<olclass="chapter"><li><ahref="../00-introduction/00-index.html"><strongaria-hidden="true">1.</strong> Introduction</a></li><li><olclass="section"><li><ahref="../00-introduction/01-requirements.html"><strongaria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><ahref="../00-introduction/02-goals_and_style.html"><strongaria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><ahref="../00-introduction/03-development-setup.html"><strongaria-hidden="true">1.3.</strong> Development Setup</a></li><li><ahref="../00-introduction/04-hello-magic.html"><strongaria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><ahref="../00-introduction/05-newtype.html"><strongaria-hidden="true">1.5.</strong> Newtype</a></li><li><ahref="../00-introduction/06-help_and_resources.html"class="active"><strongaria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><ahref="../01-limitations/00-index.html"><strongaria-hidden="true">2.</strong> Limitations</a></li><li><olclass="section"><li><ahref="../01-limitations/01-no_floats.html"><strongaria-hidden="true">2.1.</strong> No Floats</a></li><li><ahref="../01-limitations/02-core_only.html"><strongaria-hidden="true">2.2.</strong> Core Only</a></li><li><ahref="../01-limitations/03-volatile_destination.html"><strongaria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><ahref="../02-concepts/00-index.html"><strongaria-hidden="true">3.</strong> Concepts</a></li><li><olclass="section"><li><ahref="../02-concepts/01-cpu.html"><strongaria-hidden="true">3.1.</strong> CPU</a></li><li><ahref="../02-concepts/02-bios.html"><strongaria-hidden="true">3.2.</strong> BIOS</a></li><li><ahref="../02-concepts/03-wram.html"><strongaria-hidden="true">3.3.</strong> Work RAM</a></li><li><ahref="../02-concepts/04-io-registers.html"><strongaria-hidden="true">3.4.</strong> IO Registers</a></li><li><ahref="../02-concepts/05-palram.html"><strongaria-hidden="true">3.5.</strong> Palette RAM</a></li><li><ahref="../02-concepts/06-vram.html"><strongaria-hidden="true">3.6.</strong> Video RAM</a></li><li><ahref="../02-concepts/07-oam.html"><strongaria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><ahref="../02-concepts/08-rom.html"><strongaria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><ahref="../02-concepts/09-sram.html"><strongaria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><ahref="../03-video/00-index.html"><strongaria-hidden="true">4.</strong> Video</a></li><li><olclass="section"><li><ahref="../03-video/01-rgb15.html"><strongaria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><ahref="../03-video/TODO.html"><strongaria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><ahref="../04-non-video/00-index.html"><strongaria-hidden="true">5.</strong> Non-Video</a></li><li><olclass="section"><li><ahref="../04-non-video/01-buttons.html"><strongaria-hidden="true">5.1.</strong> Buttons</a></li><li><ahref="../04-non-video/02-timers.html"><strongaria-hidden="true">5.2.</strong> Timers</a></li><li><ahref="../04-non-video/03-dma.html"><strongaria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><ahref="../04-non-video/04-sound.html"><strongaria-hidden="true">5.4.</strong> Sound</a></li><li><ahref="../04-non-video/05-interrupts.html"><strongaria-hidden="true">5.5.</strong> Interrupts</a></li><li><ahref="../04-non-video/06-network.html"><strongaria-hidden="true">5.6.</strong> Network</a></li><li><ahref="../04-non-video/07-game_pak.html"><strongaria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><ahref="../05-examples/00-index.html"><strongaria-hidden="true">6.</strong> Examples</a></li><li><olclass="section"><li><ahref="../05-examples/01-hello_magic.html"><strongaria-hidden="true">6.1.</strong> hello_magic</a></li><li><ahref="../05-examples/02-hello_world.html"><strongaria-hidden="true">6.2.</strong> hello_world</a></li><li><ahref="../05-examples/03-light_cycle.html"><strongaria-hidden="true">6.3.</strong> light_
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<p>You certainly might want to eventually write a game that you can put on a flash
cart and play on real hardware, but for most of your development you'll probably
want to be using an emulator for testing, because you don't have to fiddle with
cables and all that.</p>
<p>In terms of emulators, you want to be using
<ahref="https://github.com/mgba-emu/mgba">mGBA</a>, and you want to be using the <ahref="https://github.com/mgba-emu/mgba/releases/tag/0.7-b1">0.7 Beta
1</a> or later. This update
lets you run raw ELF files, which means that you can have full debug symbols