Core Emulation Features

  • Supports GameBoy (DMG) and GameBoy Color (CGB) emulation
  • Lets you choose the model you want to emulate regardless of ROM
  • High quality 96KHz audio1
  • Battery save support
  • Save states
  • Includes open source DMG and CGB boot ROMs:
    • Complete support for (and documentation of) all game-specific palettes in the CGB boot ROM, for accurate emulation of Gameboy games on a Gameboy Color
    • Supports manual palette selection with key combinations, with 4 additional new palettes (A + B + direction)
    • Supports palette selection in a CGB game, forcing it to run in ‘paletted’ DMG mode, if ROM allows doing so
    • Support for games with a non-Nintendo logo in the header
    • No long animation in the DMG boot
  • Real time clock emulation
  • GameBoy Camera Emulation2
  • GameBoy Printer Emulation3
  • Turbo mode


User Interface

These features are currently exclusive to the macOS Cocoa port

  • Native Cocoa interface, with support for all system-wide features, such as drag-and-drop and smart titlebars
  • Retina display support, allowing a wider range of scaling factors without artifacts
  • Several scaling algorithms (Including exclusive algorithms such as OmniScale)
    • The OmniScale algorithms let you play games in 1080p, 4K and 5K resolutions!
  • Quick Look integration; in-game screenshots appear in the Finder icons of GameBoy ROMs
  • Use the Zoom button to resize to the next integer ratio
  • Customizable controls
  • Fullscreen support, optionally keeping aspect ratio


  • Advanced text-based debugger: (Learn more)
    • Traditional step/next/continue/finish flow control
    • Expression evaluator with assignment support, register and memory access, and symbol support
    • Disassembler with symbol support
    • Multiple conditional breakpoints
    • Multiple conditional watchpoints
    • Call stack tracing
    • Tick counting
    • Cartridge and MBC information
  • Memory viewer and editor3
  • Video RAM viewer3
  1. 44.1KHz in the Windows version 

  2. Only in the Cocoa macOS port; white noise is used instead of camera input in the SDL version 

  3. Only in the Cocoa macOS port  2 3 4