Rewriting My Game Boy Emulator: The Pixel FIFO

First of all, if you are writing your own Game Boy emulator, you don’t need to emulate the pixel FIFO! Almost nothing depends on it for correct rendering, it’s a lot more complex to implement than a scanline-based renderer, and it’s also significantly more difficult to debug than a scanline-based renderer.

Rewriting My Game Boy Emulator: The CPU

My Game Boy emulator was both the first emulator I wrote and my first real project written in Rust. Needless to say, there’s a lot of room for improvement. I briefly thought about porting it into my multi-system emulator which doesn’t currently have a Game Boy core, but this also seemed like a good opportunity to go back and clean things up, and it frankly seemed easier to do a complete rewrite while using my v1 as a reference for trickier details (e.

Titan Overdrive 2: Part 2

This is a continuation of my attempt to get Titan Overdrive 2 working in my Genesis emulator. It will be more technical than Part 1 as fixing the remaining effects requires getting into low-level details of how the Genesis VDP functions, which these effects depend on.

Titan Overdrive 2: Part 1

When I first saw Titan’s Overdrive 2 demo I was blown away, both by the presentation itself and by how in the world they managed to push that out of the Mega Drive. After how much I struggled to get Overdrive 1 to work in my emulator, I just assumed that getting Overdrive 2 to work was out of reach.

Emulating the Titan Overdrive Demo

The Titan Overdrive and Overdrive 2 Mega Drive demos are well-known for pushing the Mega Drive / Genesis hardware to its limits. I decided to try the first one in my own Genesis emulator and see what it would take to get it working!