nestadia
moa
nestadia | moa | |
---|---|---|
3 | 5 | |
22 | 53 | |
- | - | |
0.0 | 7.6 | |
about 2 years ago | 4 months ago | |
Rust | Rust | |
Apache License 2.0 | GNU General Public License v3.0 only |
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nestadia
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Is full-speed SNES possible purely in JavaScript?
NES: https://github.com/zer0x64/nestadia
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Structuring NES emulator components in Rust
You can refer to my NES emulator to see how I do it: https://github.com/zer0x64/nestadia/blob/master/nestadia/src/lib.rs
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Looking for contributers in the journey to learn emulation. Beginners and experienced
Having written emulators in Rust myself, I have to warn that Rust enforces "good code architecture", and hardware architecture does not follow these principle, so you might need to do a bunch of unconventional hacks to make the borrow checker happy. (links to my NES emulator). Also, frontend development is still not really great. For me, I think the benefits of Rust still outweights the shortcoming, but that can vary from one individual to another.
moa
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Structuring NES emulator components in Rust
The code is here if you're interested: https://github.com/transistorfet/moa System is the top level component and devices.rs has the traits that System uses to interact with the components. The machines directory has the system definitions that build a specific machine to emulate.
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Emulating the Sega Genesis - Part III
A few months ago, I wrote a 68000 emulator in Rust named Moa. My original goal was to emulate a simple computer I had previously built. After only a few weeks, I had that software up and running in the emulator, and my attention turned to what other platforms with 68000s I could try emulating. My thoughts quickly turned to the Sega Genesis and without thinking about it too much, I dove right in. What started as an unserious half-thought of "wouldn't that be cool" turned into a few months of fighting documentation, game programming hacks, and my sanity with some side quests along the way, all in the name of finding and squashing bugs in the 68k emulator I had already written.
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Emulating the Sega Genesis - Part II
There's not much to it. Only one window can be created at the moment, and input is not yet supported. The threaded option is also not shown here. Before long, the code grew more complicated, and now includes parsing of command line arguments with the clap crate. To see the latest version, check out the Genesis machine-specific binary and the MiniFB host impl and main loop
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Making a 68000 Emulator in Rust
Since the 68000 has a reasonably orthogonal instruction set, we can break down the opcode word into sub-components, and build up instructions by separately interpreting those sub-components, rather than having a match arm for each of the 65536 combinations. There is a really helpful chart by GoldenCrystal which shows the full breakdown of opcodes for the 68000. We can look at the first 4 bits of the instruction word to separate it into 16 broad categories of instruction, and then further break it down from there. The full code can be seen here
What are some alternatives?
nes-rs - NES emulator written in Rust
Nuked-MD-FPGA - Mega Drive/Genesis core written in Verilog
metroboy - A repository of gate-level simulators and tools for the original Game Boy.
m100LE - A Wordle-like game for the vintage Tandy (Radio Shack) Model 100
martypc - An IBM PC/XT emulator written in Rust.
freebee - FreeBee - AT&T 3B1 / 7300 UNIX PC emulator
Nuked-MD - Cycle accurate Mega Drive emulator
CLK - A latency-hating emulator of: the Acorn Electron and Archimedes, Amstrad CPC, Apple II/II+/IIe and early Macintosh, Atari 2600 and ST, ColecoVision, Enterprise 64/128, Commodore Vic-20 and Amiga, MSX 1/2, Oric 1/Atmos, early PC compatibles, Sega Master System, Sinclair ZX80/81 and ZX Spectrum.
Stemu - Stemu is an emulator web shop that i made to make the emulation community better. However, I keep updating the web page.
libretro-backend - Libretro API bindings for Rust
piston - A modular game engine written in Rust
rust-z80emu - A minimalistic Z80 Cpu emulation library in Rust.