The Ultimate Game Boy Talk (33c3) [video]
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[1] https://www.youtube.com/watch?v=fe1-VVXIEh4
Too bad Amiga was mismanaged from the word go, and that the less than upgradeable 500 was the face of the platform, as it was really ahead of its time in terms of internal design.
But over time the more upgradeable, and cloned to hell and back, IBM PC won out. In particular once the chipsets gained DMA and new expansion buses.
As for expandability, whilst the A500 wasn't as expandable as the A2000, I'd say it was expandable in the ways most users would care about. For example, this expansion allowed users to add a faster CPU (and an FPU), add more RAM and add a hard drive:
Here's mine, written as one file of less than 5000 lines of C: https://github.com/binji/binjgb. It's very accurate, based on few of the most commonly used GB emulator test suites (Blargg's and Gekkio's).
Interestingly, there are still many questions about the specific timings of the Gameboy PPU and APU. An interesting case pointed about by LIJI128 is that no accurate emulator can run Pinball Deluxe; they all crash in some way: https://www.reddit.com/r/EmuDev/comments/4n71ea/gb_pinball_d....
I was unaware of the GB test suites. Thanks for sharing that tidbit.
More or less relevant: For an university project where we made a Game Boy emulator, I wrote a presentation framework on the Game Boy itself, in which we recorded the design video:
https://drive.google.com/file/d/0BzPtU6SpBQZzVVdZZ0kxNGhqVjg...
Source: https://github.com/pepijndevos/gbpaint/blob/presentation/mai...
By the way, this is the link: https://www.livecoding.tv/michielha/videos/ZeNNa-a-python-ga...
BGB (mentioned at the end) really is the best emulator for development, and it works pretty flawlessly in wine (on both OSX and linux). http://bgb.bircd.org/
Aside from that, there is a gameboy cpu manual / cheat sheet (handily printable as an A5 booklet) [1] and by some incredible stroke of luck, there was a university course in Wichita that taught assembly programming via programming gameboy roms [2].
[1] http://marc.rawer.de/Gameboy/Docs/GBCPUman.pdf
[2] http://cratel.wichita.edu/cratel/ECE238Spr08
shameless plug: the project I started is available on github here [3] - i'm working on figuring out how to build native ruby extensions so I can have the assembler be built on install, rather than dirtily bundling pre built binaries for OSX use.
With your project, I'm not sure I understand it yet, is it a tool for creating and running makefiles that work with a GB assembler? If that's right, I can see it being useful.
"The game has to have a copy of that Nintendo logo inside. If it doesn't match, the game does not boot. This was meant so that Nintendo could control which games are released for the platform, because all games had to contain the logo, which is not just a copyright violation but also a trademark violation if you include that and don't have Nintendo's permission".
Neat :)
The amount of features offered by the Gameboy does seem rather overwhelming after watching this video.
Really hoping they do that Super Nintendo talk next year.
Explanation starts around 46 minutes into the video.
The PPU is clocked at 4mhz and I suspect OAM is also clocked at 4mhz (though it could also be implemented as two banks clocked at 2mhz with status in one bank and y location in the other bank). So 4 reads per CPU cycle sounds correct.