To enable the experimental FIFO renderer (as opposed to the scanline renderer), you can build the project with the -Dfifo flag. There are a couple of compile-time flags that you can take advantage of. Games with native support for the Game Boy Color, like Pokemon Crystal, should behave the same with or without the bios. If you choose to launch a game for the original Game Boy without the Game Boy Color bios, you'll only see the games in 4 colors as you would on an original Game Boy. This is why Pokemon Blue (which was developed for the original Game Boy and only had 4 colors) has a handful more colors, including a blue primary color and a red color for the character sprites. Note: The Game Boy Color bios initializes the color palettes in some old Game Boy games to give them an updated look. The binary takes an optional CGB bios path and a rom path as its arguments: bin/cryboy /path/to/rom or bin/cryboy /path/to/bios /path/to/rom. At this point, the binary lives in bin/cryboy.
UsageĪfter installing the dependencies, the project can be built with shards build -release. If you don't do this directly, they'll be installed when you build the project.
#POKEMON CRYSTAL EMULATOR FOR DESKTOP INSTALL#
Install that in whichever way you see fit.Īfter cloning the repository, you can install the required shards with shards install. This would not be possible without the Pan Docs, izik's opcode table, the gbz80 opcode reference, The Cycle-Accurate Game Boy Docs, or gekkio's Game Boy: Complete Technical Reference. The goal of this project is to create an efficient Game Boy emulator with highly readable code. Ported into my GBA emulator Crab to reduce common logic and bugs between the twoĬryBoy is a Game Boy (Color) emulator written in Crystal.