<https://github.com/UnknownJoe796/super-mario-bros...
# random
j
y
Absolutely fine to post it here, but this would also fit in #C0BJ0GTE2 btw!
j
Thanks! I have done so. I think this project's going to be very fun. I already got Kosmic (a SMB speedrunner/content creator) interested in its development too.
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y
I've never played the game in my life, but I know a disproportionate amount of info about it lol Is the idea thus to create an emulator in Kotlin, and then a DSL for controlling it in a similar way to the assembly? Or is it building like a minimal emulator that only has the features for SMB?
j
Not an emulator, but a true port. I want to make it proper, readable Kotlin code the whole way through, with comments showing the original assembly for comparison to the Kotlin code. The original assembly is nearly unreadable and incredibly frustrating to mod, since I'm no 6502 expert - this seems like a nice way to learn. For my first phase, I want RAM-level accuracy (as in, glitches/bad reads are recreated perfectly from the original). As such, I need to emulate the PPU (graphics card) and APU (sound card) from the NES. Later I intend to create a branch that will use more direct calls from the source for rendering.
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I also intend to move it to KMP once I start the actual rendering/displaying part. Most people are going to want to run it in the browser, I think.
t
I already got Kosmic
that's cool 🙂 maybe there could be some "speedrun" feature added at some point, like a bus (or was it a skilift now?)
a
That's so cool !