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Deliver an integrated program to illustrate SDL-oriented system calls #101
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Besides a functioned NES emulator, we can still provide a standalone renderer (or tiny game engine) to present the ability of SDL oriented system call. @alanjian85, do you have something in mind? |
I have previously satisfied all the four requirements listed above. However, I'm hesitating whether to create a static binary translator that converts a 6502 ROM file to a RISC-V executable file, eliminating the necessity of using smolnes; or a JIT compiler in smolnes; or even optimize rv32emu itself. Furthermore, the lack of memory mapping and translation in rv32emu places limitations on optimization techniques, making some of them infeasible. |
To demonstrate the use of SDL-oriented system calls, we can provide an integrated program that leverages the SDL window system and input events. Smolnes [1] is an ideal choice due to its minimal footprint and robust features – it is a Nintendo NES emulator with less than 500 lines of code. Furthermore, we have the option to redistribute open-source NES ROM files, such as falling-nes [2]. [1] https://github.com/binji/smolnes [2] https://github.com/xram64/falling-nes Close #101
Thank @alanjian85 again for the great work! Later, we might consider enhancing smolnes using the cached interpreter technique, which would avoid unnecessary instruction decoding efforts and reduce instruction dispatch overhead. |
In order to illustrate how to use SDL-oriented system calls, we can deliver an integrated program which utilizes SDL window system and input events. smolnes is ideal for its small footprint and powerful features -- a NES emulator less than 500 lines of code (
deobfuscated.c
). We can redistribute the open source NES ROM files such as falling-nes.Expected output:
rom.nes
and fallbacks to usefalling.nes
if the former is not found.Later, we might initiate the binary translator which converts 6502 opcode into RV32 or specific IR when we proceed #81, meaning that the NES emulation can be quite efficient.
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