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This was a great read. I’ve been writing a Game Boy emulator for fun recently and this really helps explain how developers “put the parts together” to handle so
by MBCook 4y ago
This was a great read. I’ve been writing a Game Boy emulator for fun recently and this really helps explain how developers “put the parts together” to handle some of the hardware limitations and get such a great and complex (relative to early games) result.
Does anyone know of breakdowns like this for other GB games, or at least parts of them?
Note the article contains links to two more specific blog posts on how the rendering loop works and how the game manages playfield tile sets to avoid corrupted graphics. Both are great reads too, don’t miss ‘em.
- pizza234 4y ago> Does anyone know of breakdowns like this for other GB games, or at least parts of them? I don't know any, but you may enjoy "I am error", a very technical book about the Nintendo (NES) console and its software. It also included a (again, technical) 45+ pages chapter mainly focused on Mario.
- deleted 4y ago[deleted]