Systems programming / active
Game Boy Emulator
A Rust emulator for the original Game Boy architecture, including CPU work, picture processing, instruction decoding, and SDL rendering.
Architecture Overview
The emulator models the Game Boy as a set of cooperating hardware components: CPU, memory, instruction decoder, picture processing unit, timers, and SDL-backed rendering.
Technical Challenges
- decoding and executing the instruction set
- coordinating CPU and PPU timing
- modeling memory-mapped hardware behavior
- rendering frames through SDL
- validating behavior against ROM expectations
Benchmarks
Useful measurements include instruction throughput, frame pacing, rendering stability, and compatibility against small test ROMs.
Lessons Learned
Emulators are a forcing function for precision. Small timing or state-machine mistakes tend to surface quickly as visible rendering or execution bugs.
Tools
Rust, SDL