<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Stack on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/stack/</link><description>Recent content in Stack 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/stack/index.xml" rel="self" type="application/rss+xml"/><item><title>CPU Control Flow: Jumps, Calls, and Conditional Logic</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/cpu-control-flow-jumps-calls/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/cpu-control-flow-jumps-calls/</guid><description>&lt;p&gt;In this chapter, we&amp;rsquo;re going to give our Game Boy CPU the ability to make decisions and reuse code. We&amp;rsquo;ll implement the crucial control flow instructions: &lt;code&gt;JP&lt;/code&gt; (Jump), &lt;code&gt;JR&lt;/code&gt; (Jump Relative), &lt;code&gt;CALL&lt;/code&gt;, and &lt;code&gt;RET&lt;/code&gt; (Return), along with their conditional variants. These instructions are fundamental to how programs execute, allowing them to branch, loop, and call subroutines.&lt;/p&gt;
&lt;p&gt;By the end of this milestone, your emulator will be able to follow more complex program paths, enabling it to execute actual Game Boy program logic beyond simple linear instruction sequences. This is a significant step towards running real Game Boy ROMs, as it unlocks the ability for programs to react to different states and organize their code efficiently.&lt;/p&gt;</description></item></channel></rss>