Introduction
So far, our Game Boy emulator has a basic Memory Management Unit (MMU) that can handle the fixed 64KB memory map. This is sufficient for very small ROMs, but most commercial Game Boy games exceed this limit, often by megabytes. How did the original hardware manage this? Through a clever piece of hardware called a Memory Bank Controller (MBC).
In this chapter, we’ll extend our MMU to support MBCs. This is a critical milestone because it unlocks the ability to load and run a vast majority of Game Boy ROMs. We’ll focus on implementing the MBC1 type, which is one of the most common and fundamental MBCs. By the end of this chapter, your emulator will be able to dynamically switch between different ROM and external RAM banks, allowing it to access much larger cartridge data.
Planning & Design
The Game Boy’s CPU (a custom Z80 derivative) can only address 64KB of memory at any given time. However, Game Boy cartridges can contain up to 8MB of ROM and 32KB of external RAM. To bridge this gap, MBCs act as hardware components within the cartridge that intercept memory accesses to specific regions and “bank in” different parts of the larger ROM or RAM.
Game Boy Memory Map Review
Let’s quickly recap the relevant memory regions:
- 0x0000 - 0x3FFF: ROM Bank 0 (fixed, always accessible)
- 0x4000 - 0x7FFF: Switchable ROM Bank (controlled by MBC)
- 0xA000 - 0xBFFF: Switchable External RAM Bank (controlled by MBC)
The key insight is that writes to specific addresses within the ROM regions (0x0000-0x7FFF) are not actually writing to ROM data. Instead, they are interpreted by the MBC as commands to switch banks, enable/disable RAM, or configure other MBC features.
MBC Architecture
We’ll introduce a new F# module, Gb.Mbc, to encapsulate all MBC-related logic. The Gb.Mbc module will hold the current state of the MBC (e.g., which ROM bank is selected, if RAM is enabled) and provide functions to:
- Initialize: Determine the MBC type from the cartridge header and set up initial state.
- Handle Writes: Process writes to MBC control registers within the ROM address space (0x0000-0x7FFF). These writes will update the internal
MbcState. - Map Addresses: Translate a logical Game Boy address (e.g., 0x4000) into a physical offset within the loaded cartridge ROM or external RAM data, based on the current
MbcState.
The Gb.Mmu will then delegate these responsibilities to the Gb.Mbc module when accessing the relevant memory regions.
F# Type Design for MBCs
We’ll need a way to represent different MBC types and their state. A discriminated union is perfect for this:
type MbcType =
| NoMbc
| Mbc1
| Mbc1Ram
| Mbc1RamBattery
// ... other MBC types as we implement them
type MbcState = {
MbcType : MbcType
RomBanks : byte [] // The entire ROM data from the cartridge
RamBanks : byte [] // The entire external RAM data
CurrentRomBank : int
CurrentRamBank : int
RamEnabled : bool
BankingMode : int // 0 for ROM banking, 1 for RAM banking (MBC1 specific)
}
The MbcState will be part of our overall Gb.Mmu state, allowing the MMU to pass it around and update it.
Data Flow
Here’s how the MMU and MBC will interact for a memory write:
And for a memory read:
Step-by-Step Implementation
We’ll start by defining the MbcState and a helper to determine the MbcType. Then, we’ll build out the Gb.Mbc module to handle MBC1 logic. Finally, we’ll integrate it into our existing Gb.Mmu.
1. Define MBC Types and State
First, let’s create a new file Gb.Mbc.fs in your src/Gb directory.
src/Gb/Gb.Mbc.fs
module Gb.Mbc
open System
/// Represents the various Memory Bank Controller types supported by Game Boy cartridges.
type MbcType =
| NoMbc // Cartridge without an MBC (small ROMs only)
| Mbc1
| Mbc1Ram
| Mbc1RamBattery
| Mbc2
| Mbc2Battery
| Mbc3
| Mbc3Ram
| Mbc3RamBattery
| Mbc3TimerBattery
| Mbc3TimerRamBattery
| Mbc5
| Mbc5Ram
| Mbc5RamBattery
| Mbc5Rumble
| Mbc5RumbleRam
| Mbc5RumbleRamBattery
| MbcUnknown of byte // For unknown MBC types
/// Represents the current state of the Memory Bank Controller.
