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In this post, we’ll focus on optimizing the performance of our Gameboy Color emulator. Performance optimization is crucial for ensuring the emulator runs smoothly, with minimal lag, across a wide range of devices. Additionally, we’ll cover how to make the emulator more stable by managing resources effectively and preventing crashes. [Read More]
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Building a Gameboy Color Emulator - Palette, PPU, and Memory Bank Controllers
Rendering Colors, Managing Memory Banks, and Handling Graphics
By Lester Knight ChaykinIn this post, we’ll dive into some critical systems of the Gameboy Color emulator: the Palette, Pixel Processing Unit (PPU), and Memory Bank Controllers (MBCs). These components are responsible for rendering the game’s colors, handling graphics output, and managing memory switching for larger game cartridges. [Read More] -
Building a Gameboy Color Emulator - Graphics Rendering
How to Emulate the Gameboy Color’s Display
By Lester Knight ChaykinIn this post, we’re going to explore how graphics are rendered in the Gameboy Color emulator. We will dive into the Gameboy’s LCD display, VRAM, and the process of drawing tiles and sprites to the screen. This is a critical part of the emulator, as it is responsible for rendering everything you see during gameplay. [Read More] -
Building a Gameboy Color Emulator - Audio Emulation
Recreating the Sound of the Gameboy Color
By Lester Knight ChaykinIn this post, we’ll explore how to emulate the sound hardware of the Gameboy Color. The Gameboy uses multiple sound channels to generate different types of audio, and accurately reproducing this is key to making the emulator feel authentic. We’ll go over how sound channels work, how waveforms are generated, and how to integrate audio into the emulator. [Read More] -
Building a Gameboy Color Emulator - CPU Execution and Memory Management
Diving Into CPU Instructions, Timers, and Memory Mapping
By Lester Knight ChaykinIn this post, we will dive deeper into how the CPU processes instructions in the Gameboy Color emulator, how timing is managed, and the intricacies of memory mapping. Now that we’ve set up the emulator and mapped the inputs, we’ll focus on the core components that make the emulation work—specifically, how the CPU fetches and executes instructions and how the memory is structured. [Read More] -
Building a Gameboy Color Emulator - I/O Registers and Save States
Handling Input/Output and Saving Game States
By Lester Knight ChaykinIn this post, we’ll explore how to manage input/output (I/O) in the emulator, focusing on how the Gameboy Color interacts with buttons, timers, and hardware registers. We’ll also cover the implementation of save states, a feature that allows you to save and load game states at any point in time. [Read More] -
Building a Gameboy Color Emulator from Scratch
A Deep Dive into Gameboy Color Emulation
By Lester Knight ChaykinIn this blog post, I will explore how to build a Gameboy Color emulator from scratch using Dart and Flutter. We’ll cover essential parts of the emulator, including CPU handling, gamepad input, memory mapping, and rendering. I’ll guide you through the key components of the project and share code snippets to explain how they fit together. [Read More] -
Building a Custom Video Watch with ESP32 and TFT Display
A Wearable Video Streaming Device for the DIY Enthusiast
By Lester Knight ChaykinIn this project, we will build a custom video watch using an ESP32, a TFT display, and WiFi to stream video. This project involves setting up the ESP32 as a video receiver, displaying the stream on a small TFT screen, and packaging it into a wearable form factor. Whether for video playback or communication, this wearable video watch showcases the versatility of the ESP32 in IoT projects. [Read More] -
Building a Joystick Controller with BleGamepad and TFT LCD
A DIY Bluetooth Game Controller using ESP32, Joystick, and TFT Display
By Lester Knight ChaykinIn this project, we will create a custom joystick controller using the ESP32, BleGamepad library for Bluetooth functionality, and a TFT LCD for real-time feedback on joystick movements and button presses. The controller will act as a Bluetooth gamepad that can be used for gaming or other control applications. [Read More] -
ESP32 Cellular Device and Code Breakdown
A Deep Dive into Hardware and Software for IoT Applications
By Lester Knight ChaykinIn this blog post, I will explore the details of my ESP32 project, including the device’s hardware setup and a comprehensive overview of the code, header files, and libraries used. The project involves connecting the ESP32 to a GSM module, interfacing with a DHT sensor, and using MQTT for communication. Let’s break down the key components and explain how they fit together. [Read More]