Heh, he stole my idea. That's what I get for being lazy
Yeah, SMB and a few like it - are the easiest to simulate on the hardware end. All the tiles and sprites are fixed in vram, nothing
ever changes (to tiles or sprite animation). Anything else, and he'll have to convert the tile/sprite data directly from planar to packed pixel (no fun and needs a lot of test code and caching). The code is more complicated
and slower.
This isn't an emulator. This a recompile of the cpu source code. He only emulates the palette, tilemap, SAT, and audio registers on the fly. And you can't just take any old binary and convert it. He had the specific source code for this project done by Doppel (it's even mentioned on the forum link). Doppel spent hunderds and hundreds of hours build out that source code by hand, figuring out how it all works, and documenting it - and making it assembly ready. Mairtrus could have rewrote the audio and video update code, but he took the easy way out