/// This state changes based on writes to specific memory addresses.
type MbcState = {
MbcType : MbcType
RomBanks : byte [] // The entire ROM data from the cartridge
RamBanks : byte [] // The entire external RAM data (if any)
CurrentRomBank : int // The currently selected switchable ROM bank (0x4000-0x7FFF)
CurrentRamBank : int // The currently selected switchable external RAM bank (0xA000-0xBFFF)
RamEnabled : bool // True if external RAM is enabled for read/write
BankingMode : int // MBC1 specific: 0 for ROM banking mode, 1 for RAM banking mode
}
/// Determines the MBC type from the cartridge header byte at 0x0147.
let getMbcType (mbcByte : byte) =
match mbcByte with
| 0x00uy -> NoMbc
| 0x01uy -> Mbc1
| 0x02uy -> Mbc1Ram
| 0x03uy -> Mbc1RamBattery
| 0x05uy -> Mbc2
| 0x06uy -> Mbc2Battery
| 0x0Fuy -> Mbc3TimerBattery
| 0x10uy -> Mbc3TimerRamBattery
| 0x11uy -> Mbc3
| 0x12uy -> Mbc3Ram
| 0x13uy -> Mbc3RamBattery
| 0x19uy -> Mbc5
| 0x1Auy -> Mbc5Ram
| 0x1Buy -> Mbc5RamBattery
| 0x1Cuy -> Mbc5Rumble
| 0x1Duy -> Mbc5RumbleRam
| 0x1Euy -> Mbc5RumbleRamBattery
| _ -> MbcUnknown mbcByte
/// Initializes the MBC state based on the cartridge ROM and type.
let init (mbcType : MbcType) (romData : byte []) (ramSize : int) =
let ramBanks = Array.zeroCreate ramSize // Create RAM array if RAM exists
{ MbcType = mbcType
RomBanks = romData
RamBanks = ramBanks
CurrentRomBank = 1 // ROM bank 1 is default on startup (0 is fixed)
CurrentRamBank = 0
RamEnabled = false
BankingMode = 0 } // Default to ROM banking mode for MBC1
Explanation:
MbcTypeenumerates known MBCs. We’ve included many for future expansion, but will focus onMbc1.MbcStateis a record holding all dynamic MBC configuration.RomBanksandRamBanksstore the raw data.CurrentRomBankandCurrentRamBanktrack which bank is currently mapped into the CPU’s address space.RamEnabledcontrols external RAM access.BankingModeis specific to MBC1 and dictates how theCurrentRomBankandCurrentRamBankvalues are combined.
getMbcTypereads the byte at0x0147in the cartridge header, which defines the MBC type.initsets up the initialMbcStatefor a given cartridge. NoteCurrentRomBankstarts at1because0is fixed.
2. Implement MBC1 Logic
Now, let’s add the core logic for MBC1 within the Gb.Mbc module. This involves functions to handle writes to control registers and to map addresses.
src/Gb/Gb.Mbc.fs (add to existing file)
// ... (previous code)
/// Handles writes to MBC control registers (addresses 0x0000-0x7FFF).
/// This function updates the MbcState based on the address and value.
let handleMbc1Write (state : MbcState) (addr : int) (value : byte) =
match addr with
| _ when addr >= 0x0000 && addr <= 0x1FFF -> // RAM Enable/Disable
{ state with RamEnabled = (value &&& 0x0Fuy) = 0x0Auy }
| _ when addr >= 0x2000 && addr <= 0x3FFF -> // ROM Bank Number (Lower 5 bits)
let newRomBank = int (value &&& 0x1Fuy) // Mask to get lower 5 bits
let newRomBank = if newRomBank = 0 then 1 else newRomBank // Bank 0 is always fixed, so 0 becomes 1
let currentHigherBits = (state.CurrentRomBank >>> 5) &&& 0x03 // Get current higher 2 bits
let finalRomBank = (currentHigherBits <<< 5) ||| newRomBank
{ state with CurrentRomBank = finalRomBank }
| _ when addr >= 0x4000 && addr <= 0x5FFF -> // RAM Bank Number / ROM Bank Number (Higher 2 bits)
let newBankValue = int (value &&& 0x03uy) // Mask to get lower 2 bits
if state.BankingMode = 0 then // ROM Banking Mode
let currentLowerBits = state.CurrentRomBank &&& 0x1F // Get current lower 5 bits
let finalRomBank = (newBankValue <<< 5) ||| currentLowerBits
{ state with CurrentRomBank = finalRomBank }
else // RAM Banking Mode
{ state with CurrentRamBank = newBankValue }
| _ when addr >= 0x6000 && addr <= 0x7FFF -> // Banking Mode Select
{ state with BankingMode = int (value &&& 0x01uy) }
| _ -> state // No relevant MBC1 action for other addresses
/// General MBC write handler that dispatches to specific MBC types.
let write (state : MbcState) (addr : int) (value : byte) =
match state.MbcType with
| Mbc1 | Mbc1Ram | Mbc1RamBattery -> handleMbc1Write state addr value
| NoMbc -> state // No MBC, writes to ROM area are ignored
| _ ->
// For other MBC types or unknown, we just ignore writes to these control registers for now
// A full emulator would implement these specifically.
state
/// Maps a logical ROM address (0x4000-0x7FFF) to a physical offset in the RomBanks array.
let mapRomAddress (state : MbcState) (addr : int) =
let romBankSize = 0x4000 // 16KB per ROM bank
let bankOffset = (state.CurrentRomBank % (state.RomBanks.Length / romBankSize)) * romBankSize
let addressInBank = addr - 0x4000 // Offset within the 16KB bank
bankOffset + addressInBank
/// Maps a logical external RAM address (0xA000-0xBFFF) to a physical offset in the RamBanks array.
let mapRamAddress (state : MbcState) (addr : int) =
if state.RamEnabled then
let ramBankSize = 0x2000 // 8KB per RAM bank
let bankOffset = (state.CurrentRamBank % (state.RamBanks.Length / ramBankSize)) * ramBankSize
let addressInBank = addr - 0xA000 // Offset within the 8KB bank
Some (bankOffset + addressInBank)
else
None // RAM is not enabled
/// Reads a byte from the mapped external RAM, if enabled.
let readRam (state : MbcState) (addr : int) =
match mapRamAddress state addr with
| Some physicalAddr when physicalAddr < state.RamBanks.Length ->
state.RamBanks.[physicalAddr]
| _ ->
0xFFuy // Return 0xFF if RAM is disabled or address is out of bounds
Explanation of MBC1 Logic:
- RAM Enable (0x0000-0x1FFF): Writing
0x0A(10 decimal) to any address in this range enables external RAM. Any other value disables it. We mask the value (value &&& 0x0Fuy) just in case. - ROM Bank Number (Lower 5 bits) (0x2000-0x3FFF): This range sets the lower 5 bits of the
CurrentRomBank. Since ROM bank 0 is always fixed, writing0actually selects bank1. We combine these 5 bits with the higher 2 bits (set in the next range) to form the full 7-bit ROM bank number. - RAM Bank Number / ROM Bank Number (Higher 2 bits) (0x4000-0x5FFF): This range’s behavior depends on
BankingMode.- If
BankingModeis0(ROM Banking Mode), these 2 bits become the higher bits of theCurrentRomBank, allowing access to larger ROMs (up to 2MB with 7 bits). - If
BankingModeis1(RAM Banking Mode), these 2 bits select one of 4 external RAM banks (up to 32KB).
- If
- Banking Mode Select (0x6000-0x7FFF): Writing
0selects ROM Banking Mode,1selects RAM Banking Mode. mapRomAddress: Calculates the physical offset inRomBanksfor a given logical address in the switchable ROM bank region. It usesCurrentRomBank.mapRamAddress: Calculates the physical offset inRamBanksfor a given logical address in the external RAM region, only if RAM is enabled. It returns anoptiontype to indicate if RAM access is valid.readRam: A helper to safely read from external RAM.
3. Integrate MBC into MMU
Now, we need to update our Gb.Mmu module to use the Gb.Mbc functionality.
First, ensure Gb.Mmu.fs references Gb.Mbc. You might need to adjust your .fsproj file to ensure Gb.Mbc.fs is compiled before Gb.Mmu.fs.
Gb.fsproj (example order)
<ItemGroup>
<Compile Include="Gb/Gb.Mbc.fs" />
<Compile Include="Gb/Gb.Mmu.fs" />
<Compile Include="Gb/Gb.Cpu.fs" />
<!-- ... other files ... -->
</ItemGroup>
Next, modify Gb.Mmu.fs.
src/Gb/Gb.Mmu.fs
module Gb.Mmu
open System
open Gb.Mbc // Add this line to import the MBC module
/// Represents the Game Boy's entire memory state.
type MmuState = {
// ... (existing fields like VRAM, WRAM, OAM, IoRegisters, etc.) ...
