<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>SM83 on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/sm83/</link><description>Recent content in SM83 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/sm83/index.xml" rel="self" type="application/rss+xml"/><item><title>The CPU Core: Registers, Flags, and Basic Instructions</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/cpu-core-registers-flags-basic-instructions/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/cpu-core-registers-flags-basic-instructions/</guid><description>&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;
&lt;p&gt;Welcome to the foundational stage of our Game Boy emulator! In this chapter, we&amp;rsquo;re going to construct the very brain of our system: the Central Processing Unit (CPU). The Game Boy uses a custom 8-bit CPU, often referred to as the &amp;ldquo;SM83,&amp;rdquo; which is a hybrid between a Zilog Z80 and Intel 8080. Understanding and accurately emulating its behavior is paramount to running any Game Boy software.&lt;/p&gt;
&lt;p&gt;This milestone is critical because every single action within a Game Boy game—from moving a character to calculating damage—is ultimately a sequence of CPU instructions. Building the CPU core correctly is non-negotiable for a functional emulator. By the end of this chapter, you will have a functional, albeit minimal, CPU core capable of storing its state (registers and flags) and executing a few fundamental instructions. This forms the bedrock upon which we&amp;rsquo;ll build memory access, graphics, and more complex logic.&lt;/p&gt;</description></item></channel></rss>