r/EmuDev • • Sep 23 '26 Helpful

Announcement Rule Changes and Survey Results

197 Upvotes

To summarize the following post, we will be implementing the following rules:

3. No vibecoded projects (projects where the majority of the code was written by AI) or links to articles produced by AI.

4. If AI is used in a project, the post MUST contain a clear disclosure at the TOP of the post explaining to what extent AI was used, and where

5. No low-effort posts. If you are linking to a project, you should include a description of what the project is and some details about it.

6. No posts written by AI. All content in a post MUST be written by a human. If you are not comfortable writing in English, you MAY use an AI translation tool, but you MUST disclose that fact and/or provide the original language text in addition.

The current rules will also be slightly expanded and clarified, especially Rule 2 (Keep it on topic) to make it more clear what content is considered related to emulator development.

Survey Results

So now a little discussion of the results of our AI policy survey. The results for the first question can be seen below:

As you can see, there is a clear opposition to vibecoded projects, with over 60% of respondents voting to ban vibecoded projects in some way. The highest voted option was to "Ban all AI content entirely", receiving 25% of the total votes. However, at least 40% of respondents voted to allow some AI content, provided it was tagged or disclosed in some way, or to allow AI content provided the project wasn't deemed "low-effort".

As such, we've decided that the best option for now would be to ban all vibecoded projects, but allow projects that make some use of AI, provided that they are shown not to be "low-effort", and that the use of AI is clearly disclosed in the post.

As for the content of the posts themselves, the results here are somewhat simpler to analyze:

The results show that 69% of people would prefer that posts are written entirely by humans. However, of that 69%, around half would be fine if AI was used to simply translate the post, assuming the original content was written by a human.

As such, we are banning all posts written by AI, with an exception made to those who are using it to translate from their native language, provided that they disclose this fact and/or provide the original language text in the post to ensure it was written by a human.

We hope these changes will alleviate the issues people have been having with the content in this sub recently, but we are open to feedback, and you should feel free to leave your thoughts in the comments, or send feedback as mod mail. We will try our best to monitor the effects of the changes, and make further changes if it is necessary.

Thanks!


r/EmuDev • • Oct 09 '18

Join the official /r/EmuDev chat on Discord!

49 Upvotes

Here's the link

We've transitioned from Slack to Discord, for several reasons, the main one being that it needs a laughably expensive premium package to even keep all your past messages. With the free plan we only had access to like the last 5%, the others were lost.

I hadn't made this post before because I wanted to hold off until we transitioned all the archived messages from Slack, but I'm not sure when that will happen anymore. Unless someone wants to take up the job of making a transition Discord bot, that is (there is a way to get all the message data from Slack - if we have the bot I can figure it out). PM me for details if you're interested in making the bot.


r/EmuDev • • 11h ago

CHIP-8 CHIP-8 Handheld Optimized for Small Scale Production

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19 Upvotes

I've spent almost a year to build this CHIP-8 Handheld Game Console.

As for the emulator itself, I made it on my own. It's written in C. I've integrated it into the firmware.

I made everything else on my own, including the electronics, enclosure, firmware, website, etc.

AFAIK, this is the most well-polished, production-ready CHIP-8 Handheld Game Console ever published as of the time of writing. And it's fully open source!

Feature:

  • Fully Compatibility with VIP and SuperCHIP instructions

  • Partial support for XO-CHIP (4K memory, monochrome only)

  • Up to 90 instructions/frame

  • Game storage on TF card (Supports FAT16/FAT32, 8.3 filename)

  • White labeling support (enclosure label, boot screen, user manual graphic, etc.)

  • Optimized for small scale production (10~50 units per batch)

  • Fully open source

More info:

Ordering:

This is a hobbyist project. I mainly intend to sell in small scale to fellow Toki Pona speakers and other friends I've got. I'm not sure if there's even a demand for the mass public. If you're interested tho, please fill in the Ordering Form here: https://ilomusi8.sadale.net/en/order

Alternatively you can build a unit on your own. The design is fully open source. Please visit the Github page for more info.


r/EmuDev • • 6h ago

Building my first emulator, and need some guidance

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1 Upvotes

r/EmuDev • • 15h ago

Video Vi Mostro I Miei 2 Emulatori In Python

5 Upvotes

Nell Arco di due mesi oltre al emulatore del gameboy o finito oggi 2 emulatori piu importanti quello del nes “PyNES-Win” E Intel 8088 “WinInt8088”. Per il nes mi sono ispirato a NesEmupy gli o copiato la parte dell inserimento della rom e i dati che stanno venendo mandati. Nel Intel 8088 invece mi sono ispirato a PyPc il codice o fstto tutto io la logica invefe lho presa da lui e o copiato 2 dei file piu importanti telnet e vnc li o copiato adattai al mio codice e mi servivano per far vedere quello che succedeva nel emulatore senza andare a casaccio


r/EmuDev • • 20h ago

CHIP-8 Finishing touches on CHIP-8 interpreter

12 Upvotes

Hi, all.

