Homebrew Official [5.5.0/1][WIP] LiteNESU - A terrible (userspace) NES emulator

QuarkTheAwesome

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Brienj has turned my little PoC into a workable product! Check it out here and on his GitHub here.

Hey everyone!
As you can tell from the title, this is a NES emulator that runs under 5.5.0/5.5.1.
It's based off LiteNES (github) so it's fairly limited (no sound, basically no compatibility with most games) but it works!
It's been tested with Yie-Ar Kung-Fu and that seems to work okay (albeit slowly.) Super Mario has some weird corruption problems but I guess it's playable if you're really dedicated.
I've posted it on GitHub so you can have a look there for more of my ramblings on what's wrong with this ;3

It's really just a proof-of-concept and needs a heck of a lot of work. But hey, it's userspace!

Everything's on GitHub so just look there for code, binaries, instructions and whatnot.

I can't take good pictures, but I tried my best and you can look at those here.

It really does need a lot of work so if you think you can fix it up please let me know! Thank you!
 
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thekarter104

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Nice work on making this. This shows there's interest in Wii U Homebrew development!
Is it also possible to make an emulator accurate? I think the Wii U power can handle that.

But just take your time with more games, great job!
 

QuarkTheAwesome

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Btw why is the screen so small?
Right now, it renders each pixel one at a time. As far as I can tell, this is the main reason why everything is so slow (the OSScreen method for putting a pixel onto the screen is called 61k+ times each frame!) I don't really want to add the extra load of upscaling on top of all that until I can find a better rendering method (GX2 maybe? If anyone knows how that works please let me know)
 
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Kakkoii

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Right now, it renders each pixel one at a time. As far as I can tell, this is the main reason why everything is so slow (the OSScreen method for putting a pixel onto the screen is called 61k+ times each frame!) I don't really want to add the extra load of upscaling on top of all that until I can find a better rendering method (GX2 maybe? If anyone knows how that works please let me know)
Check out the description on @vgmoose 's game, by storing the coreinit pointers and simply passing those around to your various functions, you can get some drastic speedups.
https://github.com/vgmoose/space
 
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