<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>SDL2 on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/sdl2/</link><description>Recent content in SDL2 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/sdl2/index.xml" rel="self" type="application/rss+xml"/><item><title>Picture Processing Unit (PPU) Part 2: Sprites, Scrolling, and LCD Control</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/ppu-part2-sprites-scrolling/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/ppu-part2-sprites-scrolling/</guid><description>&lt;p&gt;This chapter builds upon our foundational Picture Processing Unit (PPU) work, where we established background tile rendering. Now, we&amp;rsquo;ll introduce the dynamic elements that bring games to life: sprites (movable objects), background scrolling, and the crucial LCD Control Register, which dictates how the display operates. By the end of this milestone, your emulator will be able to render basic sprites, scroll the background, and respond to fundamental display settings, making it capable of running more visually complex Game Boy ROMs.&lt;/p&gt;</description></item><item><title>Audio Processing Unit (APU) Basics: Square Wave Channels</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/apu-basics-square-waves/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/apu-basics-square-waves/</guid><description>&lt;p&gt;In this chapter, we&amp;rsquo;re diving into the fascinating world of sound emulation for our Game Boy project. While often overlooked, a truly accurate emulator needs to replicate the distinct chiptune sounds that define the Game Boy experience. We&amp;rsquo;ll start by tackling the foundational elements of the Audio Processing Unit (APU), specifically focusing on its two square wave channels.&lt;/p&gt;
&lt;p&gt;This milestone is critical because it brings our emulator to life in a new dimension. Hearing the familiar bleeps and boops of a Game Boy game validates our CPU and MMU work in a very tangible way. By the end of this chapter, you&amp;rsquo;ll have a basic APU implementation capable of generating square wave sounds, hooked into your emulator&amp;rsquo;s main loop, and outputting audio via SDL2&amp;rsquo;s direct audio queuing API.&lt;/p&gt;</description></item></channel></rss>