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Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7
Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7
Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7

Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7

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About this ebook

The internal design of the Game Boy Advance is quite impressive for a portable console that runs on two AA batteries.

 

This console will carry on using Nintendo's signature GPU. Additionally, it will introduce a relatively new CPU from a British company that will surge in popularity in the years to come.

 

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.

LanguageEnglish
PublisherRodrigo Copetti
Release dateAug 18, 2019
ISBN9798201628505
Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7

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    Book preview

    Game Boy Advance 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 internal design of the Game Boy Advance is quite impressive for a portable console that runs on two AA batteries.

    This console will carry on using Nintendo’s signature GPU. Additionally, it will introduce a relatively new CPU from a British company that will surge in popularity in the years to come.

    3 Supporting Imagery

    The original Game Boy Advance. Released on 21/03/2001 in Japan, 11/06/2001 in America and 22/06/2001 in Europe. [1]

    Motherboard [2]. Showing revision ‘03’. Note that ‘AGB’ is the identifier of the Game Boy Advance model. Cartridge slot and audio amplifier are on the back.

    Motherboard with important parts labelled.

    Main architecture diagram. Each data bus is labelled with its width. The layout shown of the AGB Game Pak doesn’t include a mapper (as the new CPU is able to address significantly more memory), although games with a large ROM may still bundle one.

    4

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