daniel5151
It might've been because my early testing was done via an old Arduino Uno board, and I must've figured that I might as well port the sketch over to the ESP32 once I had it working.
(I'm general though, I will say that LLMs can totally write bespoke one-off firmwares like this, and I don't feel too bad about it, given that it's running entirely within my LAN, and will never actually get "productized")
Happy to answer any questions :)
OpenHCL: Evolving Azure's Virtualization Model
MappyLand: Fast, Accurate Mapping for Console Games
https://stackoverflow.com/questions/3730019/why-not-use-doub...
Having games target the abstract z-machine platform made it incredibly easy for Infocom to port games across platforms, as instead of re-writing every game from scratch, they could simply write a z-machine interpreter for said platform, and immediately gain access to their entire adventure game catalog!
A happy side-effect of all this is that it's super easy to run these classic adventure games on modern platforms, as instead of emulating the UI/UX of a 80s microcomputer, it's possible to write a z-machine interpreter that takes full advantage of modern GUIs.
One of my personal favorite modern z-machine interpreters is `encrusted` [1], which is written in Rust that runs on the Web thanks to WebAssembly. As a fun side-project, I ended up forking the project and making `embcrusted` [2], a z-machine interpreter that can run on embedded platforms without a full C-library. In a weekend or two of hacking, I was able to port a z-machine interpreter to my mechanical keyboard, in order to get the "authentic" experience of playing a text-adventure game through a teletype :)
Unlike retro consoles/handhelds, there doesn't seem to be much nostalgia in the public consciousness for OG iPods - which is fair, given that most people just see them as antiquated MP3 players. That said, some of the later models did have some pretty neat little games which have yet to be preserved, and can only be played by owning the original hardware.
It was a lot of fun hacking away at the project, and I'd made a surprising amount of progress given that I'd opted to roll my own full-system emulator (in Rust!) as opposed to using something like QEMU.
Who knows, maybe when I have more free time I'll revisit the project and keep pushing it closer to completion. Not sure when though - emulation is a real time hog when you're also juggling a full time job!
C Is Not Dependency Free
Clicky – The first emulator for classic clickwheel iPods
A NES emulator in Rust using generators
WideNES – Peeking Past the Edge of NES Games (2018)
Lots of games used funky scrolling mechanics, typically to create status bars, but of all the different games I tested with, TLOZ was by-far the weirdest, requiring an entire special case to get working!
I don't have any screenshots of my own, but some japanese website recently covered wideNES, posting screenshots of it working with the original Legent of Zelda.[2]
[1] http://prilik.com/blog/2018/08/24/wideNES.html
[2] https://emulog.net/fc-nes-emulator-anese-how-to-use-widenes/
Paravirtualized Devices in Crosvm – A Performance Panacea for Modern VMs
Calder – Interactive constraints for controlling the growth of procedural models
The Nesdev wiki is the bible for writing NES emulators. It has all the technical documentation you'll need to implement the various aspects of NES hardware. It also has plenty of test ROMs, which are incredibly useful for verifying implementation details!
http://wiki.nesdev.com/w/index.php/NES_reference_guide
Fair warning, while it's pretty easy to get a half-decent 6502 emulator up and running, implementing the PPU is incredibly tricky. If you don't have a lot of experience writing emulators, I'd recommend starting with a simpler system, like the CHIP-8, before tackling the NES.
If you've got any questions, fire away!