Is a Game Boy LCD rendering diagram available that is analogous to the NES / Famicom PPU Rendering Diagram?
Since an LCD doesn't contain a moving ray like a CRT, I assume the horizontal and vertical blanking times are artificially introduced by the Game Boy video circuitry. And, there are interrupts associated with these events. That being the case, do Game Boy emulators simply generate one full scanline at a time between triggering HBlank interrupts? Or, for accurate raster effects, do Game Boy emulators handle individual pixel timing, like NES / Famicom emulators?
Also, since there is no ray, are the LCD pixels updated at a consistent rate like a CRT? Or, does the Game Boy video circuitry update pixels in bursts?
Since an LCD doesn't contain a moving ray like a CRT, I assume the horizontal and vertical blanking times are artificially introduced by the Game Boy video circuitry. And, there are interrupts associated with these events. That being the case, do Game Boy emulators simply generate one full scanline at a time between triggering HBlank interrupts? Or, for accurate raster effects, do Game Boy emulators handle individual pixel timing, like NES / Famicom emulators?
Also, since there is no ray, are the LCD pixels updated at a consistent rate like a CRT? Or, does the Game Boy video circuitry update pixels in bursts?