I wrote the NES emulator with Rust and WebAssembly to learn Rust. It’s not perfect and have some audio bugs, but it’s good enough to play Super Mario bros.
TL;DR
Here is the source code. Also, you can play the game in the canvas below
The Nintendo Entertainment System (NES)
The Nintendo Entertainment System (NES) was the world’s most widely used video games.
- CPU 6502(RP2A03), 8bit 1.79MHz
- PPU Picture Processing Unit RP2C02
- ROM ProgramROM:32KiB + CharactorROM:8KiB
- WRAM WorkingRAM 2KiB
- VRAM VideoRAM 2KiB
- Color 52color
- Resolution 256x240pixles
- Sound Square1/2, Triangle, Noise, DPCM
- Controller Up, Down, Left, Right, A, B, Start, Select
I had to emulate the above specs with WebAssembly and browser features.
Emulator Structure
Building WebAssembly with Rust
I used wasm32-unknown-emscripten to convert Rust to WebAssembly. Because I did not have wasm32-unknown-unknown when I started this project, since there are now great libraries such as stdweb and wasm-bindgen with wasm32-unknown-unknown consider using them It might be good, too.
build: | |
cargo rustc — release \ | |
— target=wasm32-unknown-emscripten — \ | |
-C opt-level=3 \ | |
-C link-args=”-O3 -s NO_EXIT_RUNTIME=1 -s EXPORTED_FUNCTIONS=[‘_run’]” |
The most important of these are NO_EXIT_RUNTIME and EXPORTED_FUNCTIONS. NO_EXIT_RUNTIME is used to freeze the memory on the Rust side to use it from the JavaScript side. Without this setting, memory will be freed and unexpected behavior will occur.
EXPORTED_FUNCTIONS is used to specify the function to export to the Javascript side. Actually it is invoked from JavaScript side as follows.
The Game loop
NES works at 60 FPS. It means that It is necessary to refresh the screen every 16 ms. So I used emscripten_set_main_loop for this. If 0 or negative value is used as the second argument, requestAnimationFrame will be used internally. (See. https://kripken.github.io/emscripten-site/docs/api_reference/emscripten.h.html#c.emscripten_set_main_loop)
I wanted to use closure so I struggled and finally wrote it as follows.
#[macro_use] | |
extern crate lazy_static; | |
extern crate libc; | |
mod nes; | |
mod externs; | |
use nes::Context; | |
fn main() {} | |
#[no_mangle] | |
pub fn run(len: usize, ptr: *mut u8) { | |
let buf: &mut [u8] = unsafe { std::slice::from_raw_parts_mut(ptr, len + 1) }; | |
let mut ctx = Context::new(buf); | |
nes::reset(&mut ctx); | |
externs::cancel_main_loop(); | |
let main_loop = || { | |
let key_state = buf[len - 1]; | |
nes::run(&mut ctx, key_state); | |
}; | |
externs::set_main_loop_callback(main_loop); | |
} |
use std::cell::RefCell; | |
use std::ptr::null_mut; | |
use std::os::raw::{c_int, c_void}; | |
#[allow(non_camel_case_types)] | |
type em_callback_func = unsafe extern "C" fn(); | |
thread_local!(static MAIN_LOOP_CALLBACK: RefCell<*mut c_void> = RefCell::new(null_mut())); | |
extern "C" { | |
pub fn emscripten_cancel_main_loop(); | |
pub fn emscripten_set_main_loop(func: em_callback_func, | |
fps: c_int, | |
simulate_infinite_loop: c_int); | |
} | |
pub fn cancel_main_loop() { | |
unsafe { emscripten_cancel_main_loop(); } | |
} | |
pub fn set_main_loop_callback<F>(callback: F) | |
where F: FnMut() | |
{ | |
MAIN_LOOP_CALLBACK.with(|log| { *log.borrow_mut() = &callback as *const _ as *mut c_void; }); | |
unsafe { | |
emscripten_set_main_loop(wrapper::<F>, 0, 1); | |
} | |
} | |
unsafe extern "C" fn wrapper<F>() | |
where F: FnMut() | |
{ | |
MAIN_LOOP_CALLBACK.with(|z| { | |
let closure = *z.borrow_mut() as *mut F; | |
(*closure)(); | |
}); | |
} |
The CPU
The NES used the MOS6502 (at 1.79 MHz) as its CPU. The 6502 is an 8bit microprocessor.The 6502 had relatively few registers (A, X & Y) and they were special-purpose registers.
