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Pretendo Entertainment System

A NES (Nintendo Entertainment System) emulator written in Rust. It includes a cycle-accurate CPU, a somewhat accurate PPU and a less accurate APU. Because this emulator strives for accuracy, it is not the fastest emulator, although it does run at a healthy 60 FPS on my base model 2015 Macbook Air.

Demos

Please don't sue me Nintendo :(

Super Mario Bros.

Donkey Kong

Contra

Mega Man

Requirements

  • SDL2: graphics, sound, keyboard I/O
  • Nightly Rust: this emulator makes heavy use of generators, which is currently only available on the nightly toolchain.

Usage

cargo run --release <rom>
Keyboard Map

Enter - Start
Space - Select
Up    - Up
Down  - Down
Left  - Left
Z     - A
X     - B

Todo

  • Second controller support
  • Customizable keyboard mappings
  • Debug views
  • Save states
  • NES 2.0 file formats (only INES file formats are supported)
  • Additional mappers (only Mappers 0 and 2 are supported)
  • Miscellaneous APU and PPU bugfixes.

FAQ

I don't think I've received any questions about this emulator, so it doesn't quite make sense to add a FAQ. But I want a section to talk about some miscellaneous aspects of my emulator, so here goes.

Generators?

NES opcodes are composed of a sequence of reads and writes. For instance, the ASL instruction looks like

    1    PC     R  fetch opcode, increment PC
    2    PC     R  fetch address, increment PC
    3  address  R  read from effective address
    4  address  W  write the value back to effective address,
    5  address  W  shift the value left and write the new value to effective address

The state of the NES may change in-between any one of these steps. I use generators to ensure that each part of the NES is synchronized after every cycle.

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A cycle-accurate NES emulator written in Rust.

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