I wish there was a writeup about the emulator. I did find the documentation for the language: https://spectre-docs.pages.dev
Over 900 commits and 400k loc to Spectre in less than 3 weeks has me thinking this is all AI.
pizza_man 18 minutes ago [-]
I'm not really big on blogging, but I'll write a summary of what I did, since this post seems to have gained some attention.
This is a rewrite of an emulator I wrote in Nim called Cemu, you can find the original over at https://gitlab.com/navid-m/cemu, it adds several features to the original version, including CPU speed changing with Y and H keys and a better control mapping, since the CHIP-8 ASDF controls were cumbersome for game ROMs like space invaders. It was also done as a practice to test the language for more practical applications that would involve external C libraries, in this case SDL2.
The rewrite was a good stress test for a few areas of the compiler I hadn’t exercised before, like FFI ergonomics, global handling and tooling ergonomics. Most of the core emulator logic stayed fairly close to the original, though the surrounding infrastructure (input handling, rendering loop, and timing) is cleaner and more robust now.
Overall, it’s still a fairly small project, but it served its purpose well in validating that the language can handle something more substantial, while also exposing a few rough edges that need smoothing out.
alfanick 24 minutes ago [-]
Seems like (AI-slop)^2. Or someone very smart, wasting their skills.
pizza_man 16 minutes ago [-]
It's neither. Kind of like your comment, which isn't worth a quarter of the page it's written on.
Rendered at 20:22:16 GMT+0000 (Coordinated Universal Time) with Vercel.
Over 900 commits and 400k loc to Spectre in less than 3 weeks has me thinking this is all AI.
This is a rewrite of an emulator I wrote in Nim called Cemu, you can find the original over at https://gitlab.com/navid-m/cemu, it adds several features to the original version, including CPU speed changing with Y and H keys and a better control mapping, since the CHIP-8 ASDF controls were cumbersome for game ROMs like space invaders. It was also done as a practice to test the language for more practical applications that would involve external C libraries, in this case SDL2.
The rewrite was a good stress test for a few areas of the compiler I hadn’t exercised before, like FFI ergonomics, global handling and tooling ergonomics. Most of the core emulator logic stayed fairly close to the original, though the surrounding infrastructure (input handling, rendering loop, and timing) is cleaner and more robust now.
Overall, it’s still a fairly small project, but it served its purpose well in validating that the language can handle something more substantial, while also exposing a few rough edges that need smoothing out.