Writing an emulator: sound is still complicated
After a long hiatus, I went from outputting crappy sound to outputting crappy sound *in stereo*.
Would you like to know more?
Everything you potentially wanted to know, maybe, about that GameBoy emulator I’ve been writing for the last couple years.
After a long hiatus, I went from outputting crappy sound to outputting crappy sound *in stereo*.
Would you like to know more?
The actual emulator I wrote and which prompted that series of articles on this very blog is finally functional enough that I decided to publish it on GitHub. It’s a lot more advanced than the example emulator I’m documenting here, but pretty much everything I described in emulator-related posts has been used in its making. …
Do you know how sound works? Well, me neither, but I hope we can figure it out together!
A quick wrap-up of the last article, with bonus GIFs of the final result.
Another article that took longer than I planned because of palettes, but that I tried softening with more pictures, and actual screenshots this time!
A much longer — though heavily illustrated — read built on top of the previous article’s code, in which we finally get to show tiles on a low-tech display.
Where I try using pretty animations to distract you from the fact I’ve put a lot of effort into turning a program that crashes into one that just hangs.
A promising start in which, after about 2000 words, I finally get to execute literally three bytes of machine code.
TL;DR: I started writing a Game Boy emulator in Go in June 2018 and since then, at least three distinct people have expressed polite interest in the details. I hope to show how it’s done, in mildly-to-heavily technical terms. It’s going to take a while but I hope it turns out marginally informative.