Games · Pro

Build a Game Boy Emulator

Emulate the Game Boy's CPU, memory map, timers, and pixel-processing unit accurately enough to boot the BIOS and run real commercial ROMs.

Pro60-120 hoursC++Rust

You build an emulator that implements the Game Boy's Sharp LR35902 CPU instruction set, its memory map and cartridge bank switching, timers and interrupts, and a pixel-processing unit that renders backgrounds, the window, and sprites scanline by scanline until real games boot and play. It is worth building because hardware emulation demands ruthless accuracy: a single mis-decoded opcode or wrong cycle count shows up as a crashed ROM or a corrupted screen, so it trains a debugging discipline most projects never require. It is resume-defining because emulators are concrete, demoable proof of low-level mastery — you can literally show Tetris running on software you wrote from a hardware spec. The combination of CPU dispatch, cycle-accurate timing, and graphics rendering covers a remarkable amount of systems knowledge in one project.

What you build

  • Full LR35902 CPU instruction set with correct flags and cycle counts
  • Memory map covering ROM, VRAM, WRAM, OAM, and I/O registers
  • Cartridge loading with MBC bank-switching support
  • Timer and interrupt handling synchronized to CPU cycles
  • PPU that renders background, window, and sprite layers per scanline
  • Joypad input mapped to keyboard controls
  • Boots the BIOS and runs commercial ROMs such as Tetris

What it teaches

  • CPU instruction decoding and cycle-accurate emulation
  • Memory-mapped I/O and bank switching
  • Interrupt and timer synchronization
  • Scanline-based graphics rendering
  • Reading and implementing from a hardware specification
  • Disciplined debugging against test ROMs

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Take it further

  • Add audio by emulating the four-channel sound hardware.
  • Support Game Boy Color ROMs with double-speed mode and color palettes.
  • Add save states and a debugger with breakpoints and memory inspection.

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