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@wheremyfoodat
wheremyfoodat / post.md
Last active June 3, 2024 07:44
Why having multiple emulators is good

Forenote: Most of the following is simply my point of view as an emulator developer. Various names are omitted for privacy reasons.

I usually write blog posts aimed at developers, but I'd like to make an exception just this once. For a lot of game consoles you have likely noticed that there's multiple emulators for said console. Even for more modern systems like the Nintendo 3DS, you've got several active emulators such as Citra, Mikage and Panda3DS, and some less active ones at the moment such as Corgi3DS. This has made many people in the emulation community ask "Why do emulator developers not simply collaborate"? Thus, I'd like to dedicate this post to answering this question as an emulator developer myself.

1) We actually do collaborate!

Even when we're working on different emulators, we very often collaborate and help each other. A lot of people don't know, since it usually happens ov

@GaryOderNichts
GaryOderNichts / !vscode-wiiu-debugging.md
Last active December 21, 2024 11:59
Guide for Wii U remote GDB debugging with VS Code

Wii U remote GDB debugging with VS Code

This guide will set up VS Code to work with debugging Wii U apps using the GDB stub plugin for Aroma.

Choosing a GDB version

To debug you will need a compatible GDB version installed which supports the powerpc:750 archtitecture.
The one which is bundled with devkitPPC is not recommended, due to being several versions behind.
Edit: It has now been updated to the latest version and can be used without issues. Use /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gdb for the gdb path.
You can also install a PowerPC specific version, or use gdb-multiarch which comes with several linux distributions.
Note down the path to the gdb executable, this is required for the next steps.

@TurtleP
TurtleP / README.md
Last active May 4, 2025 23:20
Visual Studio Code: Nintendo Homebrew C/C++ Config

Configurations for Nintendo Homebrew Compilation

Warning Committing the .vscode files to your git repo should not be done, as configurations are not fully portable.

The file c_cpp_properties.json contains configurations for Nintendo 3DS, Switch, and Wii U. This helps with intellisense. Create .vscode/c_cpp_properties.json in your project directory and then copy and paste the content as applicable.

This file was changed since it was uploaded to my GitHub repository to use the "env" JSON key. This is so more profiles can be easily created with defaults for each console and then adding extras, such as a debugging profile. On top of that, it was moved to a gist because they are much easier to update.

Compiling/installing the mesa virtio-venus-driver-(below done with new linux container)
For: Chrome OS crostini-default debian container bookworm
Best viewed in "raw" format
In chrome browser type or paste
chrome://flags
@stravant
stravant / GoodSignal.lua
Last active May 4, 2025 08:59
Good Roblox Signal Implementation
--------------------------------------------------------------------------------
-- Batched Yield-Safe Signal Implementation --
-- This is a Signal class which has effectively identical behavior to a --
-- normal RBXScriptSignal, with the only difference being a couple extra --
-- stack frames at the bottom of the stack trace when an error is thrown. --
-- This implementation caches runner coroutines, so the ability to yield in --
-- the signal handlers comes at minimal extra cost over a naive signal --
-- implementation that either always or never spawns a thread. --
-- --
-- API: --