<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Memory Map on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/memory-map/</link><description>Recent content in Memory Map 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/memory-map/index.xml" rel="self" type="application/rss+xml"/><item><title>Memory Management Unit (MMU) and Basic Memory Access</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/mmu-basic-memory-access/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/mmu-basic-memory-access/</guid><description>&lt;p&gt;The CPU you started building in the last chapter is blind without memory. It can execute instructions, but it can&amp;rsquo;t load programs, store data, or interact with any of the Game Boy&amp;rsquo;s peripherals like the screen or sound chip. This is where the Memory Management Unit (MMU) comes in.&lt;/p&gt;
&lt;p&gt;This chapter guides you through creating the Game Boy&amp;rsquo;s core memory system, the &lt;strong&gt;Memory Management Unit (MMU)&lt;/strong&gt;. You&amp;rsquo;ll learn about the Game Boy&amp;rsquo;s memory map, how to model different memory regions, and implement the fundamental &lt;code&gt;readByte&lt;/code&gt; and &lt;code&gt;writeByte&lt;/code&gt; operations crucial for any emulator. By the end, your emulator will be able to load a Game Boy ROM into its virtual memory, a significant step towards running actual games.&lt;/p&gt;</description></item></channel></rss>