CAMLBOY is a Game Boy emulator that runs in the browser. It is written in OCaml and compiled to JavaScript using js_of_ocaml (edit: After #15 CAMLBOY is now compiled to WASM!).
Try it out in our demo page!
- English: https://linoscope.github.io/writing-a-game-boy-emulator-in-ocaml/
- ๆฅๆฌ่ช: https://qiita.com/linoscope/items/244d931aaae07df2c27e
- Talk at Functional Conf 2025: https://www.youtube.com/watch?v=hFzHqxMar3g
- Playable in the browser of middle-tier/high-tier mobile devices
- Readable/maintainable code that follows OCaml's best practices
- Achieve stable 60fps in low-tier mobile devices
- Serve as a benchmark target for various compile backends, similar to optcarrot in the Ruby world. Would be especially interesting if we can compare the performance of various JS/wasm backends, such as js_of_ocaml, Rescript, Melange, and ocaml-wasm.
- Run all games with high accuracy
- Optimize performance to the limit at the expense of code readability
- Runs with "playable" FPS in middle-tier mobile devices. (It runs at 60FPS for most games in my Galaxy S9, a smartphone released in 2018)
- Runs with ~1000FPS, with UI, in native
- Supports headless benchmarking mode, both for native and web, that runs without UI
- Passes various test ROMs such as Blargg's
cpu_insrts.gbandinstr_timing.gb(tests using Blargg's test ROMs can be found here, and tests using Mooneye's test ROMs can be found here).
We ran the first 1500 frames of Tobu Tobu Girl in headless mode (i.e., without UI) for ten times each and calculated the average FPS. The error bars represent the standard deviation. See benchmark.md for details about the environment/commands used for the benchmark.1
Here is a rough sketch of the various modules and their relationship. You can find details in the accompanied blog post.
lib- Main emulator codebin- UI codeweb- Websdl2- SDL2
testunit_test- Unit testsrom_test- Integration tests that use test roms
resourcegames- Game romstest_roms- Test roms used inrom_tests
- Cartridge based save
- Audio Processing Unit (APU)
- Rescript backend
- MBC5
- Game Boy Color mode
- opam 2.1+
git clone https://github.com/linoscope/CAMLBOY.git
cd CAMLBOY
opam switch create . --locked --with-test
eval $(opam env)
dune builddune build
# Usage: main.exe [--mode {default|withtrace|no-throttle}] <rom_path>
dune exec bin/sdl2/main.exe -- resource/games/tobu.gbdune build
# Serve the web directory
python -m http.server 8000 --directory _build/default/bin/web
# Open localhost:8000 in your browser# Usage: bench.exe [--frames <frames>] <rom_path>
dune exec bin/sdl2/bench.exe -- resource/games/tobu.gb --frames 1500After starting the web server (see above), open:
http://localhost:8000/bench.html?frames=1500&rom_path=./tobu.gb
# Run all tests:
dune runtest
# Run unit tests only:
dune runtest test/unit_test/
# Run integration tests (tests that use test ROMs):
dune runtest test/rom_test/After modifying dependencies in dune-project:
opam pin add camlboy.dev . --no-action
opam lock camlboyCommit the updated camlboy.opam.locked file.
- The Bouncing Ball
- Tobu Tobu Girl
- Retroid
- Into The Blue
- Wishing Sarah
- Rocket Man Demo
- SHEET IT UP
- Cavern
Footnotes
-
Note that we can not use this benchmark to compare the FPS with other Game Boy emulators. This is because the performance of an emulator depends significantly on how accurate it is and how much functionality it has. For example, CAMLBOY does not implement the APU (Audio Processing Unit), so there is no point in comparing its FPS with emulators with APU support. โฉ










