se.cherkasov 188444f987
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feat(mmc5): implement MMC5 mapper with accurate scanline IRQ and CHR banking
- Add ExRAM (modes 0-1) and fill-mode nametable routing via
  read_nametable_byte / write_nametable_byte mapper hooks
- Separate sprite and BG CHR bank sets ($5120-$5127 vs $5128-$512B);
  BG banks are only active in 8x16 sprite mode
- Use mapper.ppu_read_sprite() for sprite tile loads so they always
  use the sprite bank set regardless of PPU fetch phase
- Replace CPU-cycle IRQ stub with scanline-based counter matching
  Mesen2 hardware behaviour: fire when counter == irq_scanline at
  dot 2 (start of scanline), irq_scanline=0 never fires
- Add Mapper::notify_frame_start() called unconditionally at the PPU
  frame boundary; MMC5 uses it to hard-reset the scanline counter even
  when rendering is disabled (e.g. during room transitions), preventing
  stale counter values from shifting the CHR split by 8+ scanlines
- Fix CHR bank calculation for modes 0-2: use << 3/2/1 shifts instead
  of & !7/3/1 masking to correctly convert bank numbers to 1KB indices
- Correct $5204 read: bit 7 = IRQ pending (cleared on read), bit 6 =
  in-frame flag; IRQ line stays asserted until $5204 is read
- Dispatch $4020-$5FFF CPU reads/writes to mapper cpu_read_low /
  cpu_write_low so MMC5 internal registers are accessible
2026-03-15 17:10:50 +03:00

nesemu

NES/Famicom emulation workspace in Rust.

The workspace is built around a reusable core library. It also contains optional adapter crates and a GTK4 desktop frontend for manual testing.

What Is Here

  • nesemu: core emulation library
  • nesemu-adapter-api: backend-agnostic adapter traits
  • nesemu-adapter-headless: null/headless adapter implementations
  • nesemu-desktop: GTK4 desktop frontend

What The Core Library Provides

  • CPU, PPU, APU, bus, and cartridge mapper emulation
  • iNES ROM parsing
  • Save/load state support
  • Host-facing runtime wrappers for frame execution and pacing
  • Public API and behavior tests

Quick Start

Add the main crate as a dependency:

[dependencies]
nesemu = { path = "../nesemu" }

Enable optional adapter support if needed:

[dependencies]
nesemu = { path = "../nesemu", features = ["adapter-api", "adapter-headless"] }

Recommended import style:

use nesemu::prelude::*;

Minimal setup:

use nesemu::{Cpu6502, NativeBus, create_mapper, parse_rom};

let rom_bytes = std::fs::read("game.nes")?;
let rom = parse_rom(&rom_bytes)?;
let mapper = create_mapper(rom)?;
let mut bus = NativeBus::new(mapper);
let mut cpu = Cpu6502::default();
cpu.reset(&mut bus);

Higher-level runtime setup:

use nesemu::{FRAME_RGBA_BYTES, NesRuntime};

let rom_bytes = std::fs::read("game.nes")?;
let mut runtime = NesRuntime::from_rom_bytes(&rom_bytes)?;
runtime.run_until_frame_complete()?;

let mut rgba = vec![0; FRAME_RGBA_BYTES];
runtime.render_frame_rgba(&mut rgba)?;

Desktop Frontend

Run the GTK4 desktop frontend:

cargo run -p nesemu-desktop -- path/to/game.nes

Linux build requirements: GTK4 development packages and pkg-config (for example on Debian/Ubuntu: libgtk-4-dev pkg-config).

Controls:

  • Esc: quit
  • P: pause/resume
  • Open ROM: load .nes file
  • Arrow keys: D-pad
  • X: A
  • Z: B
  • Enter: Start
  • Left Shift / Right Shift: Select

Development

cargo fmt --all
cargo clippy --all-targets --all-features -- -D warnings
cargo test --all-features

Documentation Map

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