moa
Stemu
moa | Stemu | |
---|---|---|
5 | 1 | |
53 | 3 | |
- | - | |
7.6 | 10.0 | |
4 months ago | over 2 years ago | |
Rust | HTML | |
GNU General Public License v3.0 only | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
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
Stemu
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Meu website de emulação - STEMU
https://github.com/Peu255/Stemu - Repositório do GitHub
What are some alternatives?
Nuked-MD-FPGA - Mega Drive/Genesis core written in Verilog
joinedtogether - A Game Boy Advance game made for the Game Maker's Tooklkit Game Jam 2021 with the theme Joined Together
m100LE - A Wordle-like game for the vintage Tandy (Radio Shack) Model 100
Lost-NDS-TV - The Lost Nintendo DS Television Output, brought back to life
martypc - An IBM PC/XT emulator written in Rust.
EmulatorJS - A web-based frontend for RetroArch
freebee - FreeBee - AT&T 3B1 / 7300 UNIX PC emulator
chrgfx - Converts to and from tile based graphics from retro video game hardware
Nuked-MD - Cycle accurate Mega Drive emulator
Emulatrix - Emulatrix - JavaScript and WebAssembly Emulator - Sega Genesis, Nintendo, Super Nintendo, GameBoy, GameBoy Color, GameBoy Advance, MAME32, DOSBox and Virtual Machines
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.
libretro-backend - Libretro API bindings for Rust