We'll start at the very beginning of memory with address 0x0000 and work our way all the up to the top. Below we'll be "mapping" out memory and talking at a high level about what the different sections of the Game Boy's memory map do. In fact there are parts of "memory" that are not actually backed by a RAM chip but instead are directly tied to things like the Game Boy screen or the Game Boy's audio device. Sections of memory are actually used for very specific purposes. While this was a helpful simplification for our work on the CPU (which doesn't know anything more about memory than that), in reality things are bit more complex. Up until now we've been treating the Game Boy's memory as one long array with 0xFFFF entries in it.
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