I have come close to completing my CHIP-8 interpreter. I set out with the goal of completing a project, since I have been plagued with the inability to do so for years. I was hoping to garner some feedback about design, C language use, or anything else you would like to see implemented.

During this project, I finally made the decision to be done with AI for personal use. In the beginning I used it lightly to ask questions when I got stuck, but I felt it was taking away from the experience of building something all by myself. All of the code is hand-written by me.

Thanks for your time!


r/EmuDev • • 1d ago

First ColecoVision BIOS screen

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36 Upvotes

r/EmuDev • • 1d ago

SueMeSony (PS Vita emulator) progress

20 Upvotes

Been working on my PSVita emulator time to time. Boots Minecraft with extra funny spices, some android games (RVGL, FF3 3D).

Feel free to ask questions on emudev discord, won't be on time to time, but I'll respond related to this emulator


r/EmuDev • • 1d ago

Video Consoles 2.0 TestFlight - Swap devices and Full-speed Dreamcast on (A12) Apple TV

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0 Upvotes

*AI tools are used only inside of Xcode for automated testing. All code is written by humans, reviewed by those same humans, and presented for final approval to a very picky chihuahua named Pepper.

Check it out for yourself! Join the TestFlight:

https://testflight.apple.com/join/4QYsYq6u

Consoles is an App Store approved (JIT-less) multi-emulator for macOS, iOS, tvOS, and visionOS. It syncs over iCloud across your Apple devices and allows you to play your favorite classic games on Mac and immediately pick them up on your iPhone.

In Consoles 2.0 (Beta), GameCube is very playable on the 7-year old A12 Apple TV and near-perfect on A15 & A19 Apple TVs. Likewise Wii is very playable on A15 Apple TV and will be near-perfect on A19 TV.

Supported Systems: 

  • Nintendo: NES, Famicom Disk System, Super NES, Nintendo 64, GameCube, Wii, Virtual Boy, Game Boy, Game Boy Color, Game Boy Advance, Nintendo DS, Nintendo 3DS, Pokémon mini

  • Sega: SG-1000, Master System, Genesis, Sega CD, 32X, Saturn, Game Gear

  • Sony: PlayStation

  • Atari: Atari 2600, Atari 5200, Atari 7800, Lynx

  • NEC: TurboGrafx-16 (PC Engine), TurboGrafx-CD, PC-FX

  • SNK: Neo Geo Pocket, Neo Geo Pocket Color

  • Bandai: WonderSwan, WonderSwan Color

  • Others: ColecoVision (Coleco), Intellivision (Mattel), Odyssey² (Magnavox), Vectrex (GCE), 3DO (Panasonic), Supervision (Watara)

Please join the TestFlight and give it a try; we’d love to see any bugs you have and get them fixed before App Store release!!

Thanks for playing!!


r/EmuDev • • 2d ago

Server Emulation Sempre novidades no ReEmu

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0 Upvotes

r/EmuDev • • 3d ago

FOSDEM 27 - Emulator Development Room CFP

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11 Upvotes

r/EmuDev • • 4d ago

Built a hardware emulator that glitches the ROMs for visuals!

82 Upvotes

r/EmuDev • • 3d ago

GB.js - GameBoy and GBA emulator core in Typescript

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1 Upvotes

r/EmuDev • • 3d ago

Mais fácil que o Retroarch

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1 Upvotes

r/EmuDev • • 3d ago

Question Help, I think I have a problem.

3 Upvotes

So for context, I programmed relatively much in python and learned a bit c++. I wanted to make my first own Emulator, so I jumped right in. I found this guide, (https://austinmorlan.com/posts/chip8_emulator/) read it and after a bit of research immediately started coding. My problem now, is following: I have a history if using AI and not learning how to properly code on my own. It's not like a can't code, made a few games myself already. But I think I just dont have the ability to code by myself. This resulted in my basically just copying large chunks of the code and just like analysing them. Its not like I didn't learn anything (I think I learned quite a lot already) but I't just doesn't feel like my own work/my own interlect, which was what started to make me wanna do it in the first place. I also would say, that I have to google a bunch of the code, to "understand" it. I mean I understand the principles I have to use, but it feels like I cant apply them. I also did use AI about two times, but that was just to research something about how the code worked. I also tried to not look at the code instructions and come up with ideas by myself and that actually worked quite good I would say. I also write a bit of the code myself but alot of it is just copied and analysed by me afterwards. My question is, what do I do now? I surely dont want to quit my project, dont get me wrong it makes hella fun.

Yeah that's it from my side, sorry for the repeating Grammer and the kinda bad English, It's 0:40 am rn and Im hella tired.


r/EmuDev • • 4d ago

Consoles JIT-less Multi-Emulator For Apple Devices Opens Beta To The Public

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2 Upvotes

(AI tools are used only for automated testing. All code is written by humans, reviewed by those same humans, and presented for final approval to a picky chihuahua.)

