<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>CPU Emulation on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/cpu-emulation/</link><description>Recent content in CPU Emulation on AI VOID</description><generator>Hugo</generator><language>en</language><lastBuildDate>Tue, 05 May 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://ai-blog.noorshomelab.dev/tags/cpu-emulation/index.xml" rel="self" type="application/rss+xml"/><item><title>The CPU Core: Registers, Flags, and Basic Instructions</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/cpu-core-registers-flags-basic-instructions/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/cpu-core-registers-flags-basic-instructions/</guid><description>&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;
&lt;p&gt;Welcome to the foundational stage of our Game Boy emulator! In this chapter, we&amp;rsquo;re going to construct the very brain of our system: the Central Processing Unit (CPU). The Game Boy uses a custom 8-bit CPU, often referred to as the &amp;ldquo;SM83,&amp;rdquo; which is a hybrid between a Zilog Z80 and Intel 8080. Understanding and accurately emulating its behavior is paramount to running any Game Boy software.&lt;/p&gt;
&lt;p&gt;This milestone is critical because every single action within a Game Boy game—from moving a character to calculating damage—is ultimately a sequence of CPU instructions. Building the CPU core correctly is non-negotiable for a functional emulator. By the end of this chapter, you will have a functional, albeit minimal, CPU core capable of storing its state (registers and flags) and executing a few fundamental instructions. This forms the bedrock upon which we&amp;rsquo;ll build memory access, graphics, and more complex logic.&lt;/p&gt;</description></item><item><title>Loading ROMs and Initial Boot Sequence</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/loading-roms-boot-sequence/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/loading-roms-boot-sequence/</guid><description>&lt;p&gt;In this chapter, we transition from a theoretical CPU to a system capable of loading and preparing a Game Boy game for execution. This is the pivotal moment where your emulator begins to take on a tangible form, moving from abstract concepts to processing actual game data. We&amp;rsquo;ll implement the crucial functionality of loading a Game Boy ROM file into our Memory Management Unit (MMU) and setting up the initial state of the CPU, mirroring what happens after the Game Boy&amp;rsquo;s internal boot ROM completes.&lt;/p&gt;</description></item><item><title>CPU Control Flow: Jumps, Calls, and Conditional Logic</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/cpu-control-flow-jumps-calls/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/cpu-control-flow-jumps-calls/</guid><description>&lt;p&gt;In this chapter, we&amp;rsquo;re going to give our Game Boy CPU the ability to make decisions and reuse code. We&amp;rsquo;ll implement the crucial control flow instructions: &lt;code&gt;JP&lt;/code&gt; (Jump), &lt;code&gt;JR&lt;/code&gt; (Jump Relative), &lt;code&gt;CALL&lt;/code&gt;, and &lt;code&gt;RET&lt;/code&gt; (Return), along with their conditional variants. These instructions are fundamental to how programs execute, allowing them to branch, loop, and call subroutines.&lt;/p&gt;
&lt;p&gt;By the end of this milestone, your emulator will be able to follow more complex program paths, enabling it to execute actual Game Boy program logic beyond simple linear instruction sequences. This is a significant step towards running real Game Boy ROMs, as it unlocks the ability for programs to react to different states and organize their code efficiently.&lt;/p&gt;</description></item><item><title>Build a Game Boy Emulator with F#</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/</guid><description>&lt;p&gt;This comprehensive guide walks developers through the intricate process of creating a Game Boy emulator from the ground up using F#. Explore fundamental concepts like CPU emulation, memory mapping, graphics rendering, input handling, and sound synthesis. Delve into low-level system design and practical F# implementation details to truly understand retro console architecture.&lt;/p&gt;</description></item><item><title>Building a Game Boy Emulator with F#</title><link>https://ai-blog.noorshomelab.dev/projects-v2/game-boy-emulator-fsharp-guide/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/projects-v2/game-boy-emulator-fsharp-guide/</guid><description>&lt;p&gt;Building a Game Boy emulator from the ground up is a deeply rewarding project that takes you into the heart of computer architecture and low-level system design. This guide will walk you through constructing a functional Game Boy emulator using F#, focusing on a modular, functional approach to replicate the original hardware&amp;rsquo;s behavior.&lt;/p&gt;
&lt;h2 id="why-build-an-emulator"&gt;Why Build an Emulator?&lt;/h2&gt;
&lt;p&gt;Emulators are more than just software; they are digital time capsules that preserve computing history and provide a unique window into how hardware and software truly interact. By building one, you&amp;rsquo;ll gain an unparalleled understanding of:&lt;/p&gt;</description></item></channel></rss>