible with the Harvard architecture used in the ATMega328. To answer your question, SPI will be what you want to use (IIRC, this is what SD cards use). I've also found four open-source gameboy emulators written in C, which (if I am not mistaken) is possible to port to a microcontroller-friendly format:ĮDIT: Considering that the original gameboy's processor used multiple chips in order to outsource some of the work (graphics, audio, etc.), would it be possible to spread the workload out similarly in my setup with multiple connected microcontrollers?Īnyone know what kind of connection to use between the chips? Although this is a long-term project (read: I don't plan on actually doing it anytime soon), I'm trying to get a pretty good picture of if it will work and how so I don't start and find it's too difficult/impossible part way through. At DigiKey, they have 16MHz and 20MHz Microcontrollers such as this one that has 16Kx8 (128K) RAM and 128KB program memory.

gameboy color emulator tinspire butotns

#Gameboy color emulator tinspire butotns software#

I know for emulation you usually need much higher specs than the original device, so I'd guess I would need a chip with at least 2x if not 4x or 5x the clock speed of the original, and some RAM overhead, as my emulation software would not be 100% efficient. ROM: Up to 8mb (stored on game cartridge, or in my case, a microSD card)

gameboy color emulator tinspire butotns

I figure a (fairly complicated) Arduino setup could do the job as the specs of the original gameboy are as follows: Goal: Create a device smaller than the original gameboy with the ability to emulate multiple games stored as ROMs on a microSD card.














Gameboy color emulator tinspire butotns