Reference
Here lie all of the docstrings in the GameBoy.jl codebase.
GameBoy.Button
— TypeAll of the buttons that can be pressed
GameBoy.Emulator
— TypeThe state of an emulator.
GameBoy.Component.reset!
— MethodPower cycle the emulator
GameBoy.buttonstate!
— MethodDirectly set the state of a button.
GameBoy.doframe!
— MethodRun one frame of emulation.
GameBoy.execute
— MethodPress a button in the emulator.
GameBoy.press!
— MethodPress the provided button at the beginning of the next frame and release it at the end. Only one button can be press!
ed each frame. If you want to do something more complicated, use the lower level buttonstate!
API.
GameBoy.ram!
— MethodRestore cartridge RAM. Use ram
to capture the state.
GameBoy.ram
— MethodGrab a copy of the cartridge RAM. This captures the save state. Use ram!
to restore this state.
GameBoy.read
— MethodRead an arbitrary byte of memory
GameBoy.snapshot
— MethodCreate a fully independent copy of the emulator and serialize it to filename
.
GameBoy.snapshot
— MethodReturn a fully independent copy of the emulator.
GameBoy.Processor.Cpu
— TypeMain processor
GameBoy.Carts.Cartridge
— TypeThe place that stores game data. Traditionally stored on removable media to swap between different games.
GameBoy.DirectMemoryAccess.DMA
— TypeDirect Memory Access metadata
GameBoy.RandomAccessMemory.Ram
— TypeRandom Access Memory.
GameBoy.Video.PPU
— TypeVideo subsystem
GameBoy.Interrupts.Interrupt
— TypeBit values of each interrupt in the system
GameBoy.InputOutput.IORegisters
— TypeAddresses of IO devices relative to 0xff00
Intentionally skipping sound since it is unimplemented in this emulator
GameBoy.Clock_.Clock
— TypeMain System Clock
GameBoy.MemoryMappingUnit.Mmu
— TypeMemory Mapping Unit Read and write bytes to the correct subsystem based on address.