Nestur is an NES emulator. There are plenty of full-featured emulators out there; this is primarily an educational project but it is usable. There may still be many bugs, but I'm probably not aware of them so please submit issues.
The code aims to follow the explanations from the [NES dev wiki](https://wiki.nesdev.com/w/index.php/NES_reference_guide) where possible, especially in the PPU, and the comments quote from it often. Thanks to everyone who contributes to that wiki/forum, and to Michael Fogleman's [NES](https://github.com/fogleman/nes) and Scott Ferguson's [Fergulator](https://github.com/scottferg/Fergulator) for getting me unstuck at several points.
- Windows: install the [Visual Studio Build Tools](https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=16) (or [Visual Studio](https://docs.microsoft.com/en-us/cpp/build/vscpp-step-0-installation?view=vs-2019) with the "Desktop development with C++" workload).
3. Install CMake
- Linux: `sudo apt install cmake`
- Mac: install [Homebrew](https://brew.sh/) and run `brew install cmake`
- [Windows](https://cmake.org/download/)
4.`cd nestur/ && cargo build --release` (be sure to build/run with the release flag or it will run very slowly)
5. The `nestur` executable or `nestur.exe` will be in `nestur/target/release`.
6. Run with `$ ./nestur path/to/rom_filename.nes` or `> nestur.exe path\to\rom_filename.nes`.
7. If the game uses battery-backed RAM (if it can save data when turned off), a save file like `rom_filename.sav` will be created in the same folder as the ROM when the program is exited. When Nestur is run again, it will look for a file matching the ROM name, with a `.sav` extension instead of `.nes`.