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//! Main GameBoy emulation entrypoint functions and structures.

use std::{
    cell::RefCell,
    collections::VecDeque,
    fmt::{self, Display, Formatter},
    rc::Rc,
};

use crate::{
    cheats::{
        genie::{GameGenie, GameGenieCode},
        shark::{GameShark, GameSharkCode},
    },
    data::{BootRom, CGB_BOOT, DMG_BOOT, DMG_BOOTIX, MGB_BOOTIX, SGB_BOOT},
    devices::{printer::PrinterDevice, stdout::StdoutDevice},
    pad::{Pad, PadKey},
        Ppu, PpuMode, Tile, DISPLAY_HEIGHT, DISPLAY_WIDTH, FRAME_BUFFER_RGB1555_SIZE,
        FRAME_BUFFER_RGB565_SIZE, FRAME_BUFFER_SIZE, FRAME_BUFFER_XRGB8888_SIZE,
    rom::{Cartridge, RamSize},
    serial::{NullDevice, Serial, SerialDevice},
    timer::Timer,
#[cfg(feature = "wasm")]
use wasm_bindgen::prelude::*;

#[cfg(feature = "wasm")]
use crate::{
    gen::dependencies_map,
    ppu::{Palette, Pixel},
};
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#[cfg(feature = "wasm")]
use std::{
    convert::TryInto,
    panic::{set_hook, take_hook, PanicInfo},
};
/// Enumeration that describes the multiple running
// modes of the Game Boy emulator.
// DMG = Original Game Boy
// CGB = Game Boy Color
// SGB = Super Game Boy
#[cfg_attr(feature = "wasm", wasm_bindgen)]
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum GameBoyMode {
impl GameBoyMode {
    pub fn description(&self) -> &'static str {
        match self {
            GameBoyMode::Dmg => "Game Boy (DMG)",
            GameBoyMode::Cgb => "Game Boy Color (CGB)",
            GameBoyMode::Sgb => "Super Game Boy (SGB)",
        }
    }
    pub fn from_u8(value: u8) -> Self {
        match value {
            1 => GameBoyMode::Dmg,
            2 => GameBoyMode::Cgb,
            3 => GameBoyMode::Sgb,
            _ => panic!("Invalid mode value: {}", value),
        }
    }

    pub fn from_string(value: &str) -> Self {
            "dmg" | "DMG" => GameBoyMode::Dmg,
            "cgb" | "CGB" => GameBoyMode::Cgb,
            "sgb" | "SGB" => GameBoyMode::Sgb,
            _ => panic!("Invalid mode value: {}", value),
        }
    }
    pub fn to_string(&self, uppercase: Option<bool>) -> String {
        let uppercase = uppercase.unwrap_or(false);
        match self {
            GameBoyMode::Dmg => (if uppercase { "DMG" } else { "dmg" }).to_string(),
            GameBoyMode::Cgb => (if uppercase { "CGB" } else { "cgb" }).to_string(),
            GameBoyMode::Sgb => (if uppercase { "SGB" } else { "sgb" }).to_string(),
        }
    }

    pub fn is_dmg(&self) -> bool {
        *self == GameBoyMode::Dmg
    }

    pub fn is_cgb(&self) -> bool {
        *self == GameBoyMode::Cgb
    }

    pub fn is_sgb(&self) -> bool {
        *self == GameBoyMode::Sgb
    }
}

impl Display for GameBoyMode {
    fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
        write!(f, "{}", self.description())
    }
}

#[cfg_attr(feature = "wasm", wasm_bindgen)]
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum GameBoySpeed {
    Normal = 0,
    Double = 1,
}

impl GameBoySpeed {
    pub fn description(&self) -> &'static str {
        match self {
            GameBoySpeed::Normal => "Normal Speed",
            GameBoySpeed::Double => "Double Speed",
        }
    }

    pub fn switch(&self) -> Self {
        match self {
            GameBoySpeed::Normal => GameBoySpeed::Double,
            GameBoySpeed::Double => GameBoySpeed::Normal,
        }
    }

    pub fn multiplier(&self) -> u8 {
        match self {
            GameBoySpeed::Normal => 1,
            GameBoySpeed::Double => 2,
        }
    }

    pub fn from_u8(value: u8) -> Self {
        match value {
            0 => GameBoySpeed::Normal,
            1 => GameBoySpeed::Double,
            _ => panic!("Invalid speed value: {}", value),
        }
    }
}

impl Display for GameBoySpeed {
    fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
        write!(f, "{}", self.description())
    }
}