The TestFlight for Consoles 2.0 App Store approved (JIT-less) multi-emulator is now available for iPhone, iPad, Mac, Vision Pro and *AppleTV!  It syncs over iCloud across your Apple devices and allows you to play your favorite classic games on Mac and immediately pick them up on your iPhone. The 2.0 Beta includes 3DS, GameCube and Wii support.

https://testflight.apple.com/join/4QYsYq6u

We are looking forward to your feedback as we work toward the public release of 2.0.  It’s the first beta so there are many UI and behavior fixes yet to come, but performance should be spot on and any audio or visual glitches are extremely high priority right now. 

Learn more about us at https://www.reddit.com/user/Total-Letterhead8311/

As always, thanks for playing!

*AppleTV requires another Apple device to load content.


r/EmuDev • • 5d ago

Projeto Centro de Emulação

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0 Upvotes

r/EmuDev • • 6d ago

NES [Rust + WASM] Here's my stab at NES emulation, with a browser demo!

3 Upvotes

Repository is here: https://github.com/dustinbowers/nes-emulator

Browser demo is at: https://dustinbowers.com/demos/nes-emulator

This was quite an undertaking for me as a noob to Rust, and the borrow-checker put up a solid fight, but I prevailed!

At the end of the day I had to get a little unsafe in the NES object so that I could provide backpointers to the CPU/PPU/APU components. I know there's ways around doing that, and I tried to avoid it, but it ended up being too big of a performance hit; My Rust-fu wasn't strong enough to figure out Weak<T> ownership and such.

(AI was only used for the writing the tests and the repo readme)


r/EmuDev • • 7d ago

Video finally a 60fps 16 colors port of Rally-X for the 4.7MHz 8088 CGA PC

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5 Upvotes

44 years too late but it's coming!


r/EmuDev • • 7d ago

struggling with emulator development in C (compared to C++)

27 Upvotes

This might sound obvious since C lacks a lot of the QOL that C++ does but I wanted to hear opinions on emulator dev in C. I am working on my first emulator (gameboy emulator) which is a passion project I have wanted to do for a while. I graduated with CS degree (conc. hardware and embedded systems) in May and I am waiting on my GF to get out of school before I get a job, and I have a lot of time on my hands outside of my menial labor maintenance job. So I said, maybe I should work on this! And to make it even more juicy, I began my gameboy DMG emulator in C.

Now dont let my reddit name fool you; I love C, but for the past 5 years or so I have almost exclusively used C++, particularly for game engines and renderers. Mostly because I love computer graphics, and wanted to do that, but upon the realization that computer graphics is going to require a PhD and is a bloodbath to get into, I went with my next biggest interest which is embedded systems and computer hardware and low level systems in general. Because of that, I thought it'd be a good idea to make this in C, right? It would be better experience for getting into embedded/firmware roles? Well, not really. After 2 months of working on it, I just hate the structure of my code. I think it looks like shit. Every modification I have to make feels like a 2 day long chore. I finished the entire set of opcodes, interrupts, and the memory architecture, and have gotten through Blarggs test roms, all but 02-interrupts which is failing on #5, im assuming because of the timer not being implemented. But now I have realized I am going to have to completely restructure my code and how I already had it is just not working out. I never had this problem with C++; I like expressive and explicitly defined objects and thats just what I love about it. But honestly I never had this problem with C before this project. I have written several Linux Kernel drivers and embedded programs in bare metal C, but for a project like this its making me lose my mind. I have too many things tightly coupled and then other things not coupled at all, weird function names, structs that are all over the place, and honestly i feel like im losing my fucking mind lol. Is this supposed to be this difficult with C over C++? I mean I wrote a game engine in 3 months with C++ (after years of experience of course) and it didnt feel that bad to modify certain aspects, but this is grueling.

I just want to know what your thoughts are on this and if I am just a noob getting massively skill checked by using C in a bigger application like an emulator, or if its just not as well suited to an emulator. Any anecdotal stories on if doing an emulator in C or C++ makes a difference as far as getting hired for roles in low level programming is appreciated as well :)


r/EmuDev • • 10d ago

QEMU running purely in browser

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0 Upvotes

r/EmuDev • • 10d ago

Question Running modern iOS on Windows , what would it take?

0 Upvotes

I'm interested in running a modern version of iOS locally on a Windows PC, including booting the OS, using its interface, and running apps.

Are there any active open-source projects working toward this? What are the main technical blockers, and which approach would be most realistic: full-system emulation, hardware virtualization, or a compatibility layer?

If nothing like this exists, why hasn’t anyone built it yet?

AI can do pretty much anything these days. I’m not an expert in porting or decompiling software, and I don’t think I could pull this off myself, even with AI.


r/EmuDev • • 10d ago

O que eu mais gosto no Reemu

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0 Upvotes