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Very interesting article indeed. Some time ago I made something similar for GameBoy games and ran into the same set of challenges (and ended up using similar techniques). The ROM is decompiled and translated into C code, which is then compiled and linked with runtime libraries. Jump tables and indirect jumps often need some manual fixing. I went up to the point where I can convert some simple games (without memory mappers) into binaries running on iOS and X. I did not have the time to document the tools but if anyone is interested to continue that work just let me know.

I guess one of the advantages of static recompilation is that you can port old games to new platforms if you hold the copyright of the game itself, but without running into issues with the manufacturer of the console (Nintendo)--but I might be wrong. You could also conceivably improve the game more easily during conversion (e.g., incorporate higher-resolution graphics). Finally, you could potentially have the resulting code distributed via app stores that do not allow general-purpose emulators.



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