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add cmake dep, mention frontend, update features
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README.md
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README.md
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@ -10,7 +10,7 @@ The Game Boy and Game Boy Color work would not be possible without the [Pan Docs
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## Building
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[SDL2](https://www.libsdl.org/) is the only library you should need to install. It is available on every major package manager. Of course, the assumption is also that you have the [Crystal](https://crystal-lang.org/install/) compiler installed.
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[SDL2](https://www.libsdl.org/) is the only library you should need to install. It is available on every major package manager. If you're on Mac, I believe you'll also need to install cmake, although I can't confirm. Of course, the assumption is also that you have the [Crystal](https://crystal-lang.org/install/) compiler installed.
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After cloning the repository, all you'll need to do is run `shards build --release` to build the emulator in release mode. This will place the binary at `bin/crab`.
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@ -35,6 +35,11 @@ To enable the experimental FIFO renderer (as opposed to the scanline renderer),
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## Features and Remaining Work
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### Features
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- Frontend
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- Open ROMs
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- Select BIOS
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- Rebind keys
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- Toggle syncing
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- GB / GBC
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- Accurate sound emulation
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- GLSL shaders for color reproduction
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@ -66,7 +71,9 @@ To enable the experimental FIFO renderer (as opposed to the scanline renderer),
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- Passing [FuzzARM](https://github.com/DenSinH/FuzzARM)
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- Passing [gba-suite](https://github.com/jsmolka/gba-suite)
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- Storage
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- Flash and SRAM implemented
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- Flash
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- SRAM
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- EEPROM
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- Timers run effeciently on the scheduler
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### Remaining Work
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@ -85,13 +92,13 @@ To enable the experimental FIFO renderer (as opposed to the scanline renderer),
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- Mosaic
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- Blending code needs cleanup
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- Storage
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- EEPROM
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- Game database to support odd cases like Classic NES and ROMs that misreport things like RTC
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- Timing
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- Cycle counting
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- DMA timing
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- Prefetch
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- Etc, etc, etc.
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- Debugger for both GB and GBA
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## Special Thanks
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