Kevoot / LaiNESwitch

Cycle accurate NES emulator based on LaiNES
BSD 2-Clause "Simplified" License
77 stars 5 forks source link

LaiNES - Nintendo Switch Port

Original by AndreaOrru Port by Kevoot

Compact, cycle-accurate NES emulator in ~1000 lines of C++.

File Browser Super Mario Bros. 3 Kirby's Adventure

Star Wars Super Mario Bros. The Legend of Zelda

How are lines counted?

There have been some discussions about how the number of lines has been calculated. The claim of ~1k lines doesn't include the libraries (boost and nes_apu). Future plans include eliminating those dependencies to make the code base even slimmer.

[andrea@manhattan src]$ cloc .
      24 text files.
      24 unique files.                              
       1 file ignored.

github.com/AlDanial/cloc v 1.70  T=0.03 s (780.3 files/s, 63170.2 lines/s)
-------------------------------------------------------------------------------
Language                     files          blank        comment           code
-------------------------------------------------------------------------------
C++                             11            210            110           1163
C/C++ Header                    12             87              7            285
-------------------------------------------------------------------------------
SUM:                            23            297            117           1448
-------------------------------------------------------------------------------

Requirements

To Run:

Building and running

Usage

The emulator comes bundled with a simple GUI to navigate the filesystem and set preferences. Use DPAD and 'A' to operate it. 'R' toggles between emulation and menu.

Compatibility

LaiNES implements the most common mappers, which should be enough for a good percentage of the games:

You can check the compatibility for each ROM in the following list: http://tuxnes.sourceforge.net/nesmapper.txt

Technical notes

The 6502 CPU and the PPU are implemented in just 219 and 283 lines of code respectively. Some clever meta-programming tricks are used to keep the codebase compact. Here is a good example of how this is achieved:

/* Cycle emulation.
 *     For each CPU cycle, we call the PPU thrice, because it runs at 3 times the frequency. */
#define T   tick()
inline void tick() { PPU::step(); PPU::step(); PPU::step(); ... }
...

/* Addressing modes.
 *     These are all the possible ways instructions can access memory. */
typedef u16 (*Mode)(void);
inline u16 imm() { return PC++; }
...
inline u16 zpx() { T; return (zp() + X) % 0x100; }
...

/* Fetch parameter.
 *     Get the address of the opcode parameter in a, and the value in p. */
#define G  u16 a = m(); u8 p = rd(a)
...

/* Instruction emulation (LDx where x is in registers {A, X, Y}).
 *     upd_nz, not shown, just updates the CPU flags register. */
template<u8& r, Mode m> void ld() { G; upd_nz(r = p); }
...

/* Execute a CPU instruction.
 *     Opcodes are instantiated with the right template parameters
 *     (i.e. register and/or addressing mode).*/
void exec()
{
    switch (rd(PC++))  // Fetch the opcode.
    {
        // Select the right function to emulate the instruction:
         ...
         case 0xA0: return ld<Y,imm>();  case 0xA1: return ld<A,izx>();
         ...
    }
}

Known issues

Contributors

References and credits

-- For Switch version: TurtleP for reference material with SDL and listening to my whining.