This project is a learning project to attempt writing a cycle accurate NES emulator in rust. It is not intended to be used to play games or to debug other emulators and has no features beyond "run this rom".
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- APU is only partially complete (no DMC) and does not yet output audio (no mixer and no provision for sending the samples anywhere)
- ~600 ROMs without mapper support out of the ~4000 total
- No support for peripherals beyond a standard NES controller
- Support only provided for NTSC timings
- No optimisation. It runs at >60fps on my development machine so no rush to optimise.
There are many rust NES emulators, this one differs slightly in that it is entirely compile time checked code, it contains no unsafe blocks (except those in dependencies) and no Rc<RefCell<>> for runtime checking. This is achieved through the following architecture:
The two key architectural decisions here are that the CPU owns all other components and is responsible for the top level "step" function to move a single cycle (note here that a single cycle is one PPU cycle, not one CPU cycle) and that the cartridge is broken into two parts, the PRG ROM/RAM that is attached to the CPU address bus and the CHR ROM/RAM which is attached to the PPU address bus. In order for register writes that update mappers to be reflected the CPU must therefore write each value mapped to 0x4020..=0xFFFF through to both cartridge components.
I developed the emulator on Windows using the stable rust toolchain at version 1.47.0, tests run on Mac/Windows/Linux against stable and nightly on each push.
The tests are full integration tests of the entire emulator using the test roms collated here roms/test. The original source of these tests is the nesdev wiki.
cargo test
The tests can take a few minutes to complete but should all pass on all machines. If a test fails it will print, in ascii art, the screenshot at the time of the failure.
At present there's only a single benchmark, it runs the "spritecans" test rom for 100 frames and the reports are not presently checked into the code base.
Benchmarking spritecans 100 frames: Collecting 100 samples in estimated 16.503 s (100 iterations)
Benchmarking spritecans 100 frames: Analyzing
spritecans 100 frames time: [148.33 ms 150.97 ms 153.92 ms]
change: [+2.1495% +4.7664% +7.4174%] (p = 0.00 < 0.05)
Performance has regressed.
Found 10 outliers among 100 measurements (10.00%)
6 (6.00%) high mild
4 (4.00%) high severe
is the most recent execution. It's not yet clear how useful that benchmark is, I haven't spent time optimising yet.