#[cfg_attr(feature = "wasm", wasm_bindgen)]
#[derive(Clone, Copy, PartialEq, Eq)]
pub struct GameBoyConfig {
    /// The current running mode of the emulator, this
    /// may affect many aspects of the emulation, like
    /// CPU frequency, PPU frequency, Boot rome size, etc.
    mode: GameBoyMode,
    /// If the PPU is enabled, it will be clocked.
    ppu_enabled: bool,

    /// If the APU is enabled, it will be clocked.
    apu_enabled: bool,
    /// if the DMA is enabled, it will be clocked.
    dma_enabled: bool,

    /// If the timer is enabled, it will be clocked.
    timer_enabled: bool,
    /// If the serial is enabled, it will be clocked.
    serial_enabled: bool,

    /// The current frequency at which the Game Boy
    /// emulator is being handled. This is a "hint" that
    /// may help components to adjust their internal
    /// logic to match the current frequency. For example
    /// the APU will adjust its internal clock to match
    /// this hint.
    clock_freq: u32,
#[cfg_attr(feature = "wasm", wasm_bindgen)]
impl GameBoyConfig {
    pub fn is_dmg(&self) -> bool {
        self.mode == GameBoyMode::Dmg
    }

    pub fn is_cgb(&self) -> bool {
        self.mode == GameBoyMode::Cgb
    }

    pub fn is_sgb(&self) -> bool {
        self.mode == GameBoyMode::Sgb
    pub fn mode(&self) -> GameBoyMode {
    pub fn set_mode(&mut self, value: GameBoyMode) {
        self.mode = value;
    }

    pub fn ppu_enabled(&self) -> bool {
        self.ppu_enabled
    }

    pub fn set_ppu_enabled(&mut self, value: bool) {
        self.ppu_enabled = value;
    }

    pub fn apu_enabled(&self) -> bool {
        self.apu_enabled
    }

    pub fn set_apu_enabled(&mut self, value: bool) {
        self.apu_enabled = value;
    }

    pub fn dma_enabled(&self) -> bool {
        self.dma_enabled
    }

    pub fn set_dma_enabled(&mut self, value: bool) {
        self.dma_enabled = value;
    }

    pub fn timer_enabled(&self) -> bool {
        self.timer_enabled
    }

    pub fn set_timer_enabled(&mut self, value: bool) {
        self.timer_enabled = value;
    }

    pub fn serial_enabled(&self) -> bool {
        self.serial_enabled
    }

    pub fn set_serial_enabled(&mut self, value: bool) {
        self.serial_enabled = value;
    }

    pub fn clock_freq(&self) -> u32 {
        self.clock_freq
    }

    pub fn set_clock_freq(&mut self, value: u32) {
        self.clock_freq = value;
    }
}

impl Default for GameBoyConfig {
    fn default() -> Self {
        Self {
            mode: GameBoyMode::Dmg,
            ppu_enabled: true,
            apu_enabled: true,
            timer_enabled: true,
            serial_enabled: true,
            clock_freq: GameBoy::CPU_FREQ,
        }
    }
}

/// Aggregation structure allowing the bundling of
/// all the components of a GameBoy into a single a
/// single element for easy access.
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pub struct Components {
    pub ppu: Ppu,
    pub apu: Apu,
    pub dma: Dma,
    pub pad: Pad,
    pub timer: Timer,
    pub serial: Serial,
}

#[cfg_attr(feature = "wasm", wasm_bindgen)]
pub struct Registers {
    pub pc: u16,
    pub sp: u16,
    pub a: u8,
    pub b: u8,
    pub c: u8,
    pub d: u8,
    pub e: u8,
    pub h: u8,
    pub l: u8,
    pub scy: u8,
    pub scx: u8,
    pub wy: u8,
    pub wx: u8,
    pub ly: u8,
    pub lyc: u8,
}

pub trait AudioProvider {
    fn audio_output(&self) -> u8;
    fn audio_buffer(&self) -> &VecDeque<u8>;
    fn clear_audio_buffer(&mut self);
}

