<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>SDL.NET on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/sdl.net/</link><description>Recent content in SDL.NET 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/sdl.net/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><item><title>Input Handling: Connecting Keyboard to Game Boy Buttons</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/input-handling-keyboard-buttons/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/input-handling-keyboard-buttons/</guid><description>&lt;p&gt;Handling user input is crucial for any interactive application, especially an emulator. In this chapter, we&amp;rsquo;ll bridge the gap between your physical keyboard and the Game Boy&amp;rsquo;s virtual buttons. You&amp;rsquo;ll learn how to capture keyboard events, map them to the Game Boy&amp;rsquo;s specific input registers, and integrate this into your emulator&amp;rsquo;s main loop. By the end, your emulator will respond to your key presses, allowing you to control Game Boy games.&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>