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Writing a small crate to configure the runtime environment (e.g. crt0)
Writing a library crate to handle hardware I/O (e.g. drivers) - here be unsafe
Hello world
Writing a basic binary crate that prints text to the screen
Adding simple animations
Adding sound and music
Live demo on a 22-year-old Nintendo 64!
TODO list and things to look forward to
No heap allocation :(
No threads :(
Very experimental/using unstable features
This is a project I have been working on for a little over a week. It shouldn't be unreasonable to condense the material into an hour presentation. I haven't actually announced the project anywhere, but it will all be open sourced (MIT), certainly by the time the talk is ready.
It isn't really a typical use case for Rust, but I believe it would be interesting for a few reasons; first because Rust hasn't targeted Nintendo 64 before (to my knowledge), and second because there are some details that can be challenging when bootstrapping a new target platform.
Thoughts, opinions?
The text was updated successfully, but these errors were encountered:
I just stumbled across this from Google and would be very interested in seeing this information as a talk or a blog post series. Has this outline become something concrete?
I attended the Rust Bay Area meetup a few times in the past, and have watched some recordings online. Really good stuff, all around.
I want to propose a talk for a project I have been working on recently; using Rust to write games and applications on Nintendo 64 hardware!
The talk outline currently looks something like this:
no_std
free-standing binaries targeting MIPS architectureunsafe
This is a project I have been working on for a little over a week. It shouldn't be unreasonable to condense the material into an hour presentation. I haven't actually announced the project anywhere, but it will all be open sourced (MIT), certainly by the time the talk is ready.
It isn't really a typical use case for Rust, but I believe it would be interesting for a few reasons; first because Rust hasn't targeted Nintendo 64 before (to my knowledge), and second because there are some details that can be challenging when bootstrapping a new target platform.
Thoughts, opinions?
The text was updated successfully, but these errors were encountered: