Skip to content
 
 

Repository files navigation

LakeSnes

A SNES emulator, in C

Notice

I have decided to archive this repository. Some personal/mental issues mean that I don't really have the motivation to work on it further (or really, on emulation in general). There is a more active fork by Dinkc64 over here, which already has a bunch of fixes, optimisations, as well as support for the CX4 expansion chip.

About

This is a SNES emulator, written in C, mostly as a followup on my earlier Javascript version. The main drive behind rewriting it in C was C's speed. The JS version could barely run at 20 FPS on my system, whereas this C version runs at full speed.

The intent is for the actual emulation itself to be split off into a library, which can then be used in other projects. (Maybe it could be compiled for the web with Emscripten as well, to replace the core from that JS emulator). This is not done yet, and as of now a full emulator with basic frontend (using SDL2) is build.

Performance, although much better than my JS version, is still quite bad though, especially when compared to emulators like BSNES or SNES9X (it used around 80% of one core whereas SNES9X only used around 15%, on my old hardware).

Nightly releases

Nightly builds can be downloaded from the releases here. The source-downloads there do not seem to be updated by the Github-action used to handle making releases, so are out of date.

  • The macOS build is an app-bundle (includes SDL2) but not signed and notarized, and does not have proper version information. These are currently Intel-only, although manually compiling for/on Apple Silicon (arm64) works without issues. It might not run on older macOS versions.
  • The Linux build depends on SDL2 being installed already and is an x86_64 (64-bit Intel) build.
  • The Windows build includes SDL2.dll and is a 64-bit (Intel) build.

Compiling

MacOS (plain executable)

  • Install homebrew (This also install the Xcode CLI-tools, providing clang and make)
  • Install SDL2 with homebrew: brew install sdl2
  • Run make

This build depends on SDL2 being installed with homebrew.

MacOS (app-bundle)

  • Make sure clang and make are available (from the Xcode CLI-tools)
  • Download the latest SDL2 build (the .dmg) from the SDL2 Releases
  • Create a directory called sdl2 in this repo's directory and copy SDL2.framework from the dmg into it
  • Run make LakeSnes.app

This is a stand-alone application (includes SDL2) and shows up in the 'open with' menu for smc, sfc and zip files.

Linux

  • Make sure clang (or gcc) and make are available
  • Get SDL2-dev via the package manager (Ubuntu/Debian: sudo apt install libsdl2-dev)
  • Run make (or make CC=gcc to use gcc)

This build depends on SDL2 being installed.

Windows

NOTE: Only tested with Msys2 using clang for x86_64, but building for arm64 should work as well, and using gcc, other environments, other tools (Cygwin, Mingw, etc) or Visual Studio might also be possible. Some changes might be needed due to some of the includes and functions used.

  • Install Msys2
  • Open a clang64 environment (and run pacman -Suy)
  • Install clang and make: pacman -S mingw-w64-clang-x86_64-clang mingw-w64-clang-x86_64-make
  • Install SDL2: pacman -S mingw-w64-clang-x86_64-SDL2
  • Navigate to this repo's directory (cd /c/Users/...)
  • Run mingw32-make lakesnes.exe (or mingw32-make to build iconless exe)
  • Run cp /clang64/bin/SDL2.dll . (to copy SDL2.dll)

This build depends on SDL2.dll being placed next to the executable.

Usage and controls

The emulator can be run by opening lakesnes directly or by running ./lakesnes, taking an optional path to a ROM-file to open. ROM-files can also be dragged on the emulator window to open them. ZIP-files also work, the first file within with a .smc or .sfc will be loaded (zip support uses this zip-library, which uses Miniz, both under the Unlicence).

Command line options

lakesnes supports normal emulator startup plus a few analysis/export modes.