Registers
The stack pointer needs to point to a 16bit address space, but the upper 8 bits are fixed to 0x01. 256 bytes are available for the stack( 0x0100 to 0x01FF) in WRAM is allocated. That is, if the stack pointer register is 0xA0, the stack pointer is 0x01A0.
Name | Size | Description | |
---|---|---|---|
A | 8bit | Accumrator | |
X | 8bit | Index | |
Y | 8bit | Index | |
S | 8bit | Stack Pointer(SP) | |
P | 8bit | Status | |
PC | 16bit | Program Counter(PC) |
This is expressed as follows.
#[derive(Debug)] | |
struct Status { | |
negative: bool, | |
overflow: bool, | |
reserved: bool, | |
break_mode: bool, | |
decimal_mode: bool, | |
interrupt: bool, | |
zero: bool, | |
carry: bool, | |
} | |
#[allow(non_snake_case)] | |
#[derive(Debug)] | |
pub struct Registers { | |
A: u8, | |
X: u8, | |
Y: u8, | |
SP: u8, | |
PC: u16, | |
P: Status, | |
} |
Memory map
The Program ROM is 0x8000~, The WRAM is mapped from 0x0000~0x07FF, and the PPU register is mapped to 0x2000~.
Address | Size | Device | |
---|---|---|---|
0x0000~0x07FF | 0x0800 | WRAM | |
0x0800~0x1FFF | - | WRAM(mirror) | |
0x2000~0x2007 | 0x0008 | PPU Registers | |
0x2008~0x3FFF | - | PPU Registers(mirror) | |
0x4000~0x401F | 0x0020 | APU I/O、PAD | |
0x4020~0x5FFF | 0x1FE0 | exROM | |
0x6000~0x7FFF | 0x2000 | exRAM | |
0x8000~0xBFFF | 0x4000 | ProgramROM | |
0xC000~0xFFFF | 0x4000 | ProgramROM |
How to emulate CPU
The 6502 does not have a pipeline structure like a recent CPU, and can be emulated simply by repeating fetching, decoding, and execution from Program ROM.
pub fn run<T: CpuRegisters + Debug, U: CpuBus>(registers: &mut T, bus: &mut U) -> Data { | |
let _code = fetch(registers, bus); | |
let ref map = opecode::MAP; | |
let code = &*map.get(&_code).unwrap(); | |
let opeland = fetch_opeland(&code, registers, bus); | |
match code.name { | |
Instruction::LDA if code.mode == Addressing::Immediate => lda_imm(opeland, registers), | |
Instruction::LDA => lda(opeland, registers, bus), | |
Instruction::LDX if code.mode == Addressing::Immediate => ldx_imm(opeland, registers), | |
Instruction::LDX => ldx(opeland, registers, bus), | |
Instruction::LDY if code.mode == Addressing::Immediate => ldy_imm(opeland, registers), | |
// … | |
} | |
} | |
pub fn lda<T: CpuRegisters, U: CpuBus>(opeland: Word, registers: &mut T, bus: &mut U) { | |
let computed = bus.read(opeland); | |
registers | |
.set_A(computed) | |
.update_negative_by(computed) | |
.update_zero_by(computed); | |
} | |
// Other instructions… |
In addition, the opcode dictionary is created using lazy_static. That is a very good library.
