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I am a big fan of Street Fighter 2. Certainly not the greatest but likely among the nerdiest since I wrote an entire book about its platform[1]. It won't be a surprise to learn that, back in December 1992, I was eagerly waiting for the Super Nintendo port so I could stop sinking my rare 10 Francs coins into the arcades. USA readers may wonder why I was waiting for the release of a game already pub
NESFab is a new programming language for creating NES games. Designed with 8-bit limitations in mind, the language is more ergonomic to use than C, while also producing faster assembly code. It's easy to get started with, and has a useful set of libraries for making your first — or hundredth — NES game. // This small program plays a sound effect. // Variables: vars /sound UU pitch = 1000 // Sends
Writing NES Emulator in Rustというサイトがある。これはRustでファミコンエミュレータ(通称: NES)を実装する方法をステップバイステップで解説してくれる親切サイトだ。NES初心者でも比較的容易に取り組めるので自力でNESエミュレータの実装するのはちょっと...といった人に特におすすめ。自分は数年前にNESの実装にチャレンジしたが途中で挫折した経験もあったのだけど、このサイトで言われた通り少しずつ進めていくことでなんとか一通り実装をし終えることができた(まぁまだバグだらだけど...)。 今回はその中でも初心者が事前に知っておいたら良さそうと思った知識や概念なんかを雑に書いてみる。 ちなみに各構成要素の詳細な解説や仕様などについては日本語・英語問わず先人の遺産がネット上に大量に存在しているのでググってほしい。とりあえず自分が何回も参照したサイトだけ下記に列挙して
Why NES? The NES (Nintendo Entertainment System) was one of the most popular gaming platforms throughout the 80s and the 90s. The platform and the emergent ecosystem was and still is a huge cultural phenomenon. The device itself had relatively simple hardware (judging from the modern days), and it's incredible how much was made out of it. This series is about creating an emulator capable of runnin
とりあえずスーパーマリオが動いて一段落したので覚えているうちに感想書いていく。 (この記事の情報量は、デバッグは大変、以上) 動機 単に好奇心。ただ、ファミコンのエミュレータに着手したのはこれで3回目になる。 1度目は10年前の身内ハッカソンのとき。このときはC言語で実装してて強引にHELLO, WORLD!を表示するだけで終わった。 実装の続きをしたかったけど、この後は忙しくなってしまって挫折している。 2度目は2年前で、過去の心残りを精算するためにGo言語で着手したのだけど、CPUの実装が終わった後ぐらいからまた忙しくなって挫折している。 今回は2年前のGoコードの続きからコミットを積んでここまで来たので、一応リベンジ成功....と言って良いんじゃないかな、たぶん。 過程 PPUの実装は最初からinternal register(v,t,x,w)を使う方法にした(PPU scrolli
I often like to cover oddities here; details of computers and arcade systems people may not have heard of, that didn’t sell well but had unique or interesting characteristics. But focusing on oddities like that can disguise the fact that sometimes, even systems that were very popular can stand out for unique design. Such be it with the Nintendo Entertainment System: had Nintendo’s console flopped,
Published: 2021-11-27 Writing a Fuzzer for Nes Games My project this weekend was a fuzzer for nes games based on seeded input from TAS movies. Tool assisted speedruns A screenshot of the tiled windows. Each window showing a different fuzzing run. Basic Setup nesfuzz built on top of the nestur emulator by spieglt. I looked into a number of different possibilities for a base, but my main requirement
This article was written using Rust 1.40 nightly (518deda77) with unstable features. Certain unstable features may have been changed or removed since. Emulators are cool! They help preserve games, improve games, and help make games more accessible. On top of that, making an emulator is a cathartic and satisfying technical challenge! So, I took this challenge myself and came out the other end with
Prev post: 7 Day Roguelike 2020: Plan Next post: NES Emulator Debugging The vertical scrolling effect in the original “The Legend of Zelda” relies on manipulating the NES graphics hardware in a manner that was likely unintended by its designers. Since I don’t have access to any official documentation for the NES Picture Processing Unit (PPU - the graphics chip), my claim of “undefined behaviour” i
Trailer/Gameplay: https://youtu.be/VFX401vvKTQ NES CARTRIDGE NOW AVAILABLE: https://www.brokestudio.fr/en/shop/micro-mages-2/ DIGITAL VERSION: https://morphcatgames.itch.io/micromages OR ON STEAM: https://store.steampowered.com/app/1065020/Micro_Mages/ Both the itch.io and Steam releases contain a ROM file for use on NES emulators and are thereby playable on many different platforms! Twitter: ht
Recently, I made an emulator for the Nintendo Entertainment Console(NES) - a game console first released in 1983. In this article, I’ll talk about how I used Rust to develop the emulator. I’ll cover questions like: What features does the emulator support? What games can it play? How did I approach the problem of emulating the NES? Did Rust’s type system or borrow checker interfere? Were there perf
本記事は Emacs Advent Calendar 2018 の22日目の記事です。 成果物 まずは現時点 (12/22) での動作状況です。 https://github.com/gongo/emacs-nes nestest.nes palette_pal.nes 使い方はいつか README の方に書きますが(いつか)、ざっと書くと: ソースコードもってくる nes*.el があるディレクトリに load-path を通す load-library nes M-x nes で *.nes ファイルを選択 これで動くはずです。Byte Compile 推奨。 経緯 様々な言語で NES (= Nintendo Entertainment System) のエミュレータを実装する、というネタは昔からあります。私も何かしらの言語でやってみようかな? とボンヤリ考えたまま特に手をつけていま
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