1.6 KiB
1.6 KiB
Daedalian Opus — recompiled to Rust
A proof of concept: the Game Boy game's code, statically translated from the disassembly into Rust, running on a tiny hand-written hardware layer.
cargo run --release
Controls: arrows = D-pad, Z = A, X = B, Enter = Start, Right Shift/Backspace = Select, Esc = quit.
How it works
src/game.rsis generated by../recompile.pyfrom the traced disassembly: every SM83 instruction becomes Rust statements, grouped into basic blocks (match m.pc { 0x0164 => { ... } }), each commented with the original assembly. No SM83 code is decoded at runtime. The game's stack lives in emulated memory because the game manipulates return addresses itself.assets/rom_data.binis the ROM with every code byte zeroed — only the data (levels, graphics, music, text) is used. The runtime warns if the game ever reads a code byte as data.src/machine.rs: registers/flags/ALU, memory map, joypad, OAM DMA, the vblank interrupt, and a once-per-frame LCD renderer.src/apu.rs: the four sound channels, synthesized in step with the recompiled code; played throughcpal.src/main.rs:winitwindow +pixelsframebuffer, 59.73 Hz pacing.
Regenerate after changing the recompiler:
python3 ../recompile.py "../Daedalian Opus (USA).gb" src/game.rs assets/rom_data.bin
Headless testing
cargo run -- --headless OUT_DIR 120 start:3 90 shot:title peek:C0A1:2 goto:44:54
Tokens: N run N frames, BUTTON:N hold a button N frames, shot:NAME save a
PNG, peek:ADDR:N print memory, goto:YY:XX steer the puzzle cursor. All
audio is written to OUT_DIR/audio.wav.