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https://github.com/jonathanpeppers/dotnes
.NET for the NES game console
https://github.com/jonathanpeppers/dotnes
csharp dotnet emulation hacktoberfest nes
Last synced: 15 days ago
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.NET for the NES game console
- Host: GitHub
- URL: https://github.com/jonathanpeppers/dotnes
- Owner: jonathanpeppers
- License: mit
- Created: 2021-11-23T03:15:22.000Z (almost 3 years ago)
- Default Branch: main
- Last Pushed: 2024-05-21T21:19:42.000Z (6 months ago)
- Last Synced: 2024-05-22T00:58:26.619Z (6 months ago)
- Topics: csharp, dotnet, emulation, hacktoberfest, nes
- Language: C#
- Homepage:
- Size: 1.16 MB
- Stars: 119
- Watchers: 6
- Forks: 4
- Open Issues: 3
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# .NES ("dot" NES)
.NET for the NES game console!
![Gif of NES Emulator launching from VS Code](assets/vscode.gif)
## Contributing
PRs of any kind are welcome! If you have a question, feel free to:
* [File an Issue](https://github.com/jonathanpeppers/dotnes/issues)
* [Open a Discussion](https://github.com/jonathanpeppers/dotnes/discussions)
* [Join the Discord](https://discord.gg/YbAyj6KP)Thanks!
## Getting Started
Simply install the template:
```sh
dotnet new install dotnes.templates
```Create a project:
```sh
dotnet new nes
```Or use the project template in Visual Studio:
![Screenshot of the NES project template in Visual Studio](assets/vs-template.png)
Build and run it as you would a console app:
```sh
dotnet run
```Of course, you can also just open the project in Visual Studio and hit F5.
> Note that Ctrl+F5 currently works better in C# Dev Kit in VS Code.
Check out the video for a full demo:
[![Check out the video](https://img.youtube.com/vi/m4TU5PJ8WtY/maxresdefault.jpg)](https://youtu.be/m4TU5PJ8WtY)
## Anatomy of an NES application
"Hello World" looks something like:
```csharp
// set palette colors
pal_col(0, 0x02); // set screen to dark blue
pal_col(1, 0x14); // fuchsia
pal_col(2, 0x20); // grey
pal_col(3, 0x30); // white// write text to name table
vram_adr(NTADR_A(2, 2)); // set address
vram_write("Hello, world!"); // write bytes to video RAM// enable PPU rendering (turn on screen)
ppu_on_all();// infinite loop
while (true) ;
```This looks very much like ["Hello World" in
C](https://8bitworkshop.com/v3.10.0/?platform=nes&file=hello.c), taking
advantage of the latest C# features in 2023.By default the APIs like `pal_col`, etc. are provided by an implicit
`global using static NESLib;` and all code is written within a single
`Program.cs`.Additionally, a `chr_generic.s` file is included as your game's "artwork" (lol?):
```assembly
.segment "CHARS"
.byte $00,$00,$00,$00,$00,$00,$00,$00
...
.byte $B4,$8C,$FC,$3C,$98,$C0,$00,$00
;;
```This table of data is used to render sprites, text, etc.
## Scope
The types of things I wanted to get working initially:
* An object model for writing NES binaries
* Building a project should produce a `*.nes` binary, that is byte-for-byte
identical to a program written in C.
