RyujinX – Open Source Nintendo Switch Emulator
ryujinx.org
ryujinx.org
But the joy of working on a machine that's part of your life, without the need to please end users (which is cool too but sometimes induce pressure), well, that's basically coding like when I was a kid. Except that now I have a TON more knowledge to work with !
And, while working on disk emulation I had the pleasure ot discover those many copy protections that "prevented" me to get many games :-)
And the other thing I love about it is the communities are typically super open and collaborative. I remember back when I first got into GBA development, there was a ton of docs, tools, libraries, and other things that folks had put together and then shared with one another. It's a lot of very passionate people sharing some very niche interests, which can be incredibly fun (of course it can also be a drama filled nightmare but such is life with passionate people).
These things excites me but i never got to start
Start making a game, and you'll soon realise how the CPU works, and making a simple emulator will start to seem very possible.
And software reverse engineering is just grunt work. I'd start with a very well known existing hardware platform with a very simple CPU design--the GBA is actually a really nice platform as the ARM has a very sane ISA and it's all memory mapped I/O--and get a devkit and start experimenting by writing software to run in an emulator so you can get a feel for how the hardware works.
"Blue Fox: Arm Assembly Internals and Reverse Engineering" by Maria Markstedter
https://www.wiley.com/en-us/Blue+Fox%3A+Arm+Assembly+Interna...
https://www.theregister.com/2023/08/31/a_star_star_domains/
"Maria Markstedter – a noted author, assembly language expert, and security researcher who's written extensively about Arm at the websites she operates – received a cease-and-desist demand from Arm's lawyers. Her offense? According to the letter she shared on Xitter, using the trademark "Arm" in the domain name arm-assembly.com that she used to promote a book she wrote about the ISA."
youtube.com/@lauriewired
Self-promotion I know, but I hope someone finds it useful
Personal projects are often embedded coding of some sort, though I spent some time poking at the PS3 firmware when that was first cracked too.
Spending months reversing and emulating a console… that takes dedication I don’t have though. I guess these guys are really itchy? Or it’s in a really hard to reach spot?
In terms of where to find the time, there are 24 hours in the day, at least 8 for working the 9-5.
When I was more junior, or not doing programming as a full time job, I was more motivated to work on personal projects. Now I am more senior and programming/managing people full time, I can't get motivated to work on code-related projects in my downtime. It sucks :/
I just use my free time to code. I see it as a relaxing activity
Namely passion, curiosity and probably not having much more other hobbies beside programming or hacking stuff around.
I recently went to try to improve a Linux kernel input device driver for a USB headphone: adding unit tests (whose execution is nearly instant). I have learned a ton of things about Linux development, C (I don't know C at all), input devices driver system (hid), the USB protocol and my device specifications.
I have never managed to boot it live to test with my actual device. That is despite spending probably despite spending probably 40 hours including a 10pm - 4am session on a Saturday night. But I had lot of fun doing it and I think that was the point.
I guess you can't beat passion and curiosity.
I think keeping a schedule that way has prevented me from every souring on programming in my free time.
I guess in my case, I had to find a hobby that was not exactly like work, even if it was work-adjacent.
Don't forget that the Chinese do this constantly with American products. Trying to figure out how we built something, and doing it for cheaper.
So what would be cool is if he could make a great console experience cheaper than Nintendo could make it.
You'll see one-person operations, but they're usually relegated to older hardware and they still utilize documentation from many disparate sources. Even nesdev wiki was built on top of 6502 researchers, Taiwanese clone manufacturer reverse engineers, decappers, older NES emulators, heaps of existing documentation, etc.
Sometimes yea, people have a career in an adjacent field and hack on emulators on the evenings. Other times I've ran across incredibly talented individuals with significant contributions that have never been employed in tech. I've seen multiple instances of this when a younger individual gets involved in a project they don't feel comfortable putting their real identity on for fear of hassles with Japanese companies known to be litigious.
Note that none of those are career paths. Some career paths might help you do emulator development (embedded C work, EE work, reverse engineering work), but none align with it perfectly.
It is mostly a hobby
The reward here isn't a paycheck, the reward here is fun. Things like console emulators by and large exist on volunteer time and effort provided by nerds and enthusiasts who find pleasure in the act itself with no concerns given to finances.
