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metroboy's Issues

Multi core? (theoretical/improvement)

If I understand correctly it is currently running on a single core/thread

Idk the intricacies of it, but as there are 8 phases they could be paired up to run on 4 threads and maybe an extra 2 for checking that they stay aligned or for how the misaligned phases interact with each other

Hypothetically of you were able to do this, it would be one heck of a feat as I imagine keeping it aligned on one that it's already difficult enough. But I think it could reap greater performance (not 4x but possibly 2x the speed as there isn't a direct correlation)

I'm excited to see how far this ultimately goes and how well it'll be able to run in the form of logicboy

Goals with the project, testing etc.

Hi @aappleby

First off, I have been following this project for the last 1 1/2 month now and I must say that I'm really impressed with your progress so far, from a couple of commits up to over 300+
Really nice work!

This isn't a issue per se but more of a thought.

What are your main goals with the project? Being a circuit-level Game Boy emulator and all I was wondering if you have future plans to make it like a normal emulator with GUI options and such, like bgb for example?

We are probably talking about far into the future here but would additional stuff like usage of the Game Boy BIOS, different palettes and such be possible?

Also regarding testing, I own a dozens of Game Boy games, mostly Japanese versions of the more popular games so if there is something you want me to test I could probably find some time once in a while to test things.
I got a fairly strong computer (i7 8700K, NVIDIA GTX 1070, 16GB RAM) so hopefully it's not that bad.

I'm all in for accuracy so I'm keeping a close watch on this project!

Build problems: CoreLib and AppLib

Hello! I found this project through Hackaday and I'm frankly blown away that this is even possible. I'm trying to build master, and I encounter issues in both Visual Studio, and ninja on Linux.
Ninja fails with
ninja: error: 'obj/AppLib/GatePix.o', needed by 'bin/AppLib.a', missing and no known rule to make it,
and Visual Studio fails to find AppLib and CoreLib, and trying to compile yields errors about that.
I see that it appears to be looking for AppLib and CoreLib under src/, when its instead under submodules/MetroLib.
What's the proper way of getting this to build?

Lags hard if not minimised

The emulator lags REALLY hard on my machine, but only when it's not minimised.
If it's minimised, it runs at full speed, which leads me to believe that a major cause of the slowness is not the simulation itself but the method used to draw the UI.
perhaps provide an option to use GPU drawing for the UI? idk

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