Scott Shawcroft Is Programming Game Boys With CircuitPython

Some people like to do things the hard way. Maybe they drive a manual transmission, or they bust out the wire wrap tool instead of a soldering iron, or they code in assembly to stay close to the machine. Doing things the hard way certainly has its merits, and we …read more

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The Multiyear Hunt for a Gameboy Game’s Bug

[Enddrift] had a real problem trying to run a classic game, Hello Kitty Collection: Miracle Fashion Maker, into a GBA (Gameboy Advance) emulator. During startup, the game would hit an endless loop waiting for a read from a non-existent memory location and thus wouldn’t start under the emulator. The problem …read more

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Better LEDs through DMA

While regular Hackaday readers already know how to blink a LED with a microcontroller and have moved onto slightly more challenging projects such as solving the Navier-Strokes equations in 6502 assembly, that doesn’t mean there’s not space for newbies. [Rik] has published a great tutorial on abusing DMA for blinkier glowy things. Why would anyone want to learn about DMA techniques? For blinkier glowy things, of course.

This tutorial assumes knowledge of LED multiplexing and LED matrices, or basically a bunch of LEDs connected together on an XY grid. The naive way to drive an 8×8 grid of LEDs is …read more

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Understanding DMA

In the world of computers, the central processing unit (CPU) is–well–central. Your first computer course probably explained it like the brain of the computer. However, sometimes you can overload that brain and CPU designers are always trying to improve both speed and throughput using a variety of techniques. One of those methods is DMA or direct memory access.

As the name implies, DMA is the ability for an I/O device to transfer data directly to or from memory. In some cases, it might actually transfer data to another device, but not all DMA systems support that. Sounds simple, …read more

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