* "Hello World" runs
* Byte arrays, and a more advanced sample like `attributetable` run
* Local variables work in some form
* Project template, MSBuild support, IDE supportDown the road, I might think about support for:
* Methods
* Structs
* Multiple files
* Some subset of useful BCL methods## How it works
For lack of a better word, .NES is a "transpiler" that takes
[MSIL](https://en.wikipedia.org/wiki/MSIL) and transforms it directly into a
working [6502 microprocessor](http://www.6502.org/) binary that can run in your
favorite NES emulator. If you think about .NET's Just-In-Time (JIT) compiler or
the various an Ahead-Of-Time (AOT) compilers, .NES is doing something similiar:
taking MSIL and turning it into runnable machine code.To understand further, let's look at the MSIL of a `pal_col` method call:
```msil
// pal_col((byte)0, (byte)2);
IL_0000: ldc.i4.0
IL_0001: ldc.i4.2
IL_0002: call void [neslib]NES.NESLib::pal_col(uint8, uint8)
```In 6502 assembly, this would look something like:
```assembly
A900 LDA #$00
20A285 JSR pusha
A902 LDA #$02
203E82 JSR _pal_col
```You can see how one might envision using [System.Reflection.Metadata][srm] to
iterate over the contents of a .NET assembly and generate [6502
instructions][6502-instructions] -- that's how this whole idea was born!Note that the method `NESLib.pal_col()` has no actual C# implementation. In
fact! there is *only* a reference assembly even shipped in .NES:```powershell
> 7z l dotnes.0.2.0-alpha.nupkg
Date Time Attr Size Compressed Name
------------------- ----- ------------ ------------ ------------------------
2023-09-14 14:37:38 ..... 8192 3169 ref\net8.0\neslib.dll
```If you decompile `neslib.dll`, no code is inside:
```csharp
// Warning! This assembly is marked as a 'reference assembly', which means that it only contains metadata and no executable code.
// neslib, Version=0.1.0.0, Culture=neutral, PublicKeyToken=null
// NES.NESLib
public static void pal_col(byte index, byte color) => throw null;
```When generating `*.nes` binaries, .NES simply does a lookup for `pal_col` to
"jump" to the appropriate subroutine to call it..NES also emits the assembly instructions for the actual `pal_col` subroutine, a
code snippet of the implementation:```csharp
/*
* 823E 8517 STA TEMP ; _pal_col
* 8240 209285 JSR popa
* 8243 291F AND #$1F
* 8245 AA TAX
* 8246 A517 LDA TEMP
* 8248 9DC001 STA $01C0,x
* 824B E607 INC PAL_UPDATE
* 824D 60 RTS
*/
Write(NESInstruction.STA_zpg, TEMP);
Write(NESInstruction.JSR, popa.GetAddressAfterMain(sizeOfMain));
Write(NESInstruction.AND, 0x1F);
Write(NESInstruction.TAX_impl);
Write(NESInstruction.LDA_zpg, TEMP);
Write(NESInstruction.STA_abs_X, PAL_BUF);
Write(NESInstruction.INC_zpg, PAL_UPDATE);
Write(NESInstruction.RTS_impl);
```[srm]: https://learn.microsoft.com/dotnet/api/system.reflection.metadata
[6502-instructions]: https://www.masswerk.at/6502/6502_instruction_set.html## Limitations
This is a hobby project, so only around 5 C# programs are known to work. But to
get an idea of what is not available:* No runtime
* No BCL
* No objects or GC
* No debugger
* Strings are ASCIIWhat we *do* have is a way to express an NES program in a single `Program.cs`.
## Links
To learn more about NES development, I found the following useful:
* [8bitworkshop](https://8bitworkshop.com)
* [NES 6502 Programming Tutorial](https://www.vbforums.com/showthread.php?858389-NES-6502-Programming-Tutorial-Part-1-Getting-Started)
* [INES File Format](https://wiki.nesdev.org/w/index.php/INES)
* [6502 Instruction Set][6502-instructions]
* [HxD Hex Editor](https://mh-nexus.de/en/hxd/)## ANESE License
I needed a simple, small NES emulator to redistribute with .NES that runs on Mac
and Windows. Special thanks to [@daniel5151 and
ANESE](https://github.com/daniel5151/ANESE). This is the default NES emulator
used in the `dotnet.anese` package, [license
here](https://github.com/daniel5151/ANESE/blob/8ae814d615479b1496c98033a1f5bc4da5921c6f/LICENSE).