<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>MBC on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/mbc/</link><description>Recent content in MBC 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/mbc/index.xml" rel="self" type="application/rss+xml"/><item><title>Advanced MMU: Memory Bank Controllers (MBCs)</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/advanced-mmu-mbcs/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/advanced-mmu-mbcs/</guid><description>&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;
&lt;p&gt;So far, our Game Boy emulator has a basic Memory Management Unit (MMU) that can handle the fixed 64KB memory map. This is sufficient for very small ROMs, but most commercial Game Boy games exceed this limit, often by megabytes. How did the original hardware manage this? Through a clever piece of hardware called a &lt;strong&gt;Memory Bank Controller (MBC)&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;In this chapter, we&amp;rsquo;ll extend our MMU to support MBCs. This is a critical milestone because it unlocks the ability to load and run a vast majority of Game Boy ROMs. We&amp;rsquo;ll focus on implementing the &lt;strong&gt;MBC1&lt;/strong&gt; type, which is one of the most common and fundamental MBCs. By the end of this chapter, your emulator will be able to dynamically switch between different ROM and external RAM banks, allowing it to access much larger cartridge data.&lt;/p&gt;</description></item></channel></rss>