Handhelds
This section covers the handheld game machines, from the mask-ROM LCD games of 1979 to the PC handhelds of today. Each page covers one family. The home consoles are in Console games. The arcade boards are in Arcade.
The handhelds fall into four groups. In the first, a 4-bit microcontroller with a segment LCD holds the program inside the CPU chip. The second uses 8-bit cartridge systems. The third runs ARM code on an operating system. The fourth uses modern ARM64 and x86-64 machines. In every group after the first, games come on removable media.
Across all handhelds
- Handheld practices: battery saves, real-time clocks in save files, link cables and infrared, sensors, LCD behaviour and the outside inputs a test records.
Handhelds by family
- LCD games and Game & Watch: Game & Watch, Tiger LCD games and the R-Zone, Elektronika, and the Microvision. Mask ROM in the MCU, MAME sets and lit segments.
- Game Boy family: the Game Boy, Pocket, Light, Color, Super Game Boy and Game Boy Advance. CGB modes, SGB timing, GhidraBoy, SameBoy and pret's matching builds.
- Sega, Atari and SNK handhelds: the Game Gear, Lynx and Neo Geo Pocket.
- WonderSwan: the WonderSwan, Color and SwanCrystal on the V30MZ.
- Virtual Boy and Pokémon mini: the V810 extension, the S1C88 and PokeMini traces.
- Game.com: Tiger's Game.com and Pocket Pro on the SM8521.
- Nintendo DS and 3DS: the ARM9 and ARM7 split, NTRGhidra, encrypted 3DS containers and Azahar.
- PSP and PS Vita: the Allegrex extension, encrypted executables, PPSSPP and the Vita loaders.
- Switch family: the Switch, Switch Lite and Switch 2. NSO in NCA, keys, Game-Key Cards and emulator status.
- ARM-OS handhelds: the N-Gage, Gizmondo, GP32 and GP2X, with OS stubs for Unicorn.
- PC handhelds: the Steam Deck and other PC handhelds on the PE path.
- Phones: J2ME and BREW games and the Zeebo.
How handheld work differs from console work
| Topic | Home consoles | Handhelds |
|---|---|---|
| The program | A ROM or a disc image | The same for cartridge handhelds; mask ROM inside the CPU on LCD games; files on an OS from the N-Gage onward |
| The CPU | Mostly CPUs with a Ghidra module | Several with no built-in Ghidra module and no Unicorn backend, such as the SM5xx, TMS1100, SM83, TLCS-900/H, S1C88 and SM8521 |
| The output | A frame on a TV | Lit LCD segments on LCD games; small passive or TFT screens; up to 120 Hz with VRR on the Switch 2 |
| Saves | Battery RAM, memory cards | Battery RAM, often with a real-time clock whose state is stored in the save |
| Outside inputs | Controllers | Controllers plus link cables, infrared, shock and touch sensors, GPS and cameras |