<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Test ROMs on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/test-roms/</link><description>Recent content in Test ROMs 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/test-roms/index.xml" rel="self" type="application/rss+xml"/><item><title>Synchronization, Debugging, and Verifying with Test ROMs</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/synchronization-debugging-test-roms/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/synchronization-debugging-test-roms/</guid><description>&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;
&lt;p&gt;Building a Game Boy emulator is a complex dance of interacting hardware components. The CPU, Picture Processing Unit (PPU), and Audio Processing Unit (APU) all operate at different speeds and rely on precise timing to function correctly. In this chapter, we&amp;rsquo;ll tackle the critical challenge of &lt;strong&gt;synchronization&lt;/strong&gt;, ensuring these components work together harmoniously.&lt;/p&gt;
&lt;p&gt;Beyond just making things &lt;em&gt;run&lt;/em&gt;, we need to know &lt;em&gt;why&lt;/em&gt; they run or, more importantly, &lt;em&gt;why they fail&lt;/em&gt;. This is where &lt;strong&gt;debugging&lt;/strong&gt; becomes indispensable. We&amp;rsquo;ll implement practical debugging tools—from logging to conditional breakpoints—to help us peer into the emulator&amp;rsquo;s internal state.&lt;/p&gt;</description></item></channel></rss>