This project is educational and Open Source. No code is copied from other emulators. Implementation based solely on technical documentation and permitted tests.
Closing of Phase 1 (v0.0.1) - Academic Proof of Concept
Summary
Official closing of thePhase 1 (v0.0.1)of the Viboy Color project asProof of Concept (PoC) Academicsuccessful. The emulator works on a technical level: loads ROMs, executes CPU instructions, manages memory, draws graphics and displays games on screen. However,the gameplay is not viabledue to problems of fine synchronization and latency inherent to the current pure Python implementation. This project has been a success as a computer architecture learning tool, fulfilling the goal of "learning how the machine works" through practical implementation from scratch using "Vibe Coding" methodology.
Hardware Concept
Real Time Hardware Emulation: A Game Boy emulator must run CPU instructions, update peripherals (PPU, Timer, APU) and process interrupts with cycle-to-cycle precision. The original hardware runs at 4.19 MHz, running millions of instructions per second. Each instruction consumes a specific number of machine cycles (M-Cycles), which are converted to time cycles (T-Cycles) by multiplying by 4.
Python Limitations in Real-Time Emulation: Python is a language interpreted with significant overhead in function calls and memory management. The Global Interpreter Lock (GIL) prevents true parallelization, and the function call overhead creates inherent latency. Although the emulator can achieve 60 FPS on modern hardware, the Cycle-to-cycle sync not accurate enough for timing-sensitive games (like Tetris or Pokémon).
"Scanline Loop" Architecture: The current implementation uses a hybrid architecture that executes CPU and Timer each instruction (for RNG accuracy) but updates the PPU only once per scanline (456 cycles). This architecture reduces overhead of the PPU by 99%, but still introduces synchronization and input latency problems that They prevent fluid gameplay.
Fountain: Pan Docs - System Clock, CPU Timing, LCD Timing
Implementation
This step does not implement new code, but ratherofficially closes Phase 1 (v0.0.1)through updating documentation and academic reflection on the achievements and limitations of the project.
Documented Components
- README.md: Updated with academic PoC status, badges, known limitations and roadmap v0.0.2
- COMPLETE_REPORT.md: Added final conclusion of Phase 1 with academic reflection, lessons learned and roadmap v0.0.2
- src/memory/cartridge.py: ALL critical marked as "Deferred to v0.0.2" (RAM banking and mode select)
Design Decisions
Phase 1 Closure Decision: It has been decided to close v0.0.1 as an academic PoC successful instead of continuing to optimize in pure Python. This decision is based on:
- Technical Limit Reached:Pure Python cannot achieve timing precision necessary for full gameplay, regardless of additional optimizations.
- Academic Objective Met: The goal of "learning how the machine works" has been fully fulfilled through practical implementation from scratch.
- Preserved Educational Value: The project serves as a valuable educational reference of emulator implementation and limitations of interpreted languages.
- Clear Roadmap: Migrating to C++/Cython (v0.0.2) is the right path for achieve necessary timing precision.
Affected Files
README.md- Updated with academic PoC status, badges, known limitations and roadmap v0.0.2COMPLETE_REPORT.md- Added final conclusion of Phase 1 with academic reflection and roadmap v0.0.2src/memory/cartridge.py- EVERY critical marked as "Deferred to v0.0.2"docs/bitacora/entries/2025-12-18__0092__cierre-fase-1-v0.0.1-poc-academica.html- New closing entrydocs/bitacora/index.html- Updated with new closing entry
Tests and Verification
This step does not include new tests, but ratherdocuments the final stateof Phase 1.
Final State of Components
- CPU (LR35902): ✅ Complete - All opcodes implemented and validated
- MMU: ✅ Functional - Full memory mapping, MBC1 implemented
- PPU: ✅ Functional - Background, Window, Sprites, PPU modes, STAT log
- Timer: ✅ Complete - All frequencies, functional interruptions
- Interruptions: ✅ Functional - VBlank, LCD STAT, Timer, Serial, Joypad
- Cartridges: ✅ MBC1 Implemented - Loading ROMs up to 2MB
- Unit Tests: ✅ Complete suite - Hundreds of tests passing
- Documentation: ✅ Complete - 90+ web log entries, complete technical report
Known Limitations
- Cycle to Cycle Synchronization: ⚠️ Pure Python prevents timing precision necessary for full gameplay
- Input Latency: ⚠️ Python overhead introduces inherent latency in event processing
- Timer desynchronization: ⚠️ Small desyncs accumulate, affecting timing-sensitive games
- APU: ⚠️ Not implemented - Deferred to v0.0.2
- Additional MBCs: ⚠️ Only MBC1 implemented - MBC2, MBC3, MBC5 deferred to v0.0.2
Academic Validation
Objective Accomplished: The main objective of the project was "to learn how it works the machine" through practical implementation from scratch. This objective has been completely met:
- ✅ Deep understanding of LR35902 architecture
- ✅ Practical implementation of all major components
- ✅ Exhaustive educational documentation (90+ web log entries)
- ✅ Validation through unit tests and tests with real ROMs
- ✅ "Vibe Coding" methodology proven to be effective for learning
Sources consulted
- Pan Docs: System Clock, CPU Timing, LCD Timing - https://gbdev.io/pandocs/
- Pan Docs: Memory Management, Cartridges, MBCs - https://gbdev.io/pandocs/
- Pan Docs: Interrupts, Timer, PPU - https://gbdev.io/pandocs/
- Architecture Technical Documentation LR35902
- Project web log (90+ educational entries)
Note: This phase closure is based on the technical documentation consulted throughout the development of v0.0.1 and in academic reflection on the achievements and limitations of the project.
Educational Integrity
What I Understand Now
- Python Limitations in Real-Time Emulation:Pure Python is not Suitable for hardware cycle-by-cycle emulation that requires precise timing. The overhead of function calls and the GIL prevent achieving the necessary precision.
- Hybrid Architecture as an Intermediate Solution: The "loop" architecture by scanline" is an intermediate solution that balances performance and accuracy, but is not enough for full gameplay in pure Python.
- Value of Educational Documentation: The web log with 90+ entries has proven to be invaluable in understanding the development process and technical decisions taken.
- Importance of Unit Tests: The complete test suite has allowed validate each component independently, facilitating debugging and maintenance.
- "Vibe Coding" Methodology: AI-assisted programming without knowledge Previous studies have proven to be effective for learning computer architecture, always that a clean-room approach and exhaustive documentation be maintained.
What remains to be confirmed
- Timing Precision in C++/Cython: Verify that the migration to code compiled (v0.0.2) achieves the timing precision necessary for full gameplay.
- Input Latency Optimization: Determine if migration to code compiled eliminates the input latency inherent in pure Python.
- Compatibility with Timing-Sensitive Games: Validate that games like Tetris and Pokémon work correctly with the new compiled architecture.
Hypotheses and Assumptions
Main Hypothesis: Kernel migration to C++/Cython (v0.0.2) will reach the timing precision necessary for complete gameplay. This hypothesis is based on the fact that the compiled code eliminates Python's function call overhead and GIL, allowing Accurate cycle-to-cycle synchronization.
Architecture Assumption: It is assumed that maintaining a Python interface for frontend (UI, tests) while migrating the core to compiled code is the optimal solution, combining the ease of development of Python with the precision of compiled code.
Next Steps
Roadmap v0.0.2: Migration of the emulator core to a low-level language or compiled (C++/Cython) to achieve the timing precision necessary for full gameplay.
- [ ] Rewriting the core in C++/Cython
- [ ] Migration of CPU, MMU, PPU and Timer to compiled code
- [ ] Maintain Python interface for frontend and tests
- [ ] Cycle-to-cycle synchronization optimization
- [ ] Validation with timing-sensitive games (Tetris, Pokémon)
- [ ] APU (Audio Processing Unit) Implementation - Deferred from v0.0.1
- [ ] Implementation of additional MBCs (MBC2, MBC3, MBC5) - Deferred from v0.0.1
Note: Pending components (APU, additional MBCs, etc.) will be implemented in v0.0.2 with the new architecture compiled.