![]() Instead, a tile system is employed: a set of small bitmaps is held in memory, and a map is built using references to these bitmaps. Just like most consoles of the era, the GameBoy didn't have enough memory to allow for a direct framebuffer to be held in memory. In order for the emulation to render graphics, the concepts behind GameBoy graphics must be briefly examined. A canvas has been initialised and is ready for graphics to be drawn by the emulated GameBoy the GPU emulation now has structure, but is still unable to render graphics to the framebuffer. Previously in this series, the shape of a GameBoy emulator was brought together, and the timings established between the CPU and graphics processor. ![]() This is part 4 of an article series on emulation development in JavaScript ten parts are currently available, and others are expected to follow.
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