~/talk

Writing a Nintendo 64 emulator in Rust

Talkat RustLab 2019 · 2019-06-28..06-29· [game-development, rust]
slides:none on file

A Nintendo 64 emulator in Rust exists as a work‑in‑progress: CPU interpreter runs MIPS instructions by fixed time slices (emulating a ~200 MHz CPU, 4 MB RAM, cartridges up to 64 MB) with fine-grained line interleaving for raster effects; compilation uses a generic MIPS trait in Rust to eliminate unused opcodes at compile time and LLVM intrinsics for hot paths; devices use a thread‑local device map with one unsafe line and a radix tree bus for fast mapping; correctness relies on golden tests run on a 64drive against real hardware.

AI-written summary · about

  1. 0:00Intro
  2. 2:18How videogames work
  3. 10:10Nintendo 64
  4. 16:38CPU interpreter loop
  5. 18:30CPU opcode decoder
  6. 18:58CPU opcode interpreter
  7. 22:03CPU architecture trait
  8. 31:19Device access
  9. 34:18Memory map: emulation
  10. 36:57Memory map: radix tree
  11. 39:48A little beast
  12. 42:05HLE: high level emulation
  13. 45:18Golden tests
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