I've started to grow the amount of resources that I've used, and I thought it'd be a good idea to catalogue them.
- You Should Make a Gameboy Emulator - I guess this is where it all began.
- Gameboy Development Community
- Gameboy Complete Technical Reference
- RGBDS assembly reference
- Interactive Op code reference
- The Pandocs
- GameBoy Memory Map
- Building a GameBoy Emulator: Getting Started
- Game boy dealing with carry flags when handling
- Gameboy Half Carry
- game-boy-what-constitutes-a-half-carry
- Game Boy carry & half-carry flags
- GameBoy - Help With DAA instruction
- Emulating The Core, Part 2: Interrupts and Timing
- Emulating The Core, Part 3: Interrupt Processing
- zigboy
- The Cycle-Accurate Game Boy Docs
- Nitty Gritty Gameboy Cycle Timing
- How do GPU/PPU timings work on the Gameboy?
- NES System Timing (CPU + PPU + APU
- Game Boy Test Roms
- Building a gameboy from scratch part 2 the cpu
- Payload Captures
- Zig's funky syntax (.{}){}
- what's the simplest way of mixing signedness calculation in zig
- wrapping arithmetic
- Zig Function Pointers
- Random Numbers
- Result Location Semantics
- Function Parameter Type Inference
- Zig Build System
- Recommendations for structuring project with library and unit tests
- What is anytype?
- Extern Structs zig guide
- Input/Output basics
- How Do Emulators Work? A Deep Dive into Emulator Design
- there are any good books/resources/guides on Emulator Architecture
- fetch-decode-execute cycle
- Flag register in 8085 microprocessor
- Ep 083: Introduction to the Flags Register
- Endianness