/// Top level structure that abstracts the usage of the
/// Game Boy system under the Boytacean emulator.
/// Should serve as the main entry-point API.
#[cfg_attr(feature = "wasm", wasm_bindgen)]
pub struct GameBoy {
    /// The current running mode of the emulator, this
    /// may affect many aspects of the emulation, like
    /// CPU frequency, PPU frequency, Boot rome size, etc.
    /// This is a clone of the configuration value
    /// kept for performance reasons.
    mode: GameBoyMode,

    /// If the PPU is enabled, it will be clocked.
    /// This is a clone of the configuration value
    /// kept for performance reasons.
    ppu_enabled: bool,

    /// If the APU is enabled, it will be clocked.
    /// This is a clone of the configuration value
    /// kept for performance reasons.
    apu_enabled: bool,

    /// If the DMA is enabled, it will be clocked.
    /// This is a clone of the configuration value
    /// kept for performance reasons.
    dma_enabled: bool,

    /// If the timer is enabled, it will be clocked.
    /// This is a clone of the configuration value
    /// kept for performance reasons.
    timer_enabled: bool,

    /// If the serial is enabled, it will be clocked.
    /// This is a clone of the configuration value
    /// kept for performance reasons.
    serial_enabled: bool,

    /// The current frequency at which the Game Boy
    /// emulator is being handled. This is a "hint" that
    /// may help components to adjust their internal
    /// logic to match the current frequency. For example
    /// the APU will adjust its internal clock to match
    /// this hint.
    /// This is a clone of the configuration value
    /// kept for performance reasons.
    clock_freq: u32,

    /// Reference to the Game Boy CPU component to be
    /// used as the main element of the system, when
    /// clocked, the amount of ticks from it will be
    /// used as reference or the rest of the components.
    cpu: Cpu,

    /// The reference counted and mutable reference to
    /// Game Boy configuration structure that can be
    /// used by the GB components to access global
    /// configuration values on the current emulator.
    /// If performance is required (may value access)
    /// the values should be cloned and stored locally.
    gbc: Rc<RefCell<GameBoyConfig>>,
}

#[cfg_attr(feature = "wasm", wasm_bindgen)]
impl GameBoy {
    #[cfg_attr(feature = "wasm", wasm_bindgen(constructor))]
    pub fn new(mode: Option<GameBoyMode>) -> Self {
        let mode = mode.unwrap_or(GameBoyMode::Dmg);
        let gbc = Rc::new(RefCell::new(GameBoyConfig {
            ppu_enabled: true,
            apu_enabled: true,
            timer_enabled: true,
            serial_enabled: true,
            clock_freq: GameBoy::CPU_FREQ,
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        let components = Components {
            ppu: Ppu::new(mode, gbc.clone()),
            apu: Apu::default(),
            dma: Dma::default(),
            pad: Pad::default(),
            timer: Timer::default(),
            serial: Serial::default(),
        };
        let mmu = Mmu::new(components, mode, gbc.clone());
        let cpu = Cpu::new(mmu, gbc.clone());

        Self {
            mode,
            ppu_enabled: true,
            apu_enabled: true,
            timer_enabled: true,
            serial_enabled: true,
            clock_freq: GameBoy::CPU_FREQ,
            cpu,
            gbc,
        }
    pub fn reset(&mut self) {
        self.ppu().reset();
        self.apu().reset();
        self.timer().reset();
        self.serial().reset();
        self.mmu().reset();
        self.cpu.reset();
        self.reset_cheats();
    pub fn reload(&mut self) {
        let rom = self.rom().clone();
        self.reset();
        self.load(true);
        self.load_cartridge(rom);
    }

    pub fn clock(&mut self) -> u16 {
        let cycles = self.cpu_clock() as u16;
        let cycles_n = cycles / self.multiplier() as u16;
        if self.ppu_enabled {
            self.ppu_clock(cycles_n);
        }
        if self.apu_enabled {
            self.apu_clock(cycles_n);
        }
        if self.dma_enabled {
            self.dma_clock(cycles);
        }
        if self.timer_enabled {
            self.timer_clock(cycles);
        }
        if self.serial_enabled {
            self.serial_clock(cycles);
        }
        cycles
    }

