The emulator is feature-complete for DMG and CGB (see README.md for the feature list and ARCHITECTURE.md for the design). These are the known remaining gaps.
HuC3 banking + RTC work and Pocket Family GB boots, but one interactive path breaks: from the "あたらしく はじめますか?" (Start anew?) menu, choosing the second item (continue with existing save) shows a truck, then a broken screen, then resets to the title. It does not reproduce headless (a synthetic START skips the menu), so the trigger is the precise menu navigation and/or the real save's RTC/alarm contents.
- Per-title compatibility-palette table. DMG games on CGB hardware currently get a neutral grayscale colourisation; real hardware picks a per-title palette from a table keyed on the ROM's header (title hash + 4th title byte). Port that table so DMG carts get their authentic CGB colours.
- Validation. Run cgb-acid2 (screenshot diff vs. reference) and Blargg
cgb_soundto confirm the CGB PPU/APU paths; neither is checked yet.
--split links two cores in one process; the Game Boy Printer works. Still
missing: linking two separate instances over a socket/network, and precise
internal-clock timeout behaviour for single-cart play.