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https://github.com/clownacy/clownmdemu

Sega Mega Drive/Sega Genesis emulator that emphasises portability.
https://github.com/clownacy/clownmdemu

68000 68k ansi-c c89 c90 emulator genesis m68k mega-drive megadrive motorola-68000 sega-genesis sega-mega-drive sn76489 sn76496 yamaha ym2612 ym3438 z80 zilog

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Sega Mega Drive/Sega Genesis emulator that emphasises portability.

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README

        

# Overview

This is clownmdemu, a Sega Mega Drive (a.k.a. Sega Genesis) emulator.

It is currently in the very early stages of development: it can run some games,
but many standard features of the Mega Drive are unemulated (see `TODO.md` for
more information).

# Frontends

To actually run software with clownmdemu, you will need to use a frontend.
Currently there are two official frontends:
- The standalone frontend, which includes a variety of debugging menus:
https://github.com/Clownacy/clownmdemu-frontend
- The libretro frontend, for use with libretro implementations such as
RetroArch and clownlibretro:
https://github.com/Clownacy/clownmdemu-libretro

# Design

clownmdemu's code adheres to the following principles, emphasising minimalism
and portability:

- Use C89. This is required in order to support as many compilers as possible.
Ideally, the code should be valid C++ as well, in order to support both C and
C++ compilers.

- Use integer-only logic. The Sega Mega Drive/Sega Genesis had no support for
floating point types. Therefore, emulating it should not require floating
point types. Additionally, floating point types are prone to rounding error
and other precision issues, so I do not trust them. I am also concerned about
their performance compared to integers, especially on lower-end hardware.

- There is one exception to this rule: functions relating to generating
'constant' data. The reasoning for this is that platforms with poor
floating-point support can have this data be computed at build-time and
embedded into the executable.

- Do not use dynamic memory. Memory allocation is slow, will cause memory leaks
when not correctly freed, and can cause software to fail mid-execution when
memory is exhausted, which is more effort to account for than it is worth.

- Use no global state. All state should be kept in a struct which functions
access through a pointer, allowing for such things as simple fast save-state
support as well as the possibility of running multiple instances of the
emulator at once. Note that the state must not contain pointers, so that it
is relocatable and position-independent. Likewise, the state must not depend
on outside state, so that it is useable across multiple executions of the
emulator.

- Operate within the guarantees of the C standard: no undefined behaviour and
no implementation-defined behaviour.

- Do not depend on integer type sizes. 'char', 'short', 'int', and 'long' may
be different sizes on different platforms, so do not rely on their ability
to hold (or not hold) values larger than their standard capacities:
- -127 to 127 for 'signed char'.
- 0 to 255 for 'unsigned char'.
- -32767 to 32767 for 'short' and 'int'.
- 0 to 65535 for 'unsigned short' and 'unsigned int'.
- -2147483647 to 2147483647 for 'long'.
- 0 to 4294967295 for 'unsigned long'.

- Do not assume that 'char' is always signed by default: it is not. For
instance, it is unsigned by default on ARM CPUs.

- Do not rely on C language extensions.

- Do not rely on endianness. Code should work correctly on both little-endian
and big-endian CPUs.

- Do not rely on signed number representation. That is to say, do not assume
that negative numbers are represented in binary as two's complement.

- Use original code. No emulation components should be taken from other
emulators or libraries. For example, rather than use something like
[Musashi](https://github.com/kstenerud/Musashi), the 68000 emulation core is
custom. Likewise, a custom YM2612 emulation core is used instead of
[Nuked-OPN2](https://github.com/nukeykt/Nuked-OPN2).

clownmdemu itself is implemented as a library, with all platform-specific logic
being relegated to a separate frontend program.

clownmdemu attempts to balance correctness with performance, acting as a more
high-level emulator than accuracy-focussed alternatives may.

clownmdemu exposes a relatively low-level interface: audio from the FM and PSG
are output separately at their native sample rates, and video is output a
single scanline at a time in its native indexed format. This is to give the
frontend the most flexibility in how it can process the data for delivery to
the user. For instance, if the platform can play multiple separate audio
streams at once, then the frontend can skip the expensive steps of audio
resampling and mixing.

# Compiling

clownmdemu can be built using CMake, however it should not be hard to make it
use a different build system if necessary as the emulator's build process is
not complicated.

Be aware that this repo uses Git submodules: use `git submodule update --init`
to pull in these submodules before compiling.

# Licence

clownmdemu is free software, licensed under the AGPLv3 (or any later version).
See `LICENCE.txt` for more information.