🎮 RetroVerse — The Ultimate Multi-System Emulator | 50+ Consoles | RetroAchievements | 100% Custom Code | Clean Room BIOS
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  • Shell 1%
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NDS: trace obj554f4 state flow
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.forgejo/workflows feat: Tests & CI/CD Phase 26 (Closes #115 #116 #117 #118) 2026-03-13 01:17:26 +01:00
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android Update branding, packaging, and emulator tooling 2026-03-17 19:24:20 +01:00
assets/branding Update branding, packaging, and emulator tooling 2026-03-17 19:24:20 +01:00
bin NDS: trace obj554f4 state flow 2026-04-10 08:14:05 +02:00
boot_roms Boot ROM emulation + complete all 63 TODO tasks 🏆 2026-03-11 10:26:46 +01:00
compat feat: Kompatibilitätsdatenbank 53 Systeme Phase 28 (Closes #127) 2026-03-13 06:42:58 +01:00
legacy/gb_emulator_src chore: Phase 0 Cleanup — alte GB-Emulator-Reste in legacy/ verschoben (Closes #45) 2026-03-12 22:14:59 +01:00
obj/core NDS: Implement IPC FIFO fully (IPCFIFOCNT, IPCFIFORECV, send/recv IRQs, error handling) 2026-03-16 07:16:28 +01:00
packaging Update branding, packaging, and emulator tooling 2026-03-17 19:24:20 +01:00
prints Add prints directory for GB Printer output 2026-03-11 13:40:31 +01:00
src NDS: trace obj554f4 state flow 2026-04-10 08:14:05 +02:00
test_roms Document Blargg dmg_sound APU test results 2026-03-11 11:22:26 +01:00
tests NDS: trace obj556e0 event chain 2026-04-10 08:07:47 +02:00
tools Update branding, packaging, and emulator tooling 2026-03-17 19:24:20 +01:00
web Update branding, packaging, and emulator tooling 2026-03-17 19:24:20 +01:00
wiki docs: Update GBA compatibility — 453/453 ROMs tested (S-Tier), refresh wiki 2026-03-15 02:31:34 +01:00
.gitignore Update branding, packaging, and emulator tooling 2026-03-17 19:24:20 +01:00
BETA_TESTING.md docs: Beta Testing Guide Phase 28 (Closes #135) 2026-03-13 06:43:03 +01:00
BUGFIX_TRACKER.md docs: Bugfix Sprint Tracker Phase 28 (Closes #126) 2026-03-13 06:42:58 +01:00
CREATE_N64_ISSUES.sh docs: Prepare Phase 17 — Nintendo 64 emulation planning 2026-03-14 22:36:44 +01:00
FINDINGS.md doc: VB testing findings — Mario Clash + Golf rendering confirmed 2026-03-14 21:42:14 +01:00
FRONTEND-SPEC.md 🎨 Add Frontend Spec — EmulationStation-style UI with extras 2026-03-11 22:37:48 +01:00
GBA_COMPLETE_TEST_REPORT.md docs: GBA Complete Test Report — 453/453 ROMs 100% compatibility, S-Tier rating 2026-03-15 01:50:21 +01:00
GBA_TEST_SUITE.md docs: GBA Test Suite Report — 30/30 ROMs 100% compatibility 2026-03-15 01:05:09 +01:00
Makefile feat: SDL2 Frontend — functional desktop binary (bin/retroverse) 2026-03-15 20:11:05 +01:00
Makefile.wasm Add WebAssembly port via Emscripten (#73) 2026-03-11 11:43:03 +01:00
PERFORMANCE.md docs: Performance Profiling Guide + JIT-Evaluierung Phase 28 (Closes #134) 2026-03-13 06:43:03 +01:00
PHASE_N64.md docs: Prepare Phase 17 — Nintendo 64 emulation planning 2026-03-14 22:36:44 +01:00
README.md docs: Update GBA compatibility — 453/453 ROMs tested (S-Tier), refresh wiki 2026-03-15 02:31:34 +01:00
README_ANDROID.md Add Android port project files (#74) 2026-03-11 11:43:57 +01:00
README_GBA.md Add GBA extension foundation (#75) 2026-03-11 11:45:18 +01:00
README_PACKAGING.md #108 .deb / .AppImage Packaging 2026-03-11 14:13:02 +01:00
test_rom.gb Add cartridge module for loading and unloading ROM files. Integrated into main program. 2026-03-10 21:56:59 +01:00
TODO.md Update Virtual Boy test results (Phase VB) 2026-03-14 09:55:22 +01:00
VB_TEST_SUITE.md test: Virtual Boy complete ROM suite — 18/20 titles rendering 2026-03-14 22:06:05 +01:00

🎮 RetroVerse

The Ultimate Multi-System Emulator

Every Console. Every Game. Every Achievement. Zero Dependencies.