    /// Risky function that will clock the CPU multiple times
    /// allowing an undefined number of cycles to be executed
    /// in the other Game Boy components.
    /// This can cause unwanted behaviour in components like
    /// the PPU where only one mode switch operation is expected
    /// per each clock call.
    pub fn clock_m(&mut self, count: usize) -> u16 {
        let mut cycles = 0u16;
        for _ in 0..count {
            cycles += self.cpu_clock() as u16;
        }
        let cycles_n = cycles / self.multiplier() as u16;
        if self.ppu_enabled {
            self.ppu_clock(cycles_n);
        if self.apu_enabled {
            self.apu_clock(cycles_n);
        if self.dma_enabled {
            self.dma_clock(cycles);
        }
        if self.timer_enabled {
            self.timer_clock(cycles);
        }
        if self.serial_enabled {
            self.serial_clock(cycles);
        }
    pub fn key_press(&mut self, key: PadKey) {
        self.pad().key_press(key);
    }

    pub fn key_lift(&mut self, key: PadKey) {
        self.pad().key_lift(key);
    }

    pub fn cpu_clock(&mut self) -> u8 {
    pub fn ppu_clock(&mut self, cycles: u16) {
        self.ppu().clock(cycles)
    }

    pub fn apu_clock(&mut self, cycles: u16) {
        self.apu().clock(cycles)
    pub fn dma_clock(&mut self, cycles: u16) {
        self.mmu().clock_dma(cycles);
    pub fn timer_clock(&mut self, cycles: u16) {
        self.timer().clock(cycles)
    }

    pub fn serial_clock(&mut self, cycles: u16) {
        self.serial().clock(cycles)
    }

    pub fn ppu_ly(&mut self) -> u8 {
        self.ppu().ly()
    pub fn ppu_mode(&mut self) -> PpuMode {
        self.ppu().mode()
    pub fn ppu_frame(&mut self) -> u16 {
        self.ppu().frame_index()
    pub fn boot(&mut self) {
        self.cpu.boot();
    pub fn load(&mut self, boot: bool) {
        match self.mode() {
            GameBoyMode::Dmg => self.load_dmg(boot),
            GameBoyMode::Cgb => self.load_cgb(boot),
            GameBoyMode::Sgb => unimplemented!(),
        }
    }

    pub fn load_dmg(&mut self, boot: bool) {
        self.mmu().allocate_dmg();
        if boot {
            self.load_boot_dmg();
        }
    }

    pub fn load_cgb(&mut self, boot: bool) {
        self.mmu().allocate_cgb();
        if boot {
            self.load_boot_cgb();
        }
    }

    pub fn load_boot(&mut self, data: &[u8]) {
        self.cpu.mmu().write_boot(0x0000, data);
    pub fn load_boot_static(&mut self, boot_rom: BootRom) {
        match boot_rom {
            BootRom::Dmg => self.load_boot(&DMG_BOOT),
            BootRom::Sgb => self.load_boot(&SGB_BOOT),
            BootRom::DmgBootix => self.load_boot(&DMG_BOOTIX),
            BootRom::MgbBootix => self.load_boot(&MGB_BOOTIX),
            BootRom::Cgb => self.load_boot(&CGB_BOOT),
            BootRom::None => (),
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    pub fn load_boot_default(&mut self) {
        self.load_boot_dmg();
    }

    pub fn load_boot_dmg(&mut self) {
        self.load_boot_static(BootRom::DmgBootix);
    pub fn load_boot_cgb(&mut self) {
        self.load_boot_static(BootRom::Cgb);
    }

    pub fn vram_eager(&mut self) -> Vec<u8> {
        self.ppu().vram().to_vec()
    }

    pub fn hram_eager(&mut self) -> Vec<u8> {
        self.ppu().vram().to_vec()
    }