lazy_static! { | |
pub static ref MAP: HashMap<u8, Opecode> = { | |
let mut m = HashMap::new(); | |
m.insert(0xA9, Opecode { name: Instruction::LDA, mode: Addressing::Immediate, cycle: cycles[0xA9] }); | |
m.insert(0xA5, Opecode { name: Instruction::LDA, mode: Addressing::ZeroPage, cycle: cycles[0xA5] }); | |
m.insert(0xB5, Opecode { name: Instruction::LDA, mode: Addressing::ZeroPageX, cycle: cycles[0xB5] }); | |
m.insert(0xAD, Opecode { name: Instruction::LDA, mode: Addressing::Absolute, cycle: cycles[0xAD] }); | |
// ... | |
} | |
} |
The PPU (Picture Processing Unit)
The PPU reads the sprite information from the cartridge and constructs the screen. So the data bus of the PPU is directly connected to the cartridge.
Sprites are 8 x 8 or 8 x16 pixels as follows, PPU places sprites based on data set in VRAM. (Below is the output of Super Mario Bros. sprite data).
Please refer to the following article for details about the NES graphic.
After generating data for one screen from VRAM data and sprite information, I emulated game screen by drawing on Canvas.
mod color; | |
use super::{BackgroundField, BackgroundCtx}; | |
use super::PaletteList; | |
use super::{Sprite, SpritesWithCtx, SpritePosition}; | |
use self::color::COLORS; | |
extern "C" { | |
fn canvas_render(ptr: *const u8, len: usize); | |
} | |
#[derive(Debug)] | |
pub struct Renderer { | |
buf: Vec<u8>, | |
} | |
impl Renderer { | |
pub fn new() -> Self { | |
Renderer { buf: vec![0xFF; 256 * 224 * 4] } | |
} | |
pub fn render(&mut self, background: &BackgroundField, sprites: &SpritesWithCtx) { | |
self.render_background(background); | |
self.render_sprites(sprites, background); | |
unsafe { | |
canvas_render(self.buf.as_ptr(), self.buf.len()); | |
} | |
} | |
fn should_pixel_hide(&self, x: usize, y: usize, background: &BackgroundField) -> bool { | |
let tile_x = x / 8; | |
let tile_y = y / 8; | |
let background_index = tile_y * 33 + tile_x; | |
let sprite = &background[background_index]; | |
// NOTE: If background pixel is not transparent, we need to hide sprite. | |
(sprite.tile.sprite[y % 8][x % 8] % 4) != 0 | |
} | |
fn render_background(&mut self, background: &BackgroundField) { | |
for (i, bg) in background.into_iter().enumerate() { | |
if bg.is_enabled { | |
let x = (i % 33) * 8; | |
let y = (i / 33) * 8; | |
self.render_tile(bg, x, y); | |
} | |
} | |
} | |
fn render_sprites(&mut self, sprites: &SpritesWithCtx, background: &BackgroundField) { | |
for sprite in sprites { | |
self.render_sprite(&sprite.sprite, | |
&sprite.position, | |
&sprite.palette, | |
sprite.attr, | |
&background); | |
} | |
} | |
fn render_sprite(&mut self, | |
sprite: &Sprite, | |
position: &SpritePosition, | |
palette: &PaletteList, | |
attr: u8, | |
background: &BackgroundField) { | |
let is_vertical_reverse = (attr & 0x80) == 0x80; | |
let is_horizontal_reverse = (attr & 0x40) == 0x40; | |