50+ SystemsRetroAchievementsCustom BIOSBuildRoadmap


🔥 What is RetroVerse?

RetroVerse is an ambitious multi-system emulator built from scratch in C. No libretro cores. No borrowed emulator code. No rcheevos. Every single line is ours.

Born from a fully-featured Game Boy emulator, RetroVerse aims to emulate every console supported by RetroAchievements — from the Atari 2600 to the PlayStation 3.

Philosophy

  • 🔧 100% Custom Code — Every CPU, GPU, APU, and BIOS written from scratch
  • 🏆 Native RetroAchievements — Our own implementation, not rcheevos
  • 🧬 Clean Room BIOS — Reverse-engineered BIOS for every system, no downloads needed
  • Cycle-Accurate — Where it matters (GB, NES, SNES...)
  • 🌐 Cross-Platform — Linux, Windows, macOS, Android, WebAssembly

🎯 Supported Systems

Complete

System CPU Status
Game Boy (DMG) LR35902 (Z80-variant) Full — Blargg 11/11, DMG-acid2
Game Boy Color LR35902 (CGB) Full — CGB-acid2
Game Boy Advance ARM7TDMI Full — 453/453 ROMs tested, S-Tier 🏆
Virtual Boy V810 Production — 18/20 ROMs tested

All Implemented Systems (57 total)

Click to expand full system list

Handhelds

System CPU RA Support
Game Boy (DMG) LR35902 Full
Game Boy Color LR35902 (CGB) Full
Game Boy Advance ARM7TDMI Full — 453/453 Games 🏆
Nintendo DS ARM9 + ARM7
PSP MIPS Allegrex
Atari Lynx 65SC02
Neo Geo Pocket / Color TLCS-900H + Z80
WonderSwan / Color V30MZ
Mega Duck Z80-like
Arduboy AVR ATmega32U4

8-bit Home Consoles

System CPU RA Support
NES / Famicom 6502 Full
Master System / Mark III Z80
Game Gear Z80
Atari 2600 6507
Atari 7800 6502C
ColecoVision Z80
Fairchild Channel F F8
Intellivision CP1610
Magnavox Odyssey 2 Intel 8048
SG-1000 Z80
Arcadia 2001 Signetics 2636
Virtual Boy V810

8-bit Computers

System CPU RA Support
MSX Z80
Amstrad CPC Z80
Apple II / IIe / IIc 6502
NEC PC-8800 Z80

16-bit Systems

System CPU RA Support
SNES / Super Famicom 65C816 Full
Genesis / Mega Drive 68000 + Z80 Full
PC Engine / TurboGrafx-16 HuC6280
PC Engine CD HuC6280 + CD
Sega 32X 2x SH-2
Mega CD / Sega CD 68000 + CD
Neo Geo CD 68000 + Z80 + CD
Vectrex 6809

32-bit Systems

System CPU RA Support
PlayStation 1 MIPS R3000A Full
Nintendo 64 MIPS R4300i
Saturn 2x SH-2 + 68EC000
3DO Interactive ARM60
Atari Jaguar Tom + Jerry + 68000
Atari Jaguar CD Tom + Jerry + ARM7
PC-FX V810

6th Generation (128-bit)

System CPU RA Support
Dreamcast SH-4
PlayStation 2 Emotion Engine
GameCube PowerPC Gekko
Wii PowerPC Broadway
Wii U PowerPC Espresso (3-core)

7th Generation

System CPU RA Support
PlayStation 3 Cell BE (PPU + 6x SPU) HLE

Arcade

System CPU RA Support
CPS1 (Capcom) 68000 + Z80
CPS2 (Capcom) 68000 + Z80 + QSound
Neo Geo MVS 68000 + Z80
CAVE 68000 + Z80 + YMZ280B
Sega NAOMI SH-4
Sammy Atomiswave SH-4

🏆 RetroAchievements

Full RetroAchievements integration — built from scratch.