    pub fn frame_buffer_eager(&mut self) -> Vec<u8> {
        self.frame_buffer().to_vec()
    pub fn audio_buffer_eager(&mut self, clear: bool) -> Vec<u8> {
        let buffer = Vec::from(self.audio_buffer().clone());
        if clear {
            self.clear_audio_buffer();
        }
        buffer
    pub fn audio_output(&self) -> u8 {
        self.apu_i().output()
    }

    pub fn audio_all_output(&self) -> Vec<u8> {
        vec![
            self.audio_output(),
            self.audio_ch1_output(),
            self.audio_ch2_output(),
            self.audio_ch3_output(),
            self.audio_ch4_output(),
        ]
    }

    pub fn audio_ch1_output(&self) -> u8 {
        self.apu_i().ch1_output()
    }

    pub fn audio_ch2_output(&self) -> u8 {
        self.apu_i().ch2_output()
    }

    pub fn audio_ch3_output(&self) -> u8 {
        self.apu_i().ch3_output()
    }

    pub fn audio_ch4_output(&self) -> u8 {
        self.apu_i().ch4_output()
    }

    pub fn audio_ch1_enabled(&self) -> bool {
        self.apu_i().ch2_out_enabled()
    }

    pub fn set_audio_ch1_enabled(&mut self, enabled: bool) {
        self.apu().set_ch1_out_enabled(enabled)
    pub fn audio_ch2_enabled(&self) -> bool {
        self.apu_i().ch2_out_enabled()
    }

    pub fn set_audio_ch2_enabled(&mut self, enabled: bool) {
        self.apu().set_ch2_out_enabled(enabled)
    pub fn audio_ch3_enabled(&self) -> bool {
        self.apu_i().ch3_out_enabled()
    }

    pub fn set_audio_ch3_enabled(&mut self, enabled: bool) {
        self.apu().set_ch3_out_enabled(enabled)
    pub fn audio_ch4_enabled(&self) -> bool {
        self.apu_i().ch4_out_enabled()
    }

    pub fn set_audio_ch4_enabled(&mut self, enabled: bool) {
        self.apu().set_ch4_out_enabled(enabled)
    }

    pub fn audio_sampling_rate(&self) -> u16 {
        self.apu_i().sampling_rate()
    }

    pub fn audio_channels(&self) -> u8 {
        self.apu_i().channels()
    pub fn cartridge_eager(&mut self) -> Cartridge {
        self.mmu().rom().clone()
    }

    pub fn ram_data_eager(&mut self) -> Vec<u8> {
        self.mmu().rom().ram_data_eager()
    }

    pub fn set_ram_data(&mut self, ram_data: Vec<u8>) {
        self.mmu().rom().set_ram_data(&ram_data)
    pub fn registers(&mut self) -> Registers {
        let ppu_registers = self.ppu().registers();
        Registers {
            pc: self.cpu.pc,
            sp: self.cpu.sp,
            a: self.cpu.a,
            b: self.cpu.b,
            c: self.cpu.c,
            d: self.cpu.d,
            e: self.cpu.e,
            h: self.cpu.h,
            l: self.cpu.l,
            scy: ppu_registers.scy,
            scx: ppu_registers.scx,
            wy: ppu_registers.wy,
            wx: ppu_registers.wx,
            ly: ppu_registers.ly,
            lyc: ppu_registers.lyc,
    /// Obtains the tile structure for the tile at the
    /// given index, no conversion in the pixel buffer
    /// is done so that the color reference is the GB one.
    pub fn get_tile(&mut self, index: usize) -> Tile {
        self.ppu().tiles()[index]
    }
    /// Obtains the pixel buffer for the tile at the
    /// provided index, converting the color buffer
    /// using the currently loaded (background) palette.
    pub fn get_tile_buffer(&mut self, index: usize) -> Vec<u8> {
        let tile = self.get_tile(index);
        tile.palette_buffer(self.ppu().palette_bg())
    pub fn is_dmg(&self) -> bool {
        self.mode == GameBoyMode::Dmg
    }

