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segaretro.org
| | fabiensanglard.net
5.8 parsecs away

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| | [AI summary] This article delves into the technical intricacies of how the SNES (Super Nintendo Entertainment System) renders sprites and backgrounds, focusing on the challenges of VRAM access latency and the innovative solutions like internal memory amortization and specialized modes such as Mode 7.
| | eli.lipsitz.net
8.0 parsecs away

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| | I built a Game Boy and Game Boy Color emulator that runs on an FPGA, and can play both physical cartridges and ROM files. The whole project took about 4 months of intermittent work. Check out the code and instructions for running it here. Update February 2025: I expanded this project into a standalone, handheld device and added GBA support. Assembled FPGA board with cartridge adapter
| | imrannazar.com
6.6 parsecs away

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| | The exploration of system emulation in JavaScript continues, with a detailed look at the GameBoy graphics system, and how graphics are rendered by the GameBoy hardware; a simulation of the process is then put in place for use by the wider graphics engine.
| | tobiasvl.github.io
25.0 parsecs away

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| For this year's RetroChallenge, I'm going to make an emulator for a 41 year old Australian hobby computer.