  • 🔐 Login & Authentication (Web API v1)
  • 📋 Achievement Loading & Condition Parsing
  • 🧠 Custom State Machine (ResetIf, PauseIf, AddSource, SubSource, AddHits...)
  • 🏅 Hardcore & Softcore Modes
  • 📊 Leaderboard Tracking (Start/Cancel/Submit)
  • 💬 Rich Presence
  • 🖼️ Badge Download & Overlay
  • 🔗 ROM Hashing per system (RA-compatible algorithms)

No rcheevos library. Every parser, every trigger, every API call — our code.


🧬 Clean Room BIOS

Every BIOS reverse-engineered using Clean Room Design:

System Method Status
Game Boy / GBC Custom Boot ROM Complete
GBA HLE BIOS 📋 Planned
PS1 HLE BIOS 📋 Planned
Saturn HLE BIOS 📋 Planned
Dreamcast HLE BIOS 📋 Planned
PS2 HLE / Partial 📋 Research
PS3 HLE Syscalls 📋 Long-term

Goal: No BIOS files needed. Ever. Just load your ROM and play.


🏗️ Architecture

retroverse/
├── core/                    # Shared Emulator Framework
│   ├── cpu/                 # ~12 CPU cores covering 50+ systems
│   │   ├── lr35902.c       # ✅ Game Boy (Z80-variant)
│   │   ├── z80.c           # SMS, GG, CPC, MSX, Neo Geo...
│   │   ├── m6502.c         # NES, Atari, Apple II...
│   │   ├── m65c816.c       # SNES
│   │   ├── m68000.c        # Genesis, Neo Geo, Saturn...
│   │   ├── arm7tdmi.c      # GBA, DS, 3DO
│   │   ├── mips_r3000.c    # PS1
│   │   ├── mips_r4300.c    # N64
│   │   ├── sh2.c           # 32X, Saturn
│   │   ├── sh4.c           # Dreamcast
│   │   ├── ppc.c           # GameCube, Wii
│   │   └── cell.c          # PS3
│   ├── gpu/                 # Graphics processors
│   ├── audio/               # Audio subsystems
│   ├── memory/              # Memory bus & DMA
│   ├── input/               # Input abstraction
│   └── scheduler/           # Cycle-accurate event scheduler
├── systems/                 # Console-specific glue
│   ├── gb/                  # ✅ Game Boy / Color
│   ├── gba/                 # Game Boy Advance
│   ├── nes/                 # NES / Famicom
│   └── ...                  # 50+ systems
├── bios/                    # Custom BIOS implementations
├── achievements/            # Custom RetroAchievements stack
├── frontend/
│   ├── sdl/                 # Desktop (Linux/Win/macOS)
│   ├── android/             # Android (JNI)
│   └── web/                 # WebAssembly
└── tests/                   # Test ROMs & automation

CPU Reuse — Write Once, Emulate Everywhere

CPU Core Systems
Z80 GB*, SMS, Game Gear, Amstrad CPC, MSX, Genesis (sound), Neo Geo (sound), ColecoVision
6502 NES, Atari 2600/7800, Apple II
65C816 SNES
68000 Genesis, Neo Geo, Saturn (sound), Atari Jaguar
ARM7TDMI GBA, Nintendo DS, 3DO
MIPS PS1, N64, PS2, PSP
SH-2/SH-4 32X, Saturn, Dreamcast
PowerPC GameCube, Wii, Wii U

*GB uses custom LR35902 (Z80-variant)

~12 CPU implementations cover 50+ consoles.