    pub fn is_cgb(&self) -> bool {
        self.mode == GameBoyMode::Cgb
    }

    pub fn is_sgb(&self) -> bool {
        self.mode == GameBoyMode::Sgb
    }

    pub fn speed(&self) -> GameBoySpeed {
    pub fn multiplier(&self) -> u8 {
        self.mmu_i().speed().multiplier()
    pub fn mode(&self) -> GameBoyMode {
    pub fn set_mode(&mut self, value: GameBoyMode) {
        self.mode = value;
        (*self.gbc).borrow_mut().set_mode(value);
        self.mmu().set_mode(value);
        self.ppu().set_gb_mode(value);
    pub fn ppu_enabled(&self) -> bool {
        self.ppu_enabled
    }

    pub fn set_ppu_enabled(&mut self, value: bool) {
        self.ppu_enabled = value;
        (*self.gbc).borrow_mut().set_ppu_enabled(value);
    pub fn apu_enabled(&self) -> bool {
        self.apu_enabled
    }

    pub fn set_apu_enabled(&mut self, value: bool) {
        self.apu_enabled = value;
        (*self.gbc).borrow_mut().set_apu_enabled(value);
    pub fn dma_enabled(&self) -> bool {
        self.dma_enabled
    }

    pub fn set_dma_enabled(&mut self, value: bool) {
        self.dma_enabled = value;
        (*self.gbc).borrow_mut().set_dma_enabled(value);
    }

    pub fn timer_enabled(&self) -> bool {
        self.timer_enabled
    }

    pub fn set_timer_enabled(&mut self, value: bool) {
        self.timer_enabled = value;
        (*self.gbc).borrow_mut().set_timer_enabled(value);
    pub fn serial_enabled(&self) -> bool {
        self.serial_enabled
    }

    pub fn set_serial_enabled(&mut self, value: bool) {
        self.serial_enabled = value;
        (*self.gbc).borrow_mut().set_serial_enabled(value);
    pub fn set_all_enabled(&mut self, value: bool) {
        self.set_ppu_enabled(value);
        self.set_apu_enabled(value);
        self.set_dma_enabled(value);
        self.set_timer_enabled(value);
        self.set_serial_enabled(value);
    }

    pub fn clock_freq(&self) -> u32 {
        self.clock_freq
    }

    pub fn set_clock_freq(&mut self, value: u32) {
        self.clock_freq = value;
        (*self.gbc).borrow_mut().set_clock_freq(value);
        self.apu().set_clock_freq(value);
    }
    pub fn clock_freq_s(&self) -> String {
        format!("{:.02} Mhz", self.clock_freq() as f32 / 1000.0 / 1000.0)
    }

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    pub fn attach_null_serial(&mut self) {
        self.attach_serial(Box::<NullDevice>::default());
    }

    pub fn attach_stdout_serial(&mut self) {
        self.attach_serial(Box::<StdoutDevice>::default());
    }

    pub fn attach_printer_serial(&mut self) {
        self.attach_serial(Box::<PrinterDevice>::default());
    pub fn display_width(&self) -> usize {
        DISPLAY_WIDTH
    }

    pub fn display_height(&self) -> usize {
        DISPLAY_HEIGHT
    }

    pub fn ram_size(&self) -> RamSize {
        match self.mode {
            GameBoyMode::Dmg => RamSize::Size8K,
            GameBoyMode::Cgb => RamSize::Size32K,
            GameBoyMode::Sgb => RamSize::Size8K,
        }
    }

    pub fn vram_size(&self) -> RamSize {
        match self.mode {
            GameBoyMode::Dmg => RamSize::Size8K,
            GameBoyMode::Cgb => RamSize::Size16K,
            GameBoyMode::Sgb => RamSize::Size8K,
        }
    }

    pub fn description(&self, column_length: usize) -> String {
        let version_l = format!("{:width$}", "Version", width = column_length);
        let mode_l = format!("{:width$}", "Mode", width = column_length);
        let clock_l = format!("{:width$}", "Clock", width = column_length);
        let ram_size_l = format!("{:width$}", "RAM Size", width = column_length);
        let vram_size_l = format!("{:width$}", "VRAM Size", width = column_length);
        let serial_l = format!("{:width$}", "Serial", width = column_length);
            "{}  {}\n{}  {}\n{}  {}\n{}  {}\n{}  {}\n{}  {}",
            self.clock_freq_s(),
            ram_size_l,
            vram_size_l,
            self.vram_size(),
            self.serial_i().device().description(),
/// Gameboy implementations that are meant with performance
/// in mind and that do not support WASM interface of copy.
impl GameBoy {
    /// The logic frequency of the Game Boy
    /// CPU in hz.
    pub const CPU_FREQ: u32 = 4194304;

