Expand description
§TetaNES Core
📖 Summary - ✨ Features - 🚧 Building - 🚀 Getting Started - ⚠️ Known Issues - 💬 Contact
§Summary
photo credit for background: Zsolt Palatinus on unsplash
This is the core emulation library for TetaNES
. Savvy developers can build their
own custom emulation libraries or applications in Rust on top of tetanes-core
.
Some community examples:
- NES Bundler - Transform your NES-game into a single executable targeting your favourite OS!
- Dappicom - Dappicom is a provable Nintendo Entertainment System emulator written in Noir and Rust.
- NESBox - NESBox’s vision is to become the preferred platform for people playing online multiplayer games, providing an excellent user experience for all its users.
§Minimum Supported Rust Version (MSRV)
The current minimum Rust version is 1.85.0
.
§Features
- NTSC, PAL and Dendy emulation.
- Headless Mode.
- Pixellate and NTSC filters.
- Zapper (Light Gun) support.
- iNES and NES 2.0 ROM header formats supported.
- Over 30 supported mappers covering >90% of licensed games.
- Game Genie Codes.
- Preference snd keybonding menus using egui.
- Increase/Decrease speed & Fast Forward
- Save & Load States
- Battery-backed RAM saves
§Building
To build the project, you’ll need a nightly version of the compiler and run
cargo build
or cargo build --release
(if you want better framerates).
§Feature Flags
- profiling - Enables puffin profiling.
§Getting Started
Below is a basic example of setting up tetanes_core
with a ROM and running the
emulation. For a more in-depth example see the tetanes::nes::emulation
module.
use tetanes_core::prelude::*;
fn main() -> anyhow::Result<()> {
let mut control_deck = ControlDeck::new();
// Load a ROM from the filesystem.
// See also: `ControlDeck::load_rom` for loading anything that implements `Read`.
control_deck.load_rom_path("some_awesome_game.nes")?;
while control_deck.is_running() {
// See also: `ControlDeck::clock_frame_output` and `ControlDeck::clock_frame_into`
control_deck.clock_frame()?;
let audio_samples = control_deck.audio_samples();
// Process audio samples (e.g. by sending it to an audio device)
control_deck.clear_audio_samples();
let frame_buffer = control_deck.frame_buffer();
// Process frame buffer (e.g. by rendering it to the screen)
// If not relying on vsync, sleep or otherwise wait the remainder of the
// 16ms frame time to clock again
}
Ok(())
}
§Stability
The aim is for general stability, but the version isn’t 1.0
yet and there are
several large features on the roadmap that may result in breaking changes. This
applies to both APIs and save file formats.
Once some of these larger features are completed, and 1.0
is released, more
effort will be dedicatged to versioning these files for backward compatibility
in the event of future breaking changes.
§Known Issues
See the github issue tracker.
§Contact
For issue reporting, please use the github issue tracker. You can also contact me directly at https://lukeworks.tech/contact/.
Modules§
- action
- An
Action
is an enumerated list of possible state changes toControlDeck
. - apu
- NES APU (Audio Processing Unit) implementation.
- bus
- NES Memory/Data Bus implementation.
- cart
- NES cartridge implementation.
- common
- Common traits and constants.
- control_
deck - Control Deck implementation. The primary entry-point for emulating the NES.
- cpu
- 6502 Central Processing Unit (CPU) implementation.
- debug
- error
- Error handling.
- fs
- Filesystem utilities for save state and compression.
- genie
- Game Genie code parsing.
- input
Joypad
andZapper
implementation.- mapper
- Memory Mappers for cartridges.
- mem
- Memory and Bankswitching implementations.
- ppu
- NES PPU (Picture Processing Unit) implementation.
- prelude
- The prelude re-exports all the common structs/enums used for basic NES emulation.
- sys
- System-specific modules.
- time
- Time and Date methods.
- video
- Video output and filtering.