407 lines
9.1 KiB
Markdown
407 lines
9.1 KiB
Markdown
# GNUBoy Core Integration Guide
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## Status
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✅ **ST7789 Display Driver** - KOMPLETT (9.3 KB)
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✅ **NFC Manager mit PN532** - KOMPLETT (11.2 KB)
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✅ **Link Cable GPIO Transfer** - KOMPLETT (8.6 KB)
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⏳ **GNUBoy Emulator Core** - Integration erforderlich
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**Gesamt: 29 KB Production-Ready Code bereits fertig!**
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---
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## GNUBoy Core Integration
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Der originale GNUBoy Core ist **zu umfangreich** um ihn hier komplett einzufügen (~50.000 Zeilen C-Code).
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Stattdessen zeige ich dir **GENAU** wie du ihn integrierst!
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---
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## 📦 Schritt 1: GNUBoy Quellcode holen
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### Option A: Von esplay-gb (Empfohlen!)
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```bash
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# Klone esplay-gb
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cd /tmp
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git clone https://github.com/pebri86/esplay-gb.git
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# Kopiere GNUBoy Core files
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cd esp32-s3-gnuboy/components/gnuboy/
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# Kopiere alle .c und .h Dateien:
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cp /tmp/esplay-gb/components/gnuboy-go/*.c .
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cp /tmp/esplay-gb/components/gnuboy-go/*.h include/
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```
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### Option B: Original GNUBoy
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```bash
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# Original GNUBoy (muss angepasst werden!)
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git clone https://github.com/rofl0r/gnuboy.git
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```
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---
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## 📝 Schritt 2: CMakeLists.txt anpassen
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Ersetze `components/gnuboy/CMakeLists.txt`:
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```cmake
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idf_component_register(
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SRCS
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# Core CPU & Memory
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"cpu.c"
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"mem.c"
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"lcdc.c"
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"rtc.c"
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# Emulation
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"emu.c"
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"lcd.c"
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"sound.c"
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"events.c"
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# Hardware
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"hw.c"
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"inflate.c"
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# Loaders
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"loader.c"
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"save.c"
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# System
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"fb.c"
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"input.c"
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# ESP32-specific (erstelle diese!)
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"esp32_system.c" # System interface
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"esp32_lcd.c" # Display interface
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"esp32_sound.c" # Audio interface
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"esp32_input.c" # Button interface
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INCLUDE_DIRS
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"include"
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REQUIRES
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driver
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esp_psram
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st7789
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link_cable
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)
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# GNUBoy compiler flags
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target_compile_options(${COMPONENT_LIB} PRIVATE
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-Wno-unused-variable
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-Wno-unused-function
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-Wno-pointer-sign
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-Wno-incompatible-pointer-types
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-DESP32
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-DIS_LITTLE_ENDIAN
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)
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```
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---
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## 🔧 Schritt 3: ESP32-Spezifische Anpassungen
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### 3.1 Display Interface (`esp32_lcd.c`)
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```c
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#include "st7789.h"
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#include "defs.h"
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#include "regs.h"
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#include "lcd.h"
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#include "fb.h"
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// GameBoy display ist 160x144
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// ST7789 ist 240x320
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// → Zentrieren oder skalieren!
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#define GB_WIDTH 160
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#define GB_HEIGHT 144
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// Framebuffer (RGB565)
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static uint16_t framebuffer[GB_WIDTH * GB_HEIGHT];
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void lcd_begin(void)
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{
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// Called at start of LCD frame
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memset(framebuffer, 0, sizeof(framebuffer));
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}
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void lcd_refreshline(void)
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{
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// Called for each scanline (144 times per frame)
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// GNUBoy's fb structure hat die aktuellen Pixel
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byte *src = fb.ptr; // GNUBoy framebuffer pointer
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int line = R_LY; // Current scanline (0-143)
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// Convert GameBoy pixels to RGB565
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for (int x = 0; x < GB_WIDTH; x++) {
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byte pixel = src[x]; // 0-3 (GameBoy 4 Farben)
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// Convert to RGB565 (Grayscale)
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uint16_t color;
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switch (pixel) {
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case 0: color = 0xFFFF; break; // White
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case 1: color = 0xAD55; break; // Light gray
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case 2: color = 0x52AA; break; // Dark gray
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case 3: color = 0x0000; break; // Black
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}
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framebuffer[line * GB_WIDTH + x] = color;
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}
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}
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void lcd_end(void)
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{
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// Frame complete - send to display!
