TetaNES

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Table of Contents

Summary

photo credit for background: Zsolt Palatinus on unsplash

TetaNES is an emulator for the Nintendo Entertainment System (NES) released in Japan in 1983 and North America in 1986, written using Rust, SDL2 and Web Assembly.

It started as a personal curiosity that turned into a passion project. It is still a work-in-progress with new features and improvements constantly being added. It is already a fairly accurate emulator that can play most games with several debugging features.

TetaNES is also meant to showcase how great Rust is in addition to having the type and memory-safety guarantees that Rust is known for. Many features of Rust are leveraged in this project including complex enums, traits, trait objects, generics, matching, and iterators.

There are a few uses of unsafe for coordinating NES components to simplify the architecture and increase performance. The NES hardware is highly integrated since the address and data buses are mutable global state which is normally restricted in Rust, but is safe here given the synchronized nature of the emulation.

TetaNES also compiles for the web! Try it out in your browser!

Minimum Supported Rust Version (MSRV)

The current minimum Rust version is 1.59.0.

Screenshots

Donkey Kong  Super Mario Bros. The Legend of Zelda  Metroid

Getting Started

TetaNES should run on most platforms that support Rust and SDL2. Platform binaries will be available when 1.0.0 is released, but for the time being you can install with cargo which comes installed with Rust.

Installing Dependencies

See Installing Dependencies in pix-engine.

Install

sh cargo install tetanes

This will install the latest version of the TetaNES binary to your cargo bin directory located at either $HOME/.cargo/bin/ on a Unix-like platform or %USERPROFILE%\.cargo\bin on Windows.

