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SNES emulator written in Rust

Results 17 breeze-emu issues
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Log output: ``` Compiling core-graphics v0.3.2 error: type `color_space::__CGColorSpace` is private --> /Users/sphinxc0re/.cargo/registry/src/github.com-1ecc6299db9ec823/core-graphics-0.3.2/src/context.rs:86:26 | 86 | let result = CGBitmapContextCreate(ptr::null_mut(), | ^^^^^^^^^^^^^^^^^^^^^ error: type `color_space::__CGColorSpace` is private --> /Users/sphinxc0re/.cargo/registry/src/github.com-1ecc6299db9ec823/core-graphics-0.3.2/src/context.rs:91:48 |...

Audio isn't fully implemented: The SPC700 co-processor is working so far, but that's required for most ROMs to work at all. It communicates with a DSP, which does the actual...

The ROM title is, unfortunately, pretty crappy on many ROMs (especially test ROMs). Setting it as the window title might not be a good idea. Maybe we should instead use...

When an unknown renderer or audio sink is specified, we print a list of all possible options, along with information about whether Breeze was compiled with support for the renderer/sink....

It's an abom~~o~~nation and the format is completely undefined. We should rather implement well-known savestate formats from other emulators like Snes9x. Some WIP stuff is already in-tree from a while...

On Windows, I'm getting "no support for signed 16-bit data" when cpal is initializing. This is because we'll only accept the SNES's native audio format. We should add resampling support,...

Part of #1 Will only work on nightly. I've confirmed locally that `cargo local-pkgs bench` will work. Finding (and blocking on) performance regressions is not a part of this, although...

DMA can take quite a lot of time, which messes up our cycle counts. DMA should rather be run in short "bursts", keeping the CPU paused while DMA isn't yet...

Depends on #6 SPC format info: https://web.archive.org/web/20070202153330/http://www.alpha-ii.com/snesmusic/files/spc_file_format.txt The `spc700` crate should grow support for saving and loading `.spc` files. Then we can implement a binary that will play them (this...

According to `perf`, we spend almost 50% of CPU time in `Ppu::lookup_bg_color`. Background rendering currently works by rendering each pixel individually, for each one iterating through all enabled BG layers,...