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http://rubykaigi.org/2016/presentations/0xColby.html Released in 1989 the Gameboy was the first handheld console of the Gameboy series to be released by Nintendo. It featured games such as Pokemon Red & Blue, Tetris, Super Mario Land and went on to sell 64 million units worldwide. My talk will be discussing what components make up a Gameboy, such as the CPU, RAM, Graphics and Game Cartridge. How each component works individually and how they work together to let trainers catch em all. Then how to replicate the behavior of the Gameboy in code to eventually make an emulator. Colby Swandale, @0xColby Working in Melbourne at Marketplacer. I enjoy working on Ruby on Rails projects, low level computing and encryption.
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The video titled "Writing A Gameboy Emulator in Ruby" features speaker Colby Swandale discussing the development of a Game Boy emulator using the Ruby programming language. The talk is part of the RubyKaigi 2016 event and emphasizes the internal mechanics of the original Game Boy, a handheld console released in 1989 by Nintendo. Swandale shares insights into the journey of creating the emulator while explaining various components that make up the Game Boy. **Key Points Discussed:** - **Introduction**: Swandale introduces the topic as a personal project initiated about 12 months ago. He highlights a simple goal of understanding the Game Boy evolves into creating a fully functional emulator written in Ruby, despite performance limitations. - **Emulator Basics**: He explains that an emulator simulates the hardware and software functionality of a game console or device. Examples include VirtualBox for various systems. - **Game Boy Overview**: The original Game Boy has a monochrome LCD display and was incredibly popular, featuring games like Tetris and Pokémon Red & Blue. - **Components**: - **CPU**: Swandale details the sharp LR35902 CPU, its registers, and how instructions are executed, referencing the 256 available opcodes. - **Memory**: Discussing the 64 KB memory limit, he explains the segmentation for game programs, video memory, and I/O operations while outlining the memory management unit's implementation in Ruby. - **Picture Processing Unit (PPU)**: He describes how the PPU handles graphics processing, its modes of operation, and its dependence on the CPU. - **Cartridge**: The talk includes the role of the game cartridge, types and the memory bank controller necessary for loading larger games. - **Integration into Emulator**: Swandale explains the construction of an abstract class named Emulator that ties together the CPU, PPU, and other components for operation, describing how the infinite loop runs and how cycles are synchronized. - **Additional Topics**: He briefly mentions other important functionalities of the Game Boy that were not covered, such as input control and sound. **Conclusion**: Swandale concludes with an understanding that while the emulator functions, numerous complexities exist in replicating the original hardware behavior accurately. He shares his GitHub repository for further exploration and expresses openness to questions post-presentation.
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