As soon as you get one well-known program working and displaying something on the screen — congratulations, you've made "an emulator"! Now all that's left is "just" debugging the inevitable compatibility issues that your emulator will encounter with every other program ever compiled for the target architecture. It's like Test Driven Development, but your test suite is "the complete game library of the console"!
(And then, once you've got 100-ish percent compatibility, maybe you can spare some time to optimize performance!)
If you've never done this before, it can be great fun! I'd recommend starting with a Z80 (Gameboy) emulator — it's an extremely well-documented architecture, fairly simple (no weird concepts like clipping masks or MMU mapper chips), fast to get to the "rewarding" point where you've got something displaying on-screen, and so low-powered that on modern hardware it'll run at full speed even with the most naive implementation.
I dropped out of college due to medical reasons and was given the "opportunity" to receive disability benefits for the rest of my life. I accepted this and just continued my hobby doing programming. In that time I met many hobby programmers online who didn't seem to work or were temporarily taking breaks from studying to eventually find a job.
Eventually I felt a bit lonely not knowing anyone in real life who were interested in programming, so I found the meetup website and started going to events to get to know people. The friends I met there told me I should try working professionally as a programmer, so I tried and now I've been 5 years in the field and really enjoy it.
In retrospect being outside of the professional field, I knew it existed but it never crossed my mind that I could be part of this as it was for educated and highly experienced programmers only. Because of this maybe I never bothered to even try.
One issue for me entering the field was that I was highly specialized, but the field required me to be more general and perhaps specialize more in other things. Luckily for me I found the right people from the start with similar interests (game engine development, graphics rendering, etc) to help me understand the professional landscape.
I still find it satisfying to work on hobby projects in my spare time. I don't have as much time as before because of work and family, but I do manage to find the time now and then. :)
Now, I like the money our profession pays, it’s great - but I’d by doing something with computers either way, so what a blessing to get rewarded financially as well.
Also, as an erstwhile professor who was at a top 3 program, a motivated and curious student is the best. If you had finished college you’d have done well with your attitude.
What? It’s a job.
You yourself say the financial rewards are a blessing. Sounds like you’re in it for the money, too. If you’re not, your boss might OK a 20 or 30% salary decrease should you request it.
> On evenings unpaid side projects?
I'd bet you've got a very skewed view of how people who make their living programming do this outside of learning something to help them get a better job.
It's boring, problems I'm solving are technically trivial. Most of the real problem is tied to a domain I give 0 shits about and am so bored by that I have to force myself to stay focused. Things I build have practically no value to me, and often no value to anyone except that someone decided to allocate a budget that way.
I would never work on these projects if it didn't pay well. I would prefer craft work if it paid the same.
I'm not complaining though ! I live very comfortably, I came from extreme poverty and I don't see any realistic alternative path that would end me in a better situation.
But I think expecting people to do most programming jobs out of passion is not realistic. If you're really good maybe you'll land in a role that gets you doing something technically innovating that also pays well but I'd say that's top few % of devs, most of us are in the dredges where enthusiastic people are a detriment (worst projects I've seen were a result of someone trying to be too clever for their own good, not lacking skill)
I fell into professional programming basically by accident... was a web developer by education and ended up being offered a position as a mobile developer for iOS as my first out-of-college career. Wasn't what I intended but they extended the offer and said offer included paid education in the field, so who was I to argue?
Years on I've gone through a few jobs and basically never used my web development degree for my day job, only really using it for side-gigs building websites for local businesses.
Life is weird.
Emudev projects often outright kick people out if it's determined they've peeked.
Source: Me, and I'm not even good at it.
It's never ending, it's great fun, and a huge sense of achievement. I'll never forget the first time I saw a BBC Basic prompt when I devved my first emulator.
Writing an emulator is very frustrating at first (when nothing works) but it eventually gets more rewarding as you get to the point of meaningfully running preexisting software. IMO every programmer needs to write one at some point.
It doesn't require being a genius or a fast learner, it just requires the good fortune of having programming be your passion.
If you want to catch up to these guys when you only start to learn programming in college, it's doable but it requires you to be a fast learner and also be somewhat passionated in programming.
I did it to have fun with my bot on the game, but in the end I barely used the bot, I had way more fun making it and learning how to improve it.
I suspect the people making these emulators spend way more time writing the emulators than using them, that's where the actual fun is.