🛠️ Building

Requirements

  • GCC or Clang
  • SDL2
  • libcurl (for RetroAchievements)
  • Make

Build

git clone https://dev.nxvoid.de/krugi20/retroverse.git
cd retroverse
make
./retroverse rom.gb

Current Features (inherited from Game Boy Emulator v0.7.0)

  • Full DMG + CGB emulation
  • T-Cycle accurate PPU
  • Cycle-accurate APU
  • MBC1, MBC2, MBC3 (RTC), MBC5, MBC5+Rumble
  • Save States
  • Rewind
  • Fast Forward / Turbo
  • Game Boy Camera & Printer
  • Link Cable (local)
  • SGB Support
  • Boot ROM emulation
  • Cheats (Game Genie / GameShark)
  • Shaders & Color Palettes
  • Debugger, Disassembler, VRAM Viewer
  • OSD, Themes, Key Rebinding
  • Video Recording
  • WASM build

🗺️ Roadmap

Wave Systems Timeline
Wave 1 GBA, Nintendo DS, Virtual Boy Month 1-3
Wave 2 NES, Master System, Game Gear, Atari 2600 Month 3-5
Wave 3 SNES, Genesis, PC Engine Month 5-8
Wave 4 CD Systems (PCE-CD, Neo Geo CD, Sega CD) Month 8-10
Wave 5 PS1, N64, Saturn, PSP Month 10-14
Wave 6 Dreamcast, GameCube, PS2 Month 14-20
Wave 7 Niche systems (20+) Ongoing
Wave 8 PS3 Long-term

📜 License

TBD — Open Source (likely GPL-3.0 or MIT)


👥 Authors

  • Klaus Krug (@krugi20) — Creator & Lead Developer

🎮 Every Console. Every Game. Every Achievement. Every Line of Code — Ours. 🎮

Phase 17: Nintendo 64 (In Planning)

Status: Not yet started
Estimated Duration: ~150 hours
Milestone: 18

Nintendo 64 emulation with MIPS R4300i CPU, Reality Co-Processor GPU, PSG audio, and full controller support.

Key Components

  • MIPS R4300i CPU: 93.75 MHz 64-bit processor with interrupt-driven exception handling
  • RCP Graphics Engine: T&L pipeline, triangle rasterization, texture mapping, Z-buffering
  • PSG Audio: 8-voice synthesis with ADPCM support
  • I/O: Controller input, EEPROM saves, rumble pak, memory pak

Test ROMs

  • The Legend of Zelda: Ocarina of Time
  • Super Mario 64
  • Mario Kart 64
  • GoldenEye 007

Progress

  • MIPS R4300i ISA (#65#66)
  • RCP Graphics Processor (#67#68)
  • Audio, I/O, Bootloader (#69)

See N64 Emulation Wiki for detailed architecture & PHASE_N64.md for implementation plan.


🎮 Compatibility Lists

Virtual Boy (Wave 1) — PRODUCTION READY

Test Results: 18/20 titles rendering (90% success rate) — 1500 frames per ROM with simulated input

Status Count Titles
Perfect 18 Galactic Pinball, Innsmouth no Yakata, Jack Bros., Mario Clash, Mario's Tennis, Nester's Funky Bowling, Panic Bomber, Red Alarm, SD Gundam, Space Invaders VC (100% screen), Teleroboxer, Vertical Force, Virtual Bowling (perfect titlescreen), Wario Land, Virtual Fishing, Virtual Lab, V-Tetris, Waterworld (in-game + HUD)
⚠️ Deferred 2 Golf (requires 5000+ frames), Space Squash (CHR loads, FB routing edge case)

Notable Achievements:

  • Space Invaders VC: 100% framebuffer fill (32KB CHR, all 86,016 pixels)
  • Virtual Bowling: Perfect titlescreen rendering
  • Waterworld: Full 3D gameplay with HUD
  • Nester's Funky Bowling: Interactive pause menu

Full Report: See VB_TEST_SUITE.md & FINDINGS.md


Game Boy Advance (Wave 1) — IMPLEMENTED

Features:

  • ARM7TDMI CPU (32-bit, T-Thumb support)
  • PPU: 5 video modes, sprite rendering, affine transformations
  • APU: 4-channel audio engine with ADPCM
  • Memory management: 32KB EWRAM, 16KB BWRAM, cartridge support
  • RetroAchievements ready

Known Working Titles:

  • Pokémon Emerald
  • The Legend of Zelda: The Minish Cap
  • Metroid Fusion
  • Fire Emblem: The Sacred Stones
  • Mario & Luigi: Superstar Saga
  • Kirby & The Amazing Mirror

Test Status: Pending full ROM suite testing (similar to VB protocol)