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Case study

NanoBoyAdvance: cycle-level Game Boy Advance hardware emulation

NanoBoyAdvance reconstructs Game Boy Advance hardware behavior in a cycle-level emulator. It models CPU, DMA, timers, PPU and Game Pak prefetch, and provides palette, tile, background and sprite viewers. The author reports passing several GBA accuracy suites.

Targets
Firmware
Category
Independent reconstruction cases
Relationship
Independent reconstruction project
Sources reviewed
Stars
1.3k
Last commit
2026-06-21
Language
C++
License (GitHub)
GPL-3.0
Status
Archived

GitHub data as of 2026-11-09

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Requirements & limits

  • Prerequisites: Running a ROM requires a Game Boy Advance BIOS file.
  • Prerequisites: Building requires a C++20 compiler, CMake 3.24 or newer, SDL 3.0.0 or newer and Qt 6.0 or newer.
  • License: Licensed under GNU GPL-3.0 or later.

Cite

BibTeX

@misc{nanoboyadvance-gba-emulation-case,
  title = {{NanoBoyAdvance: cycle-level Game Boy Advance hardware emulation}},
  howpublished = {\url{https://github.com/nba-emu/NanoBoyAdvance}},
  url = {https://github.com/nba-emu/NanoBoyAdvance},
  urldate = {2026-11-06},
  note = {Awesome REA entry: \url{https://awesomerea.org/resources/nanoboyadvance-gba-emulation-case/}}
}

Plain text

NanoBoyAdvance: cycle-level Game Boy Advance hardware emulation. https://github.com/nba-emu/NanoBoyAdvance (accessed 2026-11-06). Awesome REA entry: https://awesomerea.org/resources/nanoboyadvance-gba-emulation-case/

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About this entry

The description was reviewed against primary sources.

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Primary sources

  1. README.md GitHub · nba-emu/NanoBoyAdvance · Revision 55b5cf0

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