let is_low_priority = (attr & 0x20) == 0x20; | |
for i in 0..8 { | |
for j in 0..8 { | |
let x = position.0 as usize + if is_horizontal_reverse { 7 - j } else { j }; | |
let y = position.1 as usize + if is_vertical_reverse { 7 - i } else { i }; | |
if is_low_priority && self.should_pixel_hide(x, y, background) { | |
continue; | |
} | |
if sprite[i][j] != 0 { | |
let color_id = palette[sprite[i][j] as usize]; | |
let color = COLORS[color_id as usize]; | |
let index = (x + (y * 0x100)) * 4; | |
self.buf[index] = color.0; | |
self.buf[index + 1] = color.1; | |
self.buf[index + 2] = color.2; | |
if x < 8 { | |
self.buf[index + 3] = 0; | |
} | |
} | |
} | |
} | |
} | |
fn render_tile(&mut self, bg: &BackgroundCtx, x: usize, y: usize) { | |
let offset_x = (bg.scroll_x % 8) as i32; | |
let offset_y = (bg.scroll_y % 8) as i32; | |
for i in 0..8 { | |
for j in 0..8 { | |
let x = (x + j) as i32 - offset_x; | |
let y = (y + i) as i32 - offset_y; | |
if x >= 0 as i32 && 0xFF >= x && y >= 0 as i32 && y < 224 { | |
let color_id = bg.tile.palette[bg.tile.sprite[i][j] as usize]; | |
let color = COLORS[color_id as usize]; | |
let index = ((x + (y * 0x100)) * 4) as usize; | |
self.buf[index] = color.0; | |
self.buf[index + 1] = color.1; | |
self.buf[index + 2] = color.2; | |
if x < 8 { | |
self.buf[index + 3] = 0; | |
} | |
} | |
} | |
} | |
} | |
} |
canvas_render is Javascript side code. If you are using emscriptenyou will be able to call on the Rust side via mergeInto.
mergeInto(LibraryManager.library, { | |
canvas_render: function (ptr, len) { | |
Module.NES.buf = new Uint8Array(Module.HEAPU8.buffer, ptr, len); | |
Module.NES.image.data.set(Module.NES.buf); | |
Module.NES.ctx.putImageData(Module.NES.image, 0, 0); | |
} | |
} |
The game Pad
The game pad emulated using keydownEvent. Specifically, the following handlers are registered at initialization, and specific bytes of ArrayBuffer are written at keyDown / keyUp. This is because, from the viewpoint of Browser, the memory on the Rust side can be handled as ArrayBuffer.
const convertKeyCode = (keyCode) => { | |
switch (keyCode) { | |
case 88: return 0x01; // X A | |
case 90: return 0x02; // Z B | |
case 65: return 0x04; // A SELECT | |
case 83: return 0x08; // S START | |
case 38: return 0x10; // ↑ ↑ | |
case 40: return 0x20; // ↓ ↓ | |
case 37: return 0x40; // ← ← | |
case 39: return 0x80; // → → | |
} | |
}; | |
const onKeydown = (e) => { | |
buf[size - 1] |= convertKeyCode(e.keyCode); | |
} | |
const onKeyup = (e) => { | |
buf[size - 1] &= ~convertKeyCode(event.keyCode); | |
} | |
const setupKeyHandler = () => { | |
if (typeof window !== 'undefined') { | |
document.addEventListener('keydown', onKeydown); | |
document.addEventListener('keyup', onKeyup); | |
} | |
}; |
The Sound
Just like Canvas, we used mergeInto to invoke Javascript code using WebAudio API from Rust side.