There’s a lot of work that goes into a modern emulator, for what it’s worth. Obviously there are people that reverse various parts of the console but it’s really an amalgamation of all sorts of talents. Someone’s going to be a graphics expert. Someone is going to be a compiler and codegen genius. Someone needs to work on reimplementing APIs and improving game compatibility. Someone needs to do UI work. Someone needs to port the emulator to platforms people want to run it on. Someone needs to do design, and PR, and copywriting, and translation. For smaller emulator projects many of these roles may be performed by the same person. For a large project it’s really a team of people working together, often organized in an ad-hoc fashion. It’s really a gem of open source development, where people can bring their own skills to the table and make something better than the sum of their parts, all the while improving themselves.
A lot of it is building a mental model of the enemy (for me: Windows NT early boot, DirectDraw initialisation) and writing code that got it to the next step, and the next step... It was always slow work, but therapeutic once you find a thread to pull on. When you get it right, the reward is sudden: you have this alien world that is running where it shouldn't, like a fish swimming in a tree.
I'd love to do more of that kind of work!
It just takes a lot of dedication and time/energy to reverse engineer. People basically do it as a hobby. Usually the most hobby interest is nostalgia vibes from old stuff but even getting new stuff to run is done for the mental excercise fun
The emotional part is critical as human beings. I wonder why we need to remind it again. A lot of human activities don't have anything to do with money.
Yes. Believe it or not, the primary author of the ARM translation engine used in the other major Switch emulator is a medical doctor ("IRL white mage", as she sometimes puts it).
Could you share more info about this?
- There IS a path to commercial emulator development. Most of these "retro collections" you see being sold on video game online shops are a frontend, a custom made emulator to avoid any legal/license issue (Avoiding GPL code as much as possible), a cool frontend and some extras depending on how much the team could unearth and license from the original developer/publisher/rights owner. Hell, Nintendo and Sony had teams making official emulators for the Playstation 1 emulation on PSP/PSVita/PS3 or almost every nintendo console before the GameCube for Virtual Console games
- Each country has its own set of laws, but using US cases as an example, developing an emulator for research purposes only (or at lease not competing directly with whatever you're emulating) and not using any file or code snippet from the original hardware can get a pass.
That's how some emulators go by without getting a Cease and Desist from Nintendo or Sony. And that's why they never bundle the BIOS with the emulator, even if it needs it to emulate... well... Basic Input and Output Systems.
https://web.archive.org/web/20230518095046/https://boilingst...
archive.org link because boilingsteam.com isn't loading for me at the moment.
Now a days consoles are pretty similar to consumer computers (I though the switch was basically a Nvidia Jetson)
Is the emulation now more like Wine - about providing the necessary APIs and then running on a VM, or is there actual hardware emulation ?
It wasn't an option during the NES era. Every clock cycle counted back then.
Cycle-counting doesn't make much sense for code running in a preemptive-multitasking OS because no matter how much you count cycles, the actual execution time for a piece of code would be non-deterministic. That, and I suppose most modern games are bottlenecked by the GPU, not the CPU.
The bigger problem is the GPU, it's an Nvidia Maxwell GPU but uses its own custom API made specifically for the Switch (internally named NVN) so a full translation layer including shader recompilation is still necessary.
For this reason many games only run at 60fps in handheld mode.
Exact numbers are hard to give: native game resolution or native macbook resolution? Docked or undocked? Shaders cached or not? Graphics mods (some of which are efficiency/performance related) or not? Generally though most games run at native size at native speeds once you get everything going. BOTW/TOTK are some of the heavier ones though and, ignoring BOTW as I play that on CEMU, TOTK runs alright as long as you don't push it or expect high FPS mods.
* Playing (Nintendo) games with the entire family (4 people, all holding a small controller): every Nintendo game is very thoughtfully designed to get 4 people through the "flow" before the game starts (pick your character, set the options etc.)
* Playing games in the portable/detached mode, it is a joy to hold and unlike a tablet you have physical controls. Most games are so much better than your average iPad game (or better said, the "match three" or mindless clicker games do not rise to the surface as easily as on iPad).
Then again I'm not buying the latest games or consoles, I've got some other ones that I dive into every now and then for a distraction.
Just about everything creates waste. Being into any hobby is expending energy in pursuit of leisure. You're opting into excess from the jump.