Basic forms

Run the emulator, optionally opening a ROM immediately:

./lakesnes
./lakesnes path/to/game.sfc

Run with trace recording enabled from startup:

./lakesnes --record-trace path/to/game.sfc

Print RTL return addresses and file offsets:

./lakesnes --print-rtl path/to/game.sfc

Load a coprocessor hook library:

./lakesnes --cop-lib path/to/libhook.so path/to/game.sfc

Disassemble ROM bytes starting from reset:

./lakesnes --disasm-rom --disasm-notes-out path/to/disasm_notes.json [--disasm-limit N] path/to/game.sfc

Build a static CFG from ROM analysis:

./lakesnes --cfg-rom --cfg-out path/to/rom_cfg.dot [--cfg-limit N] [--cfg-notes-out path/to/notes.json] path/to/game.sfc

Record a runtime CFG during emulation and dump it on exit:

./lakesnes --runtime-cfg-out path/to/runtime_cfg.dot path/to/game.sfc

Record runtime mem_viewer annotations during emulation and dump them on exit:

./lakesnes --runtime-notes-out path/to/runtime_notes.json path/to/game.sfc

Options

Option Meaning
--record-trace Starts instruction trace recording automatically after the ROM is loaded. This uses the same trace file path the interactive trace hotkeys use.
--print-rtl Prints the SNES return address and corresponding ROM file offset every time an RTL instruction is executed.
--cop-lib <path> Loads a dynamic library and installs its exported coprocessor hook (lakesnes_cop_execute) into the emulator CPU.
--disasm-rom Runs reset-based ROM disassembly mode instead of launching the interactive emulator. It prints the linear disassembly to stdout.
--disasm-notes-out <file.json> Required with --disasm-rom. Writes mem_viewer-compatible note annotations for the linear disassembly, keyed to ROM file offsets so the ROM and notes can be opened together in mem_viewer/bin_view.
--disasm-limit <N> Limits the ROM disassembly to N instructions. Must be greater than zero. Default: 4096.
--cfg-rom Runs static control-flow graph generation mode instead of launching the interactive emulator.
--cfg-out <file.dot> Required with --cfg-rom. Writes the static CFG in Graphviz DOT format.
--cfg-limit <N> Limits static CFG analysis to N discovered nodes. 0 means no node limit. Default: 4096.
--cfg-notes-out <file.json> Optional with --cfg-rom. Writes mem_viewer-compatible note annotations for discovered instructions.
--runtime-cfg-out <file.dot> Enables runtime CFG capture during normal emulation and writes the executed instruction graph to the given DOT file when the ROM is closed or the emulator exits.
--runtime-notes-out <file.json> Enables runtime note capture during normal emulation and writes mem_viewer-compatible annotations for executed ROM instructions and cartridge ROM accesses when the ROM is closed or the emulator exits.

Notes

  • --disasm-rom and --cfg-rom are mutually exclusive.
  • --disasm-notes-out is mandatory when --disasm-rom is used.
  • --cfg-out is mandatory when --cfg-rom is used.
  • In --cfg-rom mode on POSIX systems, SIGUSR1 prints progress and SIGUSR2 requests a clean stop.
  • Runtime CFG export is based on executed instructions only. Static CFG export is based on reachable decoded ROM instructions.
  • Disassembly notes export is keyed to ROM file offsets and is intended for use with mem_viewer/bin_view on the ROM file itself.
  • Runtime notes export is keyed to ROM file offsets and is intended for use with mem_viewer/bin_view on the ROM file itself.
  • The plain emulator path still accepts an optional ROM path even when no other flags are supplied.

Examples

Start the emulator with a ROM:

./lakesnes roms/ff6-en1.sfc

Start the emulator and immediately begin trace recording:

./lakesnes --record-trace roms/ff6-en1.sfc

Start the emulator and print RTL return information:

./lakesnes --print-rtl roms/ff6-en1.sfc

Start the emulator with a coprocessor hook library:

./lakesnes --cop-lib ./hooklib_ff6/libff6cop.so roms/ff6-en1.sfc

Dump a short reset-based ROM disassembly to stdout and create mem_viewer notes:

./lakesnes --disasm-rom --disasm-notes-out /tmp/ff6_disasm_notes.json --disasm-limit 256 roms/ff6-en1.sfc

Open the ROM together with those linear disassembly notes in bin_view:

./mem_viewer/bin_view roms/ff6-en1.sfc /tmp/ff6_disasm_notes.json

Build a static CFG and stop after 10,000 discovered nodes:

./lakesnes --cfg-rom --cfg-out /tmp/ff6_cfg.dot --cfg-limit 10000 roms/ff6-en1.sfc

Build a static CFG plus mem_viewer notes:

./lakesnes --cfg-rom --cfg-out /tmp/ff6_cfg.dot --cfg-notes-out /tmp/ff6_cfg_notes.json roms/ff6-en1.sfc

Build an unlimited static CFG and ask it for progress from another terminal:

./lakesnes --cfg-rom --cfg-out /tmp/ff6_cfg.dot --cfg-limit 0 roms/ff6-en1.sfc
kill -USR1 <pid>
kill -USR2 <pid>

Capture a runtime CFG while playing normally, then dump it on exit:

./lakesnes --runtime-cfg-out /tmp/ff6_runtime_cfg.dot roms/ff6-en1.sfc

Capture runtime mem_viewer notes while playing normally, then dump them on exit:

./lakesnes --runtime-notes-out /tmp/ff6_runtime_notes.json roms/ff6-en1.sfc

Capture both runtime CFG and runtime notes in one run:

./lakesnes --runtime-cfg-out /tmp/ff6_runtime_cfg.dot --runtime-notes-out /tmp/ff6_runtime_notes.json roms/ff6-en1.sfc

Currently, only normal joypads are supported, and only controller 1 has controls set up.

Button Key
Up Up arrow
Down Down arrow
Left Left arrow
Right Right arrow
Start Enter
Select Right shift
A X
B Z
X S
Y A
L D
R C

Additionally, the following command are available:

Key Action
R Soft reset
E Hard reset
P Pause
O Frame advance
T Turbo (hold)
L Run one CPU cycle
K Run one SPC cycle
J Dumps some data
M Make save state
N Load save state

Alt+Enter can be used to toggle fullscreen mode.

L will run one CPU cycle, and then logs the CPU state (opcode, registers, flags). K does the same, but for the SPC instead (note that this acts as additional SPC cycles).

J currently dumps the 128K WRAM, 64K VRAM, 512B CGRAM, 544B OAM and 64K ARAM to a file called dump.bin.

Battery saves, save states and dump.bin are stored in the SDL-provided preference directory, this is usually in ~/Library/Application Support/LakeSnes on macOS, ~/.local/share/LakeSnes on Linux and %USERPROFILE%\AppData\Roaming\LakeSnes on Windows. Battery saves go in a subdirectory saves and save states in states. Battery saves and save states are currently named after the roms full name without extension, with .srm or .lss appended respectively.

Note that the save state format and exact naming and location for battery saves and save states is still being worked on and subject to change. Further updates will likely break compatibility with older save states and battery saves might need to be moved around and/or renamed.

Minimizing or hiding the window can cause high CPU usage as this can cause v-sync to stop working.

Compatibility

The emulator currently only supports regular LoROM, HiROM and ExHiROM games (no co-processors and such). SPC files can not be loaded yet, but are planned.

This emulator is definitely not fully accurate. The PPU renders per scanline, so mid-scanline effects are not supported. The DSP executes on a per-sample basis. The SPC and CPU-side timing should be cycle-accurate now, but the exact timing of certain event is still somewhat off. Communication between the CPU and SPC is also not cycle-accurate.

Quite a few TODO's are scattered throughout the code for things that are currently not quite fully emulated, mostly related to edge cases and some lesser-used PPU features.

Some things that are not emulated at all are full emulation-mode for the 65816, and the test-register ($f0) for the SPC.

Some games that I have tested seem to run without obvious issues, although some games do seem to glitch somewhat or freeze. bugs.md contains a non-exhaustive list of games that have emulation-bugs.

License

This project is licensed under the MIT license, see 'LICENSE.txt' for details.

It uses 'kuba--/zip' which is under the Unlicense, and links against SDL2 which is under the zlib license.

Resources

About

A SNES emulator, in C

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages