<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Timing on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/timing/</link><description>Recent content in Timing 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/timing/index.xml" rel="self" type="application/rss+xml"/><item><title>Interrupts and the Main CPU Execution Loop</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/interrupts-cpu-execution-loop/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/interrupts-cpu-execution-loop/</guid><description>&lt;h3 id="introduction"&gt;Introduction&lt;/h3&gt;
&lt;p&gt;In the previous chapters, we laid the groundwork for our Game Boy emulator by implementing the CPU&amp;rsquo;s core instruction set and a basic Memory Management Unit. However, a real system isn&amp;rsquo;t just a CPU executing instructions sequentially. Hardware components like the display, timer, and input devices need to signal the CPU when an event occurs, and the CPU needs a way to respond. This is where &lt;strong&gt;interrupts&lt;/strong&gt; come in.&lt;/p&gt;</description></item></channel></rss>