[2] https://github.com/ClassicUO/ClassicUO
Shit shouldn't have thought about UO, now I am sad :'( (and old)
I’ll never forget how magical it was to make my first edits to the code and see it reflected in the game. Created a feedback loop that has continued to reward me over 20 years later. :)
It probably goes C/C++ (it's really hard to disambiguate the two, in this case; few codebases are pure either way) then Rust (for hobby emulators, it's probably third or fourth for serious efforts), C# and Java.
JavaScript and Python are very common for hobby efforts, but generally exceptions for serious codebases (excepting WASM).
And on Apple Silicon, it just runs the Switch’s Arm64v8 instructions natively using a hypervisor! [1]
For the MacOS port, they also added an ARM-to-ARM JIT in case hypervisor runs into issues.
Having worked in industry for some multiple of decades, I can say with some confidence that if a small team were to successfully build and deploy their own JIT recompiler to solve an actual customer problem, they would be considered gods by management and given bonuses and promotions. Realistically the project would never get off the ground because their management would be pressuring them to hurry up and add some random new API within the next quarter. Most devs just looking at the existing code and are more or less doing a copy-and-paste with some minor tweaks for their new "feature." They're trying to slap together quick demos that are little more than, "And now this thing makes an RPC call to that thing." The level of performance I see from people who pull down well into 6 figures of income typically falls well below the level that I'm seeing in this Switch emulator project.
Usually for something like that to actually happen it takes a VP mobilizing an org of size 20+, with multiple layers of management taking a year or more to hire or steal talent from other orgs. Some companies are built differently (i.e., Apple) and can pull cross-org talent together for something like "get Intel binaries running pretty well on M1." But I find that tends to be the exception rather than the norm for larger tech companies.
Maybe I'm just working in the wrong places.
With a passion project, you start and stop whenever you want, and if you're not interested, you're not working on it anymore. So only the people who are truly intrinsically motivated will continue.
A paycheck is a form of compulsion. "You could be do anything, but you're doing this for me specifically because I pay you." You might also be very interested, but it's the only thing that specifically binds you to the company vs bound to the work itself.
If you told me I have eight hours a day to work on this and I have to spend those eight hours a day, you will get a far better emulator than if I had to do this only on the weekends and I could quit at any point and that is how most personal projects end up. In some half baked state and nobody uses it.
I'm actually tinkering on a WASM runtime and emitting MSIL code from WASM trees is quite straightforward so far (tho running into some more complicated cases now that I'm integrating the test-suite), compared to the non-trivial (code stamping) pure native JIT's I've done in the past it's quite a big timesaver (and those still only did target one CPU platform).
They keep adding tools that allow for very low-level memory management/manipulation and the ability to run on so many platforms/generate native code makes it very attractive. It's also just fun to write.
I've been having issues with golang's opaque GC when targeting wasm. Does C# offer anything on that front? Can I at least control when it triggers?
I would 100% pay $70 to buy Zelda that just runs on PC at 4K...but nope, gotta have it at 720P @ 28FPS.
It's a bit hit or miss on other consoles, but it's often pretty straightforward to dump your own games. IMO, it's kind of dumb to make people "do a little dance and magical incantation" to make what they're doing "more legal" especially when there's little case law about it.
Also, everything on the switch is ID-tagged. If nintendo wants to, they can ban carts, consoles, controllers, accounts, and more for arbitrary reasons.
Both are great, though, and the rapid speed of development on both projects means that whatever impressions I formed earlier this year are likely already out of date!
https://yuzu-emu.org/entry/yuzu-android/
On desktop at least it has an early access programme via patreon (but available here https://pineappleea.github.io/ )
Skyline runs on Android but I've never managed to get it to work on any device. It's no longer in development
Source: researching this about 3 months ago to see if I could play BotW on my S21 FE. I can't.
Also Yuzu has asynchronous gpu shader building which means you don't need to find and download a pre-built shader cache for a game for it to run smooth. Yuzu can build itself a shader cache while playing and it doesn't cause the game to stutter and hitch like crazy.
Yuzu just seems to me to be the technically superior option at this time.
The other is Roslyn
https://www.nintendo.com/store/games/nintendo-switch-games/#...
You won't be able to download or dump them without a Switch though.
