- Emulicious (236/236) SameBoy (235/238) Beaten Dying Moon (223/238) bgb (203/238) GambatteSpeedrun (157/181) binjgb (143/236) mGBA (133/233) VisualBoyAdvance-M (104/181) PyBoy (56/141) Goomba (48/232) VisualBoyAdvance (45/181) No$gmb (42/236) KiGB (34/231)
acid/​which.gb (DMG) INFO
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INFO
INFO
INFO
INFO
INFO
INFO
INFO
INFO
INFO
INFO
INFO
acid/​which.gb (GBC) INFO
INFO
INFO
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INFO
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No result INFO
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acid/​dmg-acid2.gbRendering test for classic GameBoy. PASS
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FAIL
PASS
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FAIL
FAIL
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FAIL
acid/​cgb-acid2.gbcRendering test for color GameBoy. PASS
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No result FAIL
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PASS
acid/​cgb-acid-hell.gbcVery specific rendering test of mid scanline writes, very hard to pass. PASS
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FAIL
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No result FAIL
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blarg/​cpu_instrs/​01-special.gb PASS
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FAIL
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blarg/​cpu_instrs/​02-interrupts.gb PASS
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FAIL
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blarg/​cpu_instrs/​03-op_sp,hl.gb PASS
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FAIL
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blarg/​cpu_instrs/​04-op_r,imm.gb PASS
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blarg/​cpu_instrs/​05-op_rp.gb PASS
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FAIL
FAIL
blarg/​cpu_instrs/​06-ld_r,r.gb PASS
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blarg/​cpu_instrs/​07-jr,jp,call,ret,rst.gb PASS
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blarg/​cpu_instrs/​08-misc_instrs.gb PASS
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FAIL
PASS
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blarg/​cpu_instrs/​09-op_r,r.gb PASS
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blarg/​cpu_instrs/​10-bit_ops.gb PASS
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blarg/​cpu_instrs/​11-op_a,(hl).gb PASS
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FAIL
PASS
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blarg/​halt_bug.gb PASS
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FAIL
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blarg/​instr_timing.gb PASS
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blarg/​interrupt_time.gb PASS
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No result FAIL
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blarg/​mem_timing/​01-read_timing.gb PASS
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blarg/​mem_timing/​02-write_timing.gb PASS
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FAIL
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blarg/​mem_timing/​03-modify_timing.gb PASS
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blarg/​mem_timing-2/​01-read_timing.gb PASS
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blarg/​mem_timing-2/​02-write_timing.gb PASS
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FAIL
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blarg/​mem_timing-2/​03-modify_timing.gb PASS
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FAIL
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blarg/​oam_bug/​1-lcd_sync.gb PASS
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blarg/​oam_bug/​2-causes.gb PASS
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blarg/​oam_bug/​3-non_causes.gb PASS
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blarg/​oam_bug/​4-scanline_timing.gb PASS
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FAIL
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blarg/​oam_bug/​5-timing_bug.gb PASS
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FAIL
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blarg/​oam_bug/​6-timing_no_bug.gb PASS
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blarg/​oam_bug/​8-instr_effect.gb PASS
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FAIL
FAIL
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blarg/​dmg_sound/​01-registers.gb PASS
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blarg/​dmg_sound/​02-len_ctr.gb PASS
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FAIL
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blarg/​dmg_sound/​03-trigger.gb PASS
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FAIL
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blarg/​dmg_sound/​04-sweep.gb PASS
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FAIL
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blarg/​dmg_sound/​05-sweep_details.gb PASS
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FAIL
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blarg/​dmg_sound/​06-overflow_on_trigger.gb PASS
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FAIL
PASS
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blarg/​dmg_sound/​07-len_sweep_period_sync.gb PASS
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FAIL
PASS
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blarg/​dmg_sound/​08-len_ctr_during_power.gb PASS
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FAIL
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blarg/​dmg_sound/​09-wave_read_while_on.gb PASS
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blarg/​dmg_sound/​10-wave_trigger_while_on.gb PASS
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FAIL
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blarg/​dmg_sound/​11-regs_after_power.gb PASS
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blarg/​dmg_sound/​12-wave_write_while_on.gb PASS
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blarg/​cgb_sound/​01-registers.gb PASS
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No result FAIL
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blarg/​cgb_sound/​02-len_ctr.gb PASS
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No result FAIL
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blarg/​cgb_sound/​03-trigger.gb PASS
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No result FAIL
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blarg/​cgb_sound/​04-sweep.gb PASS
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No result FAIL
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blarg/​cgb_sound/​05-sweep_details.gb PASS
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No result FAIL
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blarg/​cgb_sound/​06-overflow_on_trigger.gb PASS
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No result PASS
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blarg/​cgb_sound/​07-len_sweep_period_sync.gb PASS
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FAIL
PASS
No result FAIL
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blarg/​cgb_sound/​08-len_ctr_during_power.gb PASS
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FAIL
PASS
No result FAIL
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blarg/​cgb_sound/​09-wave_read_while_on.gb PASS
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No result FAIL
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blarg/​cgb_sound/​10-wave_trigger_while_on.gb PASS
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FAIL
PASS
No result PASS
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FAIL
blarg/​cgb_sound/​11-regs_after_power.gb PASS
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FAIL
PASS
No result FAIL
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blarg/​cgb_sound/​12-wave.gb PASS
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No result FAIL
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daid/​ppu_scanline_bgp.gbMid scanline BGP register changes. Requires accurate PPU timing. Changing the BGP register can causes one pixel to be the OR result of the previous and next BGP colors, resulting in a black line. This seems hardware dependend as not all DMGs do this. PASS
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FAIL
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daid/​stop_instr.gb (DMG)STOP instruction is usually not used, but it should blank out the screen on classic Gameboy. As the PPU is stopped. NOTE: Running this on real hardware might damage the hardware, as the screen should be turned off before STOP on DMG. PASS
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PASS
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FAIL
daid/​stop_instr.gb (GBC)STOP instruction is usually not used, but it should make the screen go black on Color Gameboy. The PPU is still running, but it cannot access VRAM, so it reads all black PASS
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No result PASS
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FAIL
daid/​stop_instr_gbc_mode3.gbSTOP instruction is usually not used, but doing a STOP during mode 3 on Color Gameboy will keep the screen displaying the same data, as the PPU keeps running, and during mode3 it can access VRAM. PASS
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No result FAIL
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daid/​speed_switch_timing_div.gbcExecuting a STOP for a speed switch should reset the DIV register. Not doing this could cause problems with RNG for games, failing this will most certainly desync a TAS. PASS
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No result FAIL
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daid/​speed_switch_timing_ly.gbc PASS
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No result FAIL
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daid/​speed_switch_timing_stat.gbc PASS
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No result FAIL
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daid/​rom_and_ram.gbTest how the ROM+RAM header option of the emulator acts. No official hardware is known to use this configuration. Most compattible way to emulate this is have always enabled RAM available. INFO
INFO
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No result INFO
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No result
ax6/​rtc3test-1.gb PASS
PASS