BootRom : byte []
CartridgeRom : byte [] // This will store the *entire* ROM data
MbcState : MbcState // Add the MBC state here
}
/// Initializes the MMU with a given boot ROM and cartridge ROM.
let init (bootRomData : byte []) (cartridgeRomData : byte []) =
let mbcType = Gb.Mbc.getMbcType cartridgeRomData.[0x0147] // Get MBC type from cartridge header
let ramSize =
match cartridgeRomData.[0x0149] with // Cartridge RAM size byte
| 0x00uy -> 0 // No RAM
| 0x01uy -> 0x00002000 // 8KB (MBC2 specific)
| 0x02uy -> 0x00008000 // 8KB
| 0x03uy -> 0x00020000 // 32KB
| 0x04uy -> 0x00080000 // 128KB
| 0x05uy -> 0x00040000 // 64KB
| _ -> 0 // Unknown or unsupported RAM size
let mbcState = Gb.Mbc.init mbcType cartridgeRomData ramSize
{ // ... (existing initializations for VRAM, WRAM etc.) ...
BootRom = bootRomData
CartridgeRom = cartridgeRomData // Store the full ROM
MbcState = mbcState }
/// Reads a byte from memory at the given address.
let readByte (state : MmuState) (addr : int) =
match addr with
// ... (existing boot ROM and other fixed memory region checks) ...
| _ when addr >= 0x0000 && addr <= 0x3FFF -> // ROM Bank 0 (fixed)
if state.BootRomEnabled && addr < state.BootRom.Length then
state.BootRom.[addr]
else
state.CartridgeRom.[addr]
| _ when addr >= 0x4000 && addr <= 0x7FFF -> // Switchable ROM Bank
// Delegate to MBC to map the address
let physicalAddr = Gb.Mbc.mapRomAddress state.MbcState addr
state.CartridgeRom.[physicalAddr]
| _ when addr >= 0xA000 && addr <= 0xBFFF -> // External RAM (switchable)
match Gb.Mbc.readRam state.MbcState addr with
| value -> value
| exception _ -> 0xFFuy // Fallback if readRam throws (e.g., if MBC type isn't fully implemented)
// ... (rest of existing readByte match cases) ...
/// Writes a byte to memory at the given address.
let writeByte (state : MmuState) (addr : int) (value : byte) =
match addr with
// ... (existing boot ROM and other fixed memory region checks) ...
| _ when addr >= 0x0000 && addr <= 0x7FFF -> // MBC Control Registers (ROM area)
// Writes to these addresses control the MBC, not the ROM data itself
let newMbcState = Gb.Mbc.write state.MbcState addr value
{ state with MbcState = newMbcState }
| _ when addr >= 0xA000 && addr <= 0xBFFF -> // External RAM (switchable)
if state.MbcState.RamEnabled then
match Gb.Mbc.mapRamAddress state.MbcState addr with
| Some physicalAddr when physicalAddr < state.MbcState.RamBanks.Length ->
state.MbcState.RamBanks.[physicalAddr] <- value
state // No change to MmuState, only MbcState.RamBanks is mutable
| _ -> state // RAM disabled or out of bounds, ignore write
else
state // RAM is not enabled, ignore write
// ... (rest of existing writeByte match cases) ...
Key Changes in Gb.Mmu.fs:
open Gb.Mbc: Imports the new module.MmuStateupdate: AddedMbcState : MbcStateto hold the MBC’s dynamic configuration.initfunction:- Reads the MBC type from
cartridgeRomData.[0x0147]. - Determines RAM size from
cartridgeRomData.[0x0149]. - Initializes
MbcStateusingGb.Mbc.init.
- Reads the MBC type from
readBytefunction:- For
0x4000-0x7FFF(switchable ROM), it now callsGb.Mbc.mapRomAddressto get the correct physical offset intoCartridgeRom. - For
0xA000-0xBFFF(External RAM), it callsGb.Mbc.readRamto safely read from the mapped RAM if enabled.
- For
writeBytefunction:- For
0x0000-0x7FFF(ROM area), it now callsGb.Mbc.writeto update theMbcState. This is crucial as these writes are MBC commands. - For
0xA000-0xBFFF(External RAM), it checksstate.MbcState.RamEnabledand then usesGb.Mbc.mapRamAddressto write to the correct location instate.MbcState.RamBanks(which is a mutable array).
- For
โก Quick Note: Mutable RAM
Notice that state.MbcState.RamBanks.[physicalAddr] <- value is a mutable operation. While F# strongly favors immutability, hardware emulation often requires mutable arrays for memory regions like RAM for performance and directness. We encapsulate this mutability within the MbcState record and the Gb.Mmu module, ensuring that the mutation is explicit and contained. The writeByte function still returns the same MmuState record, but its internal MbcState.RamBanks array has been modified.
4. Update Cartridge Loading
Finally, ensure your main application (e.g., Program.fs or Gb.Emulator.fs) loads the full cartridge ROM data and passes it to the Mmu.init function. Previously, you might have only loaded the first 64KB. Now, you need to load the entire file.
src/Gb/Gb.Emulator.fs (or similar main file)
module Gb.Emulator
open System.IO
open Gb.Cpu
open Gb.Mmu
open Gb.Ppu
open Gb.Input
// ... other modules
type EmulatorState = {
Cpu : CpuState
Mmu : MmuState
Ppu : PpuState
Input : InputState
// ... other components
Cycles : int6}
/// Loads a Game Boy ROM file into the emulator.
let loadRom (filePath : string) =
let romData = File.ReadAllBytes filePath // Read the entire ROM file
let bootRomData = File.ReadAllBytes "path/to/your/bootrom.gb" // Ensure you have a boot ROM
let initialMmu = Mmu.init bootRomData romData
let initialCpu = Cpu.init
let initialPpu = Ppu.init
let initialInput = Input.init
{ Cpu = initialCpu
Mmu = initialMmu
Ppu = initialPpu
Input = initialInput
Cycles = 0L }
// ... rest of your emulator loop
Testing & Verification
Now that we’ve implemented MBC1, it’s time to test it.
1. Obtain Test ROMs
The most reliable way to test MBC functionality is using specific test ROMs, such as those from Blargg’s Game Boy CPU/MMU Tests. You can find these by searching for “Blargg Game Boy MBC1 tests”.
Specifically, look for ROMs like:
mbc1/rom_512kb.gbmbc1/rom_1mb.gbmbc1/rom_2mb.gbmbc1/ram_256kb.gb(if your MBC1 implementation supports RAM)
2. Run Test ROMs
Load one of these test ROMs into your emulator. If your MBC1 implementation is correct, the ROM should boot up and display messages indicating successful bank switching or RAM access. Blargg’s tests are designed to output specific messages to the serial port (which we haven’t emulated yet) or to the screen. You’ll primarily rely on observing the screen output.
3. Debugging Checks
- Console Logging: Add
printfnstatements inGb.Mbc.fswithinhandleMbc1Writeto log when a bank switch occurs:This will give you visibility into whether your MBC logic is being triggered and if the// ... inside handleMbc1Write | _ when addr >= 0x2000 && addr <= 0x3FFF -> let newRomBank = int (value &&& 0x1Fuy) let newRomBank = if newRomBank = 0 then 1 else newRomBank let currentHigherBits = (state.CurrentRomBank >>> 5) &&& 0x03 let finalRomBank = (currentHigherBits <<< 5) ||| newRomBank printfn "MBC1: ROM Bank changed to %d" finalRomBank // <--- Add this { state with CurrentRomBank = finalRomBank }CurrentRomBankis being updated as expected. - Memory Inspection: If your emulator has a debugging mode or can dump memory, inspect the contents of
0x4000-0x7FFFafter a bank switch. The data there should change. - RAM Access: If testing with MBC1+RAM, ensure that writing to
0xA000-0xBFFFonly works whenRamEnabledis true, and that reads return the expected values.
Production Considerations
MBCs are fundamental to Game Boy emulation. Getting them right is critical for compatibility.
- Performance: The MMU’s
readByteandwriteBytefunctions are called millions of times per second. While the indirection throughGb.Mbcis necessary, ensure that the banking logic withinmapRomAddressandmapRamAddressis as efficient as possible. Avoid unnecessary allocations or complex computations in these hot paths. - Completeness: While we focused on MBC1, a production-grade emulator needs to support MBC3 (for RTC and larger ROMs) and MBC5 (for larger ROMs and rumble). Each MBC has its own quirks and control registers. Design your
Gb.Mbcmodule to easily extend with newMbcTypecases and corresponding handlers. - Maintainability: The use of discriminated unions for
MbcTypemakes it explicit which MBC is active. When adding new MBCs, you’ll extend theMbcTypeunion and add new functions likehandleMbc3WriteandmapMbc3Address, then dispatch to them from the generalwriteandreadfunctions inGb.Mbc.