So every new one you buy is almost definitely a patched V2, and all the Switch Lites and OLEDs are not jailbrakable either, without soldering a modchip.
You just slide something like this:
https://www.amazon.com/Nintendo-Switch-Short-Connector-Recov...
Into the controller slide and enable it when you want RCM access.
But if you own the game, does it matter how you got the ROM?
It does from a legal standpoint. In many countries, making your own backup copies of your games for personal use is legal (although anti-circumvention laws like the DMCA blur the lines here) but obtaining a backup copy from someone else, regardless of whether or not it is a copy of a game you already own, is not; at best it is a legal gray area.
Most countries allow downloads. They usually specifically target torrent users because a typical torrent user is making the file available to others while downloading. It doesn't apply if you download with a protocol (like http/https/ftp) that doesn't make you share the file.
I promise I thought that website was legit and was offering free licences for Super Mario![1]
[1] Apparently it works with software, you can purchase licence keys of Microsoft products (OS, Office) at roughly 5% of the original price through "reputable vendors".
It's comparable to buying a bicycle worth 800 euro for 20 from a drug addict. Even if you don't know it's stolen, you're guilty of fencing.
You aren't reproducing, distributing, performing, publicly displaying, or making a derivative work. *The uploader is the one reproducing the work, see Disney v. VidAngel
And under fair use 3 of the four points would be in your favor, but that isn't determinative
I don't see where you are getting the uploader is the one reproducing the work rather than both parties were? Also that appears to have been a streaming case so not really relevant?
As far as I am aware, in US law, there is no subject code specifically for and simply for possessing/receiving pirated material (unless it's legislated in some other manner: CP, private govt documents, etc). Despite many court attempts to argue that "downloading" is equivalent to "making a copy".
This is why, during the MPAA/RIAA war against p2p, they specifically targeted the fact that all users were mesh sharing files. It's why one user was charged millions for "sharing a file a multitude of times" and another was let off completely free for sharing a minuscule percentage of many downloaded files.
You have to look at the case law.
This article on contributory infringement seems relevant and states:
"One who knowingly induces, causes or materially contributes to copyright infringement, by another but who has not committed or participated in the infringing acts themselves, may be held liable as a contributory infringer if they had knowledge, or reason to know, of the infringement. See, e.g., Metro-Goldwyn-Mayer Studios Inc. v. Grokster, Ltd., 545 U.S. 913 (2005); Sony Corp. v. Universal City Studios, Inc., 464 U.S. 417 (1984)."
https://www.law.cornell.edu/wex/contributory_infringement#:~....
"This is why, during the MPAA/RIAA war against p2p, they specifically targeted the fact that all users were mesh sharing files."
They probably did that because they wanted to make an example of someone, so they went with whoever would be easiest to win a large judgement against. If someone merely downloaded a copy, the judgment against them would be smaller.
I certainly don't see how someone downloading pirated content isn't a contributory infringer at the very least.
It is true that doesn't mean customers were in the clear. But it's impossible to prove a negative. There are zero copyright cases for streaming customers or downloading without also uploading via p2p.
Are you aware of any case law that finds otherwise?
It's a streaming case against a single plaintiff, a lot of previous cases are not going to be relevant.
"Are you aware of any case law that finds otherwise?"
I'm aware how courts tend to view these sorts of things in general. For example I'm aware of the concept of contributory infringement, here's one you may want to read that covers copyright contributory infringement: https://www.law.cornell.edu/wex/contributory_infringement#:~....
think about it, emulated GPU´s are an approximation of the output, like "mathematically inexact" output pixels, even through perceptually they are as good and often better than the original.
even if you just draw a textured triangle, the texture sampling quality/output varies from different gpu families (even from the same vendor), so "drawing and testing against the framebuffer" is a somewhat strong check to see if the gpu is an tegra X1.
game code that renders using a shader and checks for the precise expected outputs in the framebuffer will fail in emulators (unless the thing is cycle accurate and has no enhancements!), so the games might need to be cracked.
and cracking/bypassing denuvo is a pain in the ass.
what this probably wont solve or seems to be tackling is switch piracy on real switch hardware.
Want to play Zelda? You have to pay Nintendo at least $260. $100 more if you want to play on something better than a Switch Lite.
Unlike Sony and Microsoft, Nintendo actually makes a profit on their hardware sales as well as game sales.