    /// The visual frequency (refresh rate)
    /// of the Game Boy, close to 60 hz.
    pub const VISUAL_FREQ: f32 = 59.7275;

    /// The cycles taken to run a complete frame
    /// loop in the Game Boy's PPU (in CPU cycles).
    pub const LCD_CYCLES: u32 = 70224;

    pub fn cpu(&mut self) -> &mut Cpu {
        &mut self.cpu
    pub fn cpu_i(&self) -> &Cpu {
        &self.cpu
    }

    pub fn mmu(&mut self) -> &mut Mmu {
    pub fn mmu_i(&self) -> &Mmu {
        self.cpu.mmu_i()
    }

    pub fn ppu(&mut self) -> &mut Ppu {
        self.cpu.ppu()
    pub fn ppu_i(&self) -> &Ppu {
        self.cpu.ppu_i()
    }

    pub fn apu(&mut self) -> &mut Apu {
        self.cpu.apu()
    }

    pub fn apu_i(&self) -> &Apu {
        self.cpu.apu_i()
    }

    pub fn dma(&mut self) -> &mut Dma {
        self.cpu.dma()
    }

    pub fn dma_i(&self) -> &Dma {
        self.cpu.dma_i()
    }

    pub fn pad(&mut self) -> &mut Pad {
        self.cpu.pad()
    }

    pub fn pad_i(&self) -> &Pad {
        self.cpu.pad_i()
    }

    pub fn timer(&mut self) -> &mut Timer {
        self.cpu.timer()
    }

    pub fn timer_i(&self) -> &Timer {
        self.cpu.timer_i()
    }

    pub fn serial(&mut self) -> &mut Serial {
        self.cpu.serial()
    }

    pub fn serial_i(&self) -> &Serial {
        self.cpu.serial_i()
    }

    pub fn rom(&mut self) -> &mut Cartridge {
        self.mmu().rom()
    }

    pub fn rom_i(&self) -> &Cartridge {
        self.mmu_i().rom_i()
    }

    pub fn frame_buffer(&mut self) -> &[u8; FRAME_BUFFER_SIZE] {
        &(self.ppu().frame_buffer)
    }
    pub fn frame_buffer_xrgb8888(&mut self) -> [u8; FRAME_BUFFER_XRGB8888_SIZE] {
        self.ppu().frame_buffer_xrgb8888()
    }

    pub fn frame_buffer_xrgb8888_u32(&mut self) -> [u32; FRAME_BUFFER_SIZE] {
        self.ppu().frame_buffer_xrgb8888_u32()
    }

    pub fn frame_buffer_rgb1555(&mut self) -> [u8; FRAME_BUFFER_RGB1555_SIZE] {
        self.ppu().frame_buffer_rgb1555()
    }

    pub fn frame_buffer_rgb1555_u16(&mut self) -> [u16; FRAME_BUFFER_SIZE] {
        self.ppu().frame_buffer_rgb1555_u16()
    }

    pub fn frame_buffer_rgb565(&mut self) -> [u8; FRAME_BUFFER_RGB565_SIZE] {
        self.ppu().frame_buffer_rgb565()
    }

    pub fn frame_buffer_rgb565_u16(&mut self) -> [u16; FRAME_BUFFER_SIZE] {
        self.ppu().frame_buffer_rgb565_u16()
    }

    pub fn audio_buffer(&mut self) -> &VecDeque<u8> {
        self.apu().audio_buffer()
    }

    pub fn cartridge(&mut self) -> &mut Cartridge {
        self.mmu().rom()
    }

    pub fn cartridge_i(&self) -> &Cartridge {