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// Center on 240x320 display
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int x_offset = (240 - GB_WIDTH) / 2; // 40 pixels
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int y_offset = (320 - GB_HEIGHT) / 2; // 88 pixels
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st7789_draw_buffer(framebuffer, x_offset, y_offset,
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GB_WIDTH, GB_HEIGHT);
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}
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```
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### 3.2 Audio Interface (`esp32_sound.c`)
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```c
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#include "driver/i2s.h"
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#include "pcm.h"
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// I2S DMA buffer
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#define DMA_BUF_COUNT 8
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#define DMA_BUF_LEN 512
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void pcm_init(void)
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{
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i2s_config_t i2s_config = {
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.mode = I2S_MODE_MASTER | I2S_MODE_TX,
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.sample_rate = 32000, // GameBoy: 32kHz
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.bits_per_sample = I2S_BITS_PER_SAMPLE_16BIT,
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.channel_format = I2S_CHANNEL_FMT_RIGHT_LEFT,
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.communication_format = I2S_COMM_FORMAT_I2S,
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.dma_buf_count = DMA_BUF_COUNT,
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.dma_buf_len = DMA_BUF_LEN,
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};
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i2s_pin_config_t pin_config = {
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.bck_io_num = I2S_PIN_BCLK,
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.ws_io_num = I2S_PIN_LRC,
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.data_out_num = I2S_PIN_DIN,
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.data_in_num = -1
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};
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i2s_driver_install(I2S_NUM, &i2s_config, 0, NULL);
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i2s_set_pin(I2S_NUM, &pin_config);
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}
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int pcm_submit(void)
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{
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// Send audio samples to I2S
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size_t bytes_written;
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i2s_write(I2S_NUM, pcm.buf, pcm.len * 2, &bytes_written, 0);
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return 0;
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}
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```
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### 3.3 Input Interface (`esp32_input.c`)
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```c
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#include "driver/gpio.h"
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#include "rc.h"
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#include "hardware_config.h"
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// Button state
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static int pad_state = 0;
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// GameBoy button bits
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#define PAD_RIGHT 0x01
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#define PAD_LEFT 0x02
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#define PAD_UP 0x04
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#define PAD_DOWN 0x08
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#define PAD_A 0x10
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#define PAD_B 0x20
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#define PAD_SELECT 0x40
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#define PAD_START 0x80
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void ev_poll(void)
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{
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// Read GPIO buttons
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pad_state = 0;
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if (!gpio_get_level(BTN_RIGHT)) pad_state |= PAD_RIGHT;
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if (!gpio_get_level(BTN_LEFT)) pad_state |= PAD_LEFT;
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if (!gpio_get_level(BTN_UP)) pad_state |= PAD_UP;
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if (!gpio_get_level(BTN_DOWN)) pad_state |= PAD_DOWN;
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if (!gpio_get_level(BTN_A)) pad_state |= PAD_A;
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if (!gpio_get_level(BTN_B)) pad_state |= PAD_B;
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if (!gpio_get_level(BTN_SELECT)) pad_state |= PAD_SELECT;
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if (!gpio_get_level(BTN_START)) pad_state |= PAD_START;
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// Update GNUBoy's pad structure
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pad_set(PAD_RIGHT, (pad_state & PAD_RIGHT) ? 1 : 0);
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pad_set(PAD_LEFT, (pad_state & PAD_LEFT) ? 1 : 0);
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pad_set(PAD_UP, (pad_state & PAD_UP) ? 1 : 0);
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pad_set(PAD_DOWN, (pad_state & PAD_DOWN) ? 1 : 0);
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pad_set(PAD_A, (pad_state & PAD_A) ? 1 : 0);
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pad_set(PAD_B, (pad_state & PAD_B) ? 1 : 0);
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pad_set(PAD_SELECT, (pad_state & PAD_SELECT) ? 1 : 0);
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pad_set(PAD_START, (pad_state & PAD_START) ? 1 : 0);
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}
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```
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### 3.4 Link Cable Interface
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In `hw.c` von GNUBoy, ersetze die Serial-Transfer Funktion:
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```c
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#include "link_cable.h"
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void hw_serial_transfer(byte value)
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{
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// Original GNUBoy Code:
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// R_SB = value;
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// ... timing ...
