Building a Gameboy Emulator
summary
Walks through a line-for-line transliteration of CoffeeGB into C# on .NET Core, showing how headless mode boots real ROMs, how opcodes map to a switch-driven CPU loop, and how pixels are emitted as an integer-packed framebuffer then drawn via WinForms bitmap display. Describes building test harnesses and a memory-hash sync to find the exact CPU tick where two emulators diverge, fixes a regexp-vs-Contains bug in MBC enum handling, and ships an ASCII-art CLI renderer.
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chapters (9)
- 0:00Start
- 1:23WHAT IS EMULATION
- 5:34OPCODES? CPUS? MACHINE LANGUAGES?
- 8:04MEMORY ADDRESSES
- 12:04A SINGLE OPCODE
- 16:25NO, WHAT'S A GAMEBOY?
- 18:24PANS DOCS
- 37:00WHAT WAS THE CRASHING BUG?
- 43:05EXCEPT/R/PROGRAMMING
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