<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Graphics Emulation on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/graphics-emulation/</link><description>Recent content in Graphics 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/graphics-emulation/index.xml" rel="self" type="application/rss+xml"/><item><title>Picture Processing Unit (PPU) Part 1: VRAM and Background Rendering</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/ppu-part1-vram-background/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/ppu-part1-vram-background/</guid><description>&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;
&lt;p&gt;So far, our Game Boy emulator can execute CPU instructions and manage memory, but it&amp;rsquo;s a silent, black box. This chapter changes that. We&amp;rsquo;re about to bring the Game Boy to life by tackling the Picture Processing Unit (PPU) – the hardware responsible for all the visuals. This is a significant milestone, as seeing actual graphics from a ROM is incredibly rewarding and validates much of our prior work.&lt;/p&gt;</description></item></channel></rss>