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<title>sl0pboy.git/core.3092236, branch master</title>
<subtitle>sl0pboy - a Game Boy Color emulator (companion to the gbos OS)</subtitle>
<id>https://git.sl0p.foo/sl0pboy.git/atom/core.3092236?h=master</id>
<link rel='self' href='https://git.sl0p.foo/sl0pboy.git/atom/core.3092236?h=master'/>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/sl0pboy.git/'/>
<updated>2026-07-15T21:44:28Z</updated>
<entry>
<title>serial: headless mode tying serial port to stdio for OS debugging</title>
<updated>2026-07-15T21:44:28Z</updated>
<author>
<name>gbc dev</name>
<email>gbc@localhost</email>
</author>
<published>2026-07-15T21:44:28Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/sl0pboy.git/commit/?id=24a015ff047d4b7bb955ba4bc61d5793d7492878'/>
<id>urn:sha1:24a015ff047d4b7bb955ba4bc61d5793d7492878</id>
<content type='text'>
- --headless: no rendering/TUI; serial TX -&gt; stdout, RX &lt;- stdin (nonblocking)
- generalize serial: serial_out_fd/serial_in_fd on the GB; internal-clock
  transfer now shifts in a real RX byte (from stdin) instead of always 0xFF
- paced to native speed by default, --uncapped for turbo; pipes/scripts cleanly
- README: document headless serial console
</content>
</entry>
<entry>
<title>fix(control): ignore SIGPIPE so a vanishing client can't kill the emulator</title>
<updated>2026-07-14T23:42:34Z</updated>
<author>
<name>gbc dev</name>
<email>gbc@localhost</email>
</author>
<published>2026-07-14T23:42:34Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/sl0pboy.git/commit/?id=2d39cb0b3ff9851e9872b3eb1f1324bde6910a1c'/>
<id>urn:sha1:2d39cb0b3ff9851e9872b3eb1f1324bde6910a1c</id>
<content type='text'>
A client that connects and closes before reading (e.g. the HUD's liveness
probe) made the greeting write() raise SIGPIPE, terminating the whole emulator
- this was behind much of the 'it keeps dying' this session. Also: gbhud now
re-resolves the live instance from the registry on every reconnect (skipping
stale sockets by test-connecting), so the HUD follows respawns, and its box
rendering is ANSI-width-correct.
</content>
</entry>
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