mergeInto(LibraryManager.library, { | |
start_oscillator: function (index) { | |
Module.NES.oscs[index].start(); | |
}, | |
stop_oscillator: function (index) { | |
Module.NES.oscs[index].stop(); | |
}, | |
close_oscillator: function (index) { | |
Module.NES.oscs[index].close(); | |
}, | |
set_oscillator_frequency: function (index, freq) { | |
Module.NES.oscs[index].setFrequency(freq); | |
}, | |
change_oscillator_frequency: function (index, freq) { | |
Module.NES.oscs[index].changeFrequency(freq); | |
}, | |
set_oscillator_volume: function (index, volume) { | |
Module.NES.oscs[index].setVolume(volume); | |
}, | |
set_oscillator_pulse_width: function (index, width) { | |
Module.NES.oscs[index].setPulseWidth(width); | |
}, | |
set_noise_frequency: function (freq) { | |
Module.NES.noise.setFrequency(freq); | |
}, | |
change_noise_frequency: function (freq) { | |
Module.NES.noise.changeFrequency(freq); | |
}, | |
set_noise_volume: function (volume) { | |
Module.NES.noise.setVolume(volume); | |
}, | |
close_noise: function () { | |
Module.NES.noise.close(); | |
}, | |
stop_noise: function () { | |
Module.NES.noise.stop(); | |
}, | |
start_noise: function () { | |
Module.NES.noise.start(); | |
} | |
} |
As an example, the waveform is generated using the WebAudio API as follows
import pulse from './pulse.js'; | |
export default class Oscillator { | |
constructor(type) { | |
try { | |
const AudioContext = window.AudioContext || window.webkitAudioContext | |
this.context = new AudioContext(); | |
} catch (e) { | |
throw new Error('Web Audio isn\'t supported in this browser!'); | |
} | |
this.type = type || 'square'; | |
this.oscillator = this.createOscillator({ kind: this.type }); | |
this.waves = { | |
'0.125': this.context.createPeriodicWave(pulse['0.125'].real, pulse['0.125'].imag), | |
'0.25': this.context.createPeriodicWave(pulse['0.25'].real, pulse['0.25'].imag), | |
'0.5': this.context.createPeriodicWave(pulse['0.5'].real, pulse['0.5'].imag), | |
'0.75': this.context.createPeriodicWave(pulse['0.75'].real, pulse['0.75'].imag), | |
}; | |
this.setVolume(0); | |
this.setPulseWidth(0.5); | |
this.playing = false; | |
} | |
start() { | |
if (this.playing) { | |
this.stop(); | |
} | |
this.playing = true; | |
this.oscillator.start(0); | |
} | |
stop() { | |
if (this.playing) { | |
this.setVolume(0); | |
this.playing = false; | |
this.oscillator.stop(this.context.currentTime); | |
this.oscillator = this.createOscillator(); | |
this.setPulseWidth(0.5); | |
} | |
} | |
close() { | |
this.context.close(); | |
} | |
createOscillator(options = {}) { | |
const oscillator = this.context.createOscillator(); | |
if (options.kind) oscillator.type = options.kind; | |
if (options.frequency) oscillator.frequency.value = options.frequency; | |
if (options.harmonics) { | |
const waveform = this.context.createPeriodicWave( | |
new Float32Array(options.harmonics.real), | |
new Float32Array(options.harmonics.imag) | |
) | |
oscillator.setPeriodicWave(waveform); | |
} | |
this.gain = this.context.createGain(); | |
this.gain.gain.value = 0.01; | |
oscillator.connect(this.gain); | |
this.gain.connect(this.context.destination); | |
return oscillator; | |
} | |
setPulseWidth(pulseWidth) { | |
this.oscillator.setPeriodicWave(this.waves[`${pulseWidth}`]); | |
} | |
setFrequency(frequency) { | |
this.oscillator.frequency.value = frequency; | |
} | |
changeFrequency(frequency) { | |
this.oscillator.frequency.setValueAtTime(frequency, this.context.currentTime) | |
} | |
setVolume(volume) { | |
volume = Math.max(0, Math.min(1, volume)); | |
this.gain.gain.value = volume; | |
} | |
} |
Although we omitted it considerably, we implemented NES Emulator with Rust and WebAssembly like this. The whole code please see the following repositry.
If you want to know deeply, you may want to look at the following.
Conclusions
I’ve been really impressed with Rust, and I think that it is one very good choice for building on the WebAssembly. A framework for an advanced browser front end like yew has also been developed and I think that it is also a remarkable language for developers who usually write Javascript.
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