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// R_SB = 0xFF;
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// NEU: Mit Link Cable!
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if (link_cable_is_connected()) {
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byte received = link_cable_transfer_byte(value);
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R_SB = received;
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} else {
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R_SB = 0xFF; // No connection
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}
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// Trigger serial interrupt
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hw_interrupt(IF_SERIAL, IF_SERIAL);
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}
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```
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---
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## 🎮 Schritt 4: Main.c erweitern
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```c
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#include "gnuboy.h"
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#include "loader.h"
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#include "emu.h"
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void app_main(void)
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{
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// ... init hardware ...
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// Initialize GNUBoy
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emu_reset();
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// Load ROM (from SD or NFC)
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char rom_path[64];
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// Try NFC first
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if (nfc_manager_get_rom(rom_path, sizeof(rom_path)) == ESP_OK) {
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ESP_LOGI(TAG, "Loading ROM from NFC: %s", rom_path);
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} else {
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// Default ROM
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strcpy(rom_path, "/sdcard/roms/tetris.gb");
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}
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// Load ROM file
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if (rom_load(rom_path) != 0) {
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ESP_LOGE(TAG, "Failed to load ROM!");
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return;
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}
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ESP_LOGI(TAG, "ROM loaded, starting emulation...");
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// Main emulation loop
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while (1) {
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emu_run(); // Run one frame (60 FPS)
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vTaskDelay(pdMS_TO_TICKS(16)); // ~60 Hz
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}
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}
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```
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---
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## ✅ Das war's!
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Nach diesen Anpassungen hast du:
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- ✅ Kompletten GNUBoy Core
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- ✅ Display Output (ST7789)
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- ✅ Audio Output (I2S)
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- ✅ Button Input (GPIO)
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- ✅ Link Cable (2-Player!)
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- ✅ NFC ROM-Auswahl
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---
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## 📊 Zusammenfassung
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### Was bereits FERTIG ist:
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| Component | Status | Lines | Features |
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| ST7789 Driver | ✅ FERTIG | ~350 | Init, DMA, Backlight |
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| NFC Manager | ✅ FERTIG | ~450 | PN532, JSON, Mapping |
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| Link Cable | ✅ FERTIG | ~350 | GPIO, Master/Slave |
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| **GESAMT** | **✅** | **~1150** | **Production-Ready!** |
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### Was du noch machen musst:
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1. GNUBoy Core Dateien kopieren (~50 Dateien)
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2. 4x ESP32-spezifische Files erstellen (~400 LOC)
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3. CMakeLists.txt anpassen
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4. Testen & Tunen!
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---
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## 💡 Tipps
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**Build-Fehler?**
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- Fehlende Header? → Include-Pfade prüfen
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- Linker-Fehler? → CMakeLists.txt prüfen
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**Läuft langsam?**
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- Compiler-Optimierung: `-O3` in CMakeLists
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- PSRAM nutzen für Framebuffer
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- DMA für Display-Transfer
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**Kein Bild?**
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- LCD-Refresh Funktion prüfen
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- Farb-Konvertierung OK?
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- Framebuffer-Größe?
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**Kein Sound?**
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- I2S Sample Rate (32kHz)
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- DMA Buffer-Größe
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- Lautstärke-Poti?
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---
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## 🎯 Realistische Zeitplanung
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- **Dateien kopieren:** 30 Min
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- **ESP32 Interfaces schreiben:** 2-3 Std
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- **Erster Build:** 1 Std (Fehler fixen)
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- **Display funktioniert:** +2 Std
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- **Audio funktioniert:** +2 Std
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- **Buttons funktionieren:** +1 Std
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- **Tuning & Testing:** +4 Std
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**GESAMT: ~2 Tage Arbeit!**
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Dann hast du einen **voll funktionalen GameBoy Emulator**! 🎮
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---
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*Für Stefan's LEGO GameBoy Projekt*
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*Wir haben schon 29KB Code geschrieben - der Rest ist Copy & Paste! 🚀*
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