I don't really want to defend them, but you need to look at the North American video game market crash of 1983 to understand their current stance. The entire video game market collapsed, because any old crap was being released as a game. Consumers lost confidence in the "platform" of specific games consoles. If they bought a home computer instead, there would still be games and it had other utility.
The NES was the antithesis of this. A walled garden of Nintendo, and plenty of first-party game development. The approach worked, it brought them fortune and made them a major player in the video game market. Why would they abandon this approach if it's still working for them almost 40 years later?
Nintendo has occasionally licensed out their brands for other hardware, but it's rare. Examples that come to mind are:
- Home ports of Donkey Kong, most of which came out before the NES
- Various Mario-branded edutainment games and typing tutors[0], which were available for IBM-compatible/WinTel PCs (probably also Mac OS but I don't remember)
- Phillips CDi games such as Hotel Mario and the two Zelda games it got[1]
- Nintendo's spinoff mobile games such as Super Mario Run, Animal Crossing Pocket Camp, etc
A general unifying factor is that many of these were garbage. The mobile spinoffs are better, but those were made primarily to appease shareholders angry that the Wii U wasn't selling well. So I imagine Nintendo has had such a bad taste in their mouth from working with third party platforms that they'd rather just not. Furthermore, doing so means having to pay 30%, instead of receiving it from other developers.
[0] One of which was also Charles Martinet's first stint as Mario
[1] Notable for having lots of animated cutscenes that provided ample YouTube Poop material
Or else they e.g. probably wouldn't patch out item duplication glitches which are close to impossible to accidentally ran into, or they would allow you to change control a age old basic features missing from Nitendo games instead you can only use controls in the intended (and play tested) ways. Similar they where quite obnoxious when it comes to streaming, reviews or other content containing game-play video for quite a long time. To some degree they still are.
Through for many people it's not just one game I mean Nintendo has quite a bunch of successful exclusive titles, to list some: Zelda, Mario Cart, Smash, various jump and run Mario titles you could split into 3D main titles and 2D complementary titles, Splatoon, Mario Party, Fire Embleme, Xenoblade, Kirby and more. In practice you tend to have at least 10 high quality enjoyable (but expensive) exclusive games. (ignoring Wii-U which flopped and leading to some strange results like Mario Cart 8 being republished with the DLCs pre-included and later a large expansion pass instead of releasing a Mario Cart 9).
I'd pay a thousand dollars cash right now to be able to play Breath of the Wild and Tears of the Kingdom over for the first time. It's worth it.
I’d pay Nintendo 3x the cost of ToTK to play a version that ran on my PC with improved resolution and frame rates. Until then, I watch the status updates for Switch emulators, and will play ToTK once emulation is reported to be ~perfect. I’ll buy ToTK, but I won’t be playing on hobbled Switch hardware.
You might not but many millions do consistently.
The Nintendo Switch is very underpowered compared to the other consoles of the same generation (PS4/5, Xbox Series X) but has a huge advantage of being the ultimate handheld / travel console. While Sony and Microsoft consoles can generally push out more FPS or better graphics (usually they lean towards better graphics), the Switch is very limited since it needs to strike a balance of form factor (less space for hardware) and battery life (what's the point of the handheld if you can only game for 30 minutes?).
For a big chunk of their user base, including the folks interested in these type of emulators and using them legally, they would probably prefer to use their other consoles and/or a PC/Mac from a pure performance perspective.
I also suspect that they would get less revenue per copy sold on other platforms compared their own platform, especially with games released by in-house studios.
With the above in mind, releasing a game on other platforms will cut into their revenue stream pretty significantly.
https://www.nintendolife.com/news/2021/08/nvidia_shield_shut...
What is really wild to me is that they could 100% ship Zelda for iOS and make a killing. The Switch has absolutely nothing on a modern iPhone/iPad, even heatsoaked and it would immediately be the best game on iOS.
If checksums were to work, do you know if a website centralizing those would fall under the law?
As far as I know there exists one specifically for switch (nswdb.com, which is used by a common dumping tool to verify if your dump is valid or not) and another for basically every console but the switch (for some reason) run by no-intro (datomatic.no-intro.org)
Another site that only cares about disc-based releases is redump.org, which has quite a few dumping guides in their wiki.
Which world state is sadder?
https://digitalcommons.pace.edