Difference between revisions of "Rustation"

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(Overview: rewrite)
m (Overview: Only the OpenGL-based plugins, not any others.)
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==Overview==
 
==Overview==
The first commit for Rustation was made on [https://github.com/simias/rustation/commit/017db106eaf9b8268eb58a24612da948f4b8c2fc February 17, 2015], and many commits have since been added over the next two years. However, the last commit was made in [https://github.com/simias/rustation/commits/master September 2017] and was never followed up; the same is also true of the libretro core. The libretro team, meanwhile, used the work done in Rustation to create the [[Mednafen|Beetle PSX]] ''HW'' core, in which an OpenGL 3.3 renderer is used instead of the previous software renderer.<ref name="libretro-Rustation">{{cite web|url=https://www.phoronix.com/scan.php?page=news_item&px=PSX-OpenGL-Experimental|title=PlayStation Emulator Gets Experimental OpenGL Renderer|publisher=Phoronix|author=Michael Larabel|accessdate=2018-12-14|date=31 May 2016}}</ref> That core is said to be one of the first PlayStation emulators to use modern OpenGL, as it differs from the fixed-function OpenGL used in older emulator plugins.
+
The first commit for Rustation was made on [https://github.com/simias/rustation/commit/017db106eaf9b8268eb58a24612da948f4b8c2fc February 17, 2015], and many commits have since been added over the next two years. However, the last commit was made in [https://github.com/simias/rustation/commits/master September 2017] and was never followed up; the same is also true of the libretro core. The libretro team, meanwhile, used the work done in Rustation to create the [[Mednafen|Beetle PSX]] ''HW'' core, in which an OpenGL 3.3 renderer is used instead of the previous software renderer.<ref name="libretro-Rustation">{{cite web|url=https://www.phoronix.com/scan.php?page=news_item&px=PSX-OpenGL-Experimental|title=PlayStation Emulator Gets Experimental OpenGL Renderer|publisher=Phoronix|author=Michael Larabel|accessdate=2018-12-14|date=31 May 2016}}</ref> That core is said to be one of the first PlayStation emulators to use modern OpenGL, as it differs from the fixed-function OpenGL used in older OpenGL-based emulator plugins.
  
 
The original repository only contains the source code for the core of the emulator. The OpenGL renderer and the libretro interface is in the rustation-libretro repository. Game performance is poor; only a few games can boot.
 
The original repository only contains the source code for the core of the emulator. The OpenGL renderer and the libretro interface is in the rustation-libretro repository. Game performance is poor; only a few games can boot.

Revision as of 21:54, 13 December 2018

Rustation
Developer(s) Lionel Flandrin (simias)
Latest version 0.0.3
Active No
Platform(s) Windows, Linux, macOS
Emulates PlayStation
Programmed in Rust
Source code GitHub
GitHub (libretro upstream)

Rustation is an open-source PlayStation emulator that doesn't require a plugin-based system. It's written in the Rust programming language and has a libretro core.

Overview

The first commit for Rustation was made on February 17, 2015, and many commits have since been added over the next two years. However, the last commit was made in September 2017 and was never followed up; the same is also true of the libretro core. The libretro team, meanwhile, used the work done in Rustation to create the Beetle PSX HW core, in which an OpenGL 3.3 renderer is used instead of the previous software renderer.[1] That core is said to be one of the first PlayStation emulators to use modern OpenGL, as it differs from the fixed-function OpenGL used in older OpenGL-based emulator plugins.

The original repository only contains the source code for the core of the emulator. The OpenGL renderer and the libretro interface is in the rustation-libretro repository. Game performance is poor; only a few games can boot.

Features

These things are either fully or partially implemented:

  • CPU
  • Basic GTE support (ported from mednafen PSX)
  • Instruction cache
  • Interrupts
  • Basic GPU (no semi-transparency or mask bit emulation)
  • Timers (incomplete)
  • DMA
  • Debugger
  • CDROM controller (missing many commands)
  • Gamepad controller (only digital pad for now)

To-do list:

  • Many things in the GPU
  • MDEC (Probably for movie playback. Avocado is in the midst of implementing this one)
  • SPU
  • Memory card
  • CPU pipeline emulation
  • More accurate timings
  • Many, many other things...

References

  1. Michael Larabel (31 May 2016). PlayStation Emulator Gets Experimental OpenGL Renderer. Phoronix

External Links