Game Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2
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About this ebook
The Game Boy series can be imagined as a portable version of the NES with limited power, but you'll see that it included very interesting new functionality.
Architecture of Consoles: A Practical Analysis
Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.
This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!
About this edition
This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.
Related to Game Boy / Color Architecture
Titles in the series (22)
NES Architecture: Architecture of Consoles: A Practical Analysis, #1 Rating: 5 out of 5 stars5/5Dreamcast Architecture: Architecture of Consoles: A Practical Analysis, #9 Rating: 0 out of 5 stars0 ratingsMega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3 Rating: 0 out of 5 stars0 ratingsPlayStation Architecture: Architecture of Consoles: A Practical Analysis, #6 Rating: 0 out of 5 stars0 ratingsGame Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7 Rating: 0 out of 5 stars0 ratingsGame Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2 Rating: 0 out of 5 stars0 ratingsSega Saturn Architecture: Architecture of Consoles: A Practical Analysis, #5 Rating: 0 out of 5 stars0 ratingsSNES Architecture: Architecture of Consoles: A Practical Analysis, #4 Rating: 0 out of 5 stars0 ratingsGameCube Architecture: Architecture of Consoles: A Practical Analysis, #10 Rating: 0 out of 5 stars0 ratingsWii Architecture: Architecture of Consoles: A Practical Analysis, #11 Rating: 0 out of 5 stars0 ratingsPC Engine / TurboGrafx-16 Architecture: Architecture of Consoles: A Practical Analysis, #16 Rating: 0 out of 5 stars0 ratingsNintendo 64 Architecture: Architecture of Consoles: A Practical Analysis, #8 Rating: 0 out of 5 stars0 ratingsNintendo DS Architecture: Architecture of Consoles: A Practical Analysis, #14 Rating: 0 out of 5 stars0 ratingsPlayStation 2 Architecture: Architecture of Consoles: A Practical Analysis, #12 Rating: 0 out of 5 stars0 ratingsXbox Architecture: Architecture of Consoles: A Practical Analysis, #13 Rating: 0 out of 5 stars0 ratingsXbox 360 Architecture: Architecture of Consoles: A Practical Analysis, #20 Rating: 0 out of 5 stars0 ratingsMaster System Architecture: Architecture of Consoles: A Practical Analysis, #15 Rating: 2 out of 5 stars2/5Virtual Boy Architecture: Architecture of Consoles: A Practical Analysis, #17 Rating: 0 out of 5 stars0 ratingsPSP Architecture: Architecture of Consoles: A Practical Analysis, #18 Rating: 0 out of 5 stars0 ratingsPlayStation 3 Architecture: Architecture of Consoles: A Practical Analysis, #19 Rating: 0 out of 5 stars0 ratingsNintendo 3DS Architecture: Architecture of Consoles: A Practical Analysis, #22 Rating: 0 out of 5 stars0 ratingsWii U Architecture: Architecture of Consoles: A Practical Analysis, #21 Rating: 0 out of 5 stars0 ratings
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Book preview
Game Boy / Color Architecture - Rodrigo Copetti
1 About this edition
This edition originates from the article initially published on my personal website, it’s been re-styled to take advantage of the capabilities of PDF/eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the ‘full version’. Please keep this in mind when you see references to interactivity throughout the writings.
As always, the original manuscript of the articles is available on Github to enable readers to report mistakes or propose changes. There’s also a supporting reading list available to help understand the series. The author also accepts donations to help improve the quality of current articles and upcoming ones.
1.1 Open to feedback
Last but not least, for any comments and/or issues regarding this edition of the article, please get in touch using the links provided on the About page.
2 A quick introduction
The Game Boy series can be imagined as a portable version of the NES with limited power, but you’ll see that it included very interesting new functionality.
2.1 The rainbow analysis
The immense popularity of this console resulted in a variety of revisions (i.e. Game Boy Pocket, Light, and even in the form of Super Nintendo cartridges). As a matter of fact, the Game Boy brand covers two generations. Within the 4th generation we find the monochrome Game Boy and its revisions, and in the next generation resides the Game Boy Color (shipped after the demise of the Virtual Boy). The good news is that this article covers both ends. So, in the end, you’ll get a good understanding of how the Game Boy works and how its technology subsequently evolved to become the Game Boy Color.