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Learn Assembly by Programming the Original Gameboy
New
10 students
Created byJulio Seaman
Last updated 6/2026
English

What you'll learn

  • Program the Nintendo Game Boy (DMG) using Assembly language from the ground up
  • Understand assembly instructions, memory, registers, interrupts, tile graphics, sprites, and sound hardware
  • Build complete Game Boy applications and a Flappy Bird-style game from scratch
  • Learn how classic handheld computers work at the machine level and apply those concepts to modern systems
  • Learn how programmers used clever techniques and hardware-aware design to create impressive games despite severe technical limitations

Course content

16 sections169 lectures22h 57m total length
  • Course Intro2:32

    Welcome to DMG Programming! In this course, we will explore how to develop software for one of the most influential handheld systems ever created: the Nintendo Game Boy, also known as the DMG. Starting from the fundamentals of Assembly language, we will gradually build the skills needed to create graphics, process input, animate sprites, detect collisions, generate sound, communicate through the Link Cable, interact with peripherals, and ultimately develop complete applications and games that run on real hardware.

    This course is designed to balance theory and practice. Along the way, we will not only learn how to program the DMG, but also gain insight into the principles that underpin all computer systems, from vintage handheld consoles to modern gaming devices. Whether your interest is retro programming, game development, embedded systems, or simply curiosity about how computers work at a low level, this course will provide a hands-on journey through the hardware and software of a classic machine.

    By the end of the course, you will have created your own projects, experimented with real hardware, and developed a deeper understanding of the techniques that allowed developers to create memorable gaming experiences despite the limitations of the era.

  • The Universal Toy Machine13:29

    Before the DMG, electronic games were often designed around a single experience. Devices such as Mattel's Auto Race, Electronic Football, dedicated handhelds, and even mechanical games were built to perform one specific task. In this lesson, we take a look at several classic electronic and mechanical toys from the 1970s and early 1980s and compare them to the DMG. We will discover that many of these devices can be viewed as specialized machines designed to play a single game, while the DMG is a programmable machine capable of becoming any of them through software.

    Along the way, we will compare dedicated devices such as the original Donkey Kong Game & Watch with their DMG counterparts and explore how a single piece of hardware can reproduce the behavior of many different machines. By the end of this lesson, you will understand why the DMG represents a major shift in design philosophy and why programmable systems eventually replaced most dedicated electronic toys.

  • DMG Dissection10:36

    In this lesson we take apart a real DMG and examine the hardware that powers the system. We will identify the major components, explore how the console is physically assembled, and discover that the DMG is essentially divided into two main subsystems: a motherboard containing the CPU, memory, and supporting electronics, and a separate board containing the LCD screen, speaker, controls, and user interface components. By the end of this lesson, you will have a better understanding of how the hardware is organized and how the different parts work together to create the complete system.

    Viewed from a high level, the DMG can be thought of as a computer connected to a terminal. The motherboard performs the computation, while the display board handles presentation, sound output, and user input. This separation helps illustrate a common design pattern found throughout computing history, from early terminals connected to mainframes to modern embedded systems and handheld devices.

  • What about the MicroVision?8:56

    Wait a minute... wasn't the DMG the first handheld gaming system with interchangeable cartridges? Not quite. More than a decade earlier, Mattel released the MicroVision, a pioneering handheld console that introduced the concept of swappable game cartridges. In this lesson, we take a brief look at this fascinating piece of gaming history and compare its architecture with that of the DMG. By the end of this lesson, you will understand how the two systems approached the same problem in very different ways and why the DMG's design ultimately proved far more influential.

    The comparison highlights an important lesson in engineering: there is often more than one way to solve a problem. While the MicroVision and the DMG both allowed players to swap games, they distributed the hardware responsibilities differently, leading to very different tradeoffs in cost, flexibility, reliability, and long-term success.

Requirements

  • A basic understanding of programming concepts (variables, loops, and functions) is helpful, but no Assembly or Game Boy experience is required. The course teaches everything needed to get started.
  • Some demos used Python as a tool for image processing, but prior knowledge of Python is not required.

Description

DMG Programming: Learn Assembly and Game Development on the Nintendo Game Boy

The Nintendo Game Boy, also known as the DMG, is one of the most influential handheld systems ever created. Despite having only a fraction of the processing power of modern devices, it remains one of the best platforms for learning how computers, games, and hardware truly work.

In this course, you will learn how to program the Game Boy from the ground up using Assembly language. Starting with the fundamentals of the CPU and memory architecture, we will gradually build the skills needed to create graphics, process player input, animate sprites, detect collisions, generate sound, communicate through the Link Cable, interact with external peripherals, and ultimately develop complete applications and games that run on real hardware.

This course is designed to be highly practical. Rather than focusing exclusively on theory, we will build real projects step by step, including a complete Flappy Bird-style game. Along the way, we will explore many aspects of the DMG hardware:

  • Assembly Language Programming

  • Graphics and Tile-Based Rendering

  • Sprites and OAM Management

  • Input Processing

  • Collision Detection

  • DMA Transfers

  • Random Number Generation

  • Audio Programming

  • Timers and Interrupts

  • Serial Communication

  • The Game Boy Printer

  • The Game Boy Camera

  • MIDI Integration

  • Real Hardware Testing and Debugging

You will also learn how to work with modern development tools such as RGBDS and RGBGFX, convert your own images for use on the DMG, generate music data from MIDI files, and create software that runs both in emulators and on original hardware.

Unlike many introductory courses, this course does not stop when the program compiles. We will test our projects on real Game Boys, examine hardware-specific bugs, and learn why real hardware validation remains important even today.

Along the way, we will also take a broader look at the history of handheld computing and gaming. We will compare the DMG with earlier systems such as the MicroVision, examine classic electronic toys from the 1970s and 1980s, disassemble a real Game Boy to understand its internal architecture, and explore the idea that a programmable machine can become many different machines through software alone.

By the end of the course, you will not only know how to create software for the Game Boy—you will understand many of the same fundamental concepts that power modern computers, game consoles, smartphones, and embedded systems.

Whether your interest is retro programming, game development, computer architecture, embedded systems, or simply understanding how computers work beneath the surface, this course will provide a hands-on journey through one of the most elegant and approachable computing platforms ever created.

Because at the end of the day, a modern handheld and a Game Boy have more in common than you might think.

One renders millions of textured triangles per second.

The other draws tiles.

Both are computers executing instructions, moving data through memory, and transforming that data into experiences.

The scale has changed.

The principles have not.

What you'll build

  • A complete Flappy Bird-style game

  • Sprite-based demos

  • Collision systems

  • Audio playback systems

  • MIDI-controlled music experiments

  • Serial communication demos

  • Multiplayer Link Cable applications

  • Game Boy Printer projects

  • Real hardware demonstrations

Who this course is for

  • Programmers who want to learn low-level programming

  • Game developers curious about retro hardware

  • Computer science students interested in computer architecture

  • Embedded systems enthusiasts

  • Retro-computing hobbyists

  • Anyone who has ever wondered how games worked before modern engines

No prior Assembly language experience is required. The course starts from the basics and gradually builds toward complete applications and games.

Welcome to the DMG - The Universal Toy Machine

Who this course is for:

  • Anyone curious about how computers, game consoles, and handheld devices work beneath the surface, from retro gaming enthusiasts to professional software developers.