Usage

```text USAGE: tetanes [FLAGS] [OPTIONS] [path]

FLAGS: --consistent_ram Power up with consistent ram state. -f, --fullscreen Start fullscreen. -h, --help Prints help information -V, --version Prints version information

OPTIONS: --speed Emulation speed. [default: 1.0] -s, --scale Window scale. [default: 3.0]

ARGS: The NES ROM to load, a directory containing .nes ROM files, or a recording playback .playback file. [default: current directory] ```

iNES and NES 2.0 formatted ROMS are supported, though some NES 2.0 features may not be implemented.

Supported Mappers

Support for the following mappers is currently implemented or in development:

| # | Name | Example Games | # of Games1 | % of Games1 | | --- | ---------------------- | ----------------------------------------- | ----------------------- | ---------------------- | | 000 | NROM | Bomberman, Donkey Kong, Super Mario Bros. | ~247 | ~10% | | 001 | SxROM/MMC1B/C | Metroid, Legend of Zelda, Tetris | ~680 | ~28% | | 002 | UxROM | Castlevania, Contra, Mega Man | ~270 | ~11% | | 003 | CNROM | Arkanoid, Paperboy, Pipe Dream | ~155 | ~6% | | 004 | TxROM/MMC3/MMC6 | Kirby's Adventure, Super Mario Bros. 2/3 | ~599 | ~24% | | 005 | ExROM/MMC5 | Castlevania 3, Laser Invasion | ~24 | <0.01% | | 007 | AxROM | Battletoads, Marble Madness | ~75 | ~3% | | 009 | PxROM/MMC2 | Punch Out!! | 1 | <0.01% | | 024 | VRC6a | Akumajou Densetsu | 1 | <0.01% | | 024 | VRC6b | Madara, Esper Dream 2 | 2 | <0.01% | | 066 | GxROM/MxROM | Super Mario Bros. + Duck Hunt | ~17 | <0.01% | | 071 | Camerica/Codemasters | Firehawk, Bee 52, MiG 29 - Soviet Fighter | ~15 | <0.01% | | 155 | SxROM/MMC1A | Tatakae!! Ramen Man: Sakuretsu Choujin | 2 | <0.01% | | | | | ~2088 / 2447 | ~83% |

  1. Source Mirror

Controls

Keybindings can be customized in the configuration menu. Below are the defaults.

NES gamepad:

| Button | Keyboard | Controller | | ---------- | ----------- | ---------------- | | A | Z | A | | B | X | B | | A (Turbo) | A | X | | B (Turbo) | S | Y | | Start | Return | Start | | Select | Right Shift | Back | | D-Pad | Arrow Keys | Left Stick/D-Pad |

Emulator shortcuts:

| Action | Keyboard | Controller | | --------------------------------- | ---------------- | ------------------ | | Menu/Pause | Escape | Guide Button | | About TetaNES | Ctrl-H or F1 | | | Configuration Menu | Ctrl-C or F2 | | | Load/Open ROM | Ctrl-O or F3 | | | Quit | Ctrl-Q | | | Reset | Ctrl-R | | | Power Cycle | Ctrl-P | | | Increase Speed by 25% | Ctrl-= | Right Shoulder | | Decrease Speed by 25% | Ctrl-- | Left Shoulder | | Fast-Forward 2x (while held) | Space | | | Set Save State Slot # | Ctrl-(1-4) | | | Save State | Ctrl-S | | | Load State | Ctrl-L | | | Instant Rewind | R | | | Visual Rewind (while holding) | R | | | Take Screenshot | F10 | | | Toggle Gameplay Recording | Shift-V | | | Toggle Music/Sound Recording | Shift-R | | | Toggle Music/Sound | Ctrl-M | | | Toggle Pulse Channel 1 | Shift-1 | | | Toggle Pulse Channel 2 | Shift-2 | | | Toggle Triangle Channel | Shift-3 | | | Toggle Noise Channel | Shift-4 | | | Toggle DMC Channel | Shift-5 | | | Toggle Fullscreen | Ctrl-Return | | | Toggle Vsync | Ctrl-V | | | Toggle NTSC Filter | Ctrl-N | | | Toggle CPU Debugger | Shift-D | | | Toggle PPU Debugger | Shift-P | | | Toggle APU Debugger | Shift-A | |

While the CPU Debugger is open (these can also be held down):

| Action | Keyboard | | --------------------------------- | ---------------- | | Step a single CPU instruction | C | | Step over a function | O | | Step out of a function | Shift-O | | Step a single scanline | Shift-L | | Step an entire frame | Shift-F |

While the PPU Debugger is open (these can also be held down):

| Action | Keyboard | | --------------------------------- | ---------------- | | Move debug scanline up by 1 | Ctrl-Up | | Move debug scanline up by 10 | Ctrl-Shift-Up | | Move debug scanline down by 1 | Ctrl-Down | | Move debug scanline down by 10 | Ctrl-Shift-Down |

Directories

Battery-backed game data and save states are stored in $HOME/.tetanes. Screenshots are saved to the directory where TetaNES was launched from.

Powerup State

The original NES hardware had semi-random contents located in RAM upon power-up and several games made use of this to seed their Random Number Generators (RNGs). By default, TetaNES honors the original hardware and emulates randomized powerup RAM state. This shows up in several games such as Final Fantasy, River City Ransom, and Impossible Mission II, amongst others. Not emulating this would make these games seem deterministic when they weren't intended to be.

If you would like TetaNES to provide fully deterministic emulated power-up state, you'll need to change the ram_state setting in the configuration menu and trigger a power-cycle or use the --ram_state flag from the command line.

Building

To build the project run cargo build or cargo build --release (if you want better framerates). There is also a optimized dev profile you can use which strikes a balance between build time and performance: cargo build --profile dev-opt. You may need to install SDL2 libraries, see the Installation section above for options.

Unit and integration tests can be run with cargo test. There are also several test roms that can be run to test various capabilities of the emulator. They are all located in the tests_roms/ directory.

Run them in a similar way you would run a game. e.g.

text $ cargo run --release test_roms/cpu/nestest.nes

Debugging

There are built-in debugging tools that allow you to monitor game state and step through CPU instructions manually. See the Controls section for more on keybindings.

The default debugger screen provides CPU information such as the status of the CPU register flags, Program Counter, Stack, PPU information, and the previous/upcoming CPU instructions.

The Nametable Viewer displays the current Nametables in PPU memory and allows you to scroll up/down to change the scanline at which the nametable is read. Some games swap out nametables mid-frame.

The PPU Viewer shows the current sprite and palettes loaded. You can also scroll up/down in a similar manner to the Nametable Viewer. Super Mario Bros 3 for example swaps out sprites mid-frame to render animations.

  

Logging can be set by setting the RUST_LOG environment variable and setting it to one of trace, debug, info, warn or error prior to building the binary. e.g. RUST_LOG=debug cargo build --release

Troubleshooting

If you get an error running a ROM that's using the supported Mapper list above, it could be a corrupted or incompatible ROM format. If you're unsure which games use which mappers, see http://bootgod.dyndns.org:7777/. Trying other versions of the same game from different sources sometimes resolves the issue.

If you get some sort of other error when trying to start a game that previously worked, try removing any saved states from $HOME/.tetanes to ensure it's not an incompatible savestate file causing the issue.

If you encounter any shortcuts not working, ensure your operating system does not have a binding for it that is overriding it. macOS specifically has many things bound to Ctrl-*.

If an an issue is not already created, please use the github issue tracker to create it. A good guideline for what to include is:

When using the WASM version in the browser, also include: - Web browser and version (e.g. Chrome 77.0.3865)

Features

Crate Feature Flags

Roadmap

Known Issues

See the github issue tracker.

Documentation

In addition to the wealth of information in the docs/ directory, I also referenced these websites extensively during development:

License

TetaNES is licensed under the GPLv3 license. See the LICENSE.md file in the root for a copy.

Contribution

While this is primarily a personal project, I welcome any contributions or suggestions. Feel free to submit a pull request if you want to help out!

Contact

For issue reporting, please use the github issue tracker. You can also contact me directly at https://lukeworks.tech/contact/.

Credits

Implementation was inspiried by several amazing NES projects, without which I would not have been able to understand or digest all the information on the NES wiki.

I also couldn't have gotten this far without the amazing people over on the NES Dev Forums: - blargg for all his amazing test roms - bisqwit for his test roms & integer NTSC video implementation - Disch - Quietust - rainwarrior - And many others who helped me understand the stickier bits of emulation

Also, a huge shout out to OneLoneCoder for his NES and olcPixelGameEngine series as those helped a ton in some recent refactorings.