Common Issues & Solutions
- Incorrect Bank Calculation:
- Issue: Off-by-one errors or incorrect masking when calculating
CurrentRomBankorCurrentRamBank. Especially common with MBC1’snewRomBank = if newRomBank = 0 then 1 else newRomBankrule. - Solution: Double-check the bitwise operations (
&&&,|||,>>>,<<<) and ensure the “ROM bank 0 becomes 1” rule is strictly followed. Use a debugger to step through thehandleMbc1Writefunction and verifyCurrentRomBankafter each write.
- Issue: Off-by-one errors or incorrect masking when calculating
- RAM Not Enabling/Disabling:
- Issue: External RAM isn’t behaving as expected (e.g., writes don’t persist, reads return
0xFF). - Solution: Verify the
RamEnabledflag is correctly set by writes to0x0000-0x1FFF. Ensure the exact magic value0x0Ais being checked for. Also, confirm thatmapRamAddressreturnsNonewhenRamEnabledisfalse.
- Issue: External RAM isn’t behaving as expected (e.g., writes don’t persist, reads return
- Cartridge ROM/RAM Size Mismatch:
- Issue: Emulator crashes or reads garbage when accessing ROM/RAM.
- Solution: Ensure
initcorrectly reads the cartridge header bytes0x0148(ROM size) and0x0149(RAM size) and allocatesRomBanksandRamBanksarrays of the appropriate size. Myinitfunction forGb.Mbcuses a simplifiedramSizecalculation; for a full emulator, you’d need to map0x0148to actual ROM bank counts and0x0149to actual RAM sizes more rigorously as per Pan Docs. โก Real-world insight:Cartridge header parsing is a surprisingly common source of bugs in emulators. The Pan Docs are your authoritative source for these bytes.
Summary & Next Step
In this chapter, you’ve taken a significant leap forward by implementing Memory Bank Controller (MBC) support, specifically for MBC1. Your emulator can now:
- Correctly identify the MBC type from a cartridge header.
- Handle writes to MBC control registers to switch ROM and RAM banks.
- Map logical Game Boy addresses to physical offsets within larger ROM and external RAM data.
This means your emulator can now run many more Game Boy games that rely on MBC1 for memory management. You’ve also seen how to integrate mutable state (for RAM) carefully within a functional F# codebase.
Next, we’ll continue refining our emulator by diving into the Picture Processing Unit (PPU) Part 1, focusing on rendering the background and tiles.
๐ง Check Your Understanding
- What problem do Memory Bank Controllers solve for the Game Boy?
- Explain the role of the
BankingModeregister in MBC1. - Why is it important to handle writes to
0x0000-0x7FFFdifferently when an MBC is present?
โก Mini Task
- Research the MBC3 type (e.g., using Pan Docs) and list at least two key differences in its banking mechanism compared to MBC1.
๐ Scenario
You’re debugging a Game Boy ROM that uses MBC1. The game loads, displays the Nintendo logo, but then freezes on a black screen when it tries to load the main game content. You suspect an MBC issue. What are the first three things you would check in your MBC1 implementation to diagnose this problem?
๐ TL;DR
- MBCs extend Game Boy memory by banking ROM and RAM.
- MBC1 uses writes to ROM addresses as control commands for bank switching.
Gb.Mmunow delegates ROM/external RAM access toGb.Mbc.
๐ง Core Flow
- MMU
initreads cartridge header to determine MBC type and RAM size. - MMU
readBytefor0x4000-0x7FFFand0xA000-0xBFFFcallsGb.Mbcto map physical addresses. - MMU
writeBytefor0x0000-0x7FFFcallsGb.Mbc.writeto update MBC state.
๐ Key Takeaway
Effective emulation of hardware often requires carefully modeling memory management units and their controllers, translating logical CPU addresses to physical storage locations through stateful logic.
References
- Game Boy Pan Docs - Memory Banking Controllers
- F# Language Reference - Records
- F# Language Reference - Discriminated Unions
This page is AI-assisted and reviewed. It references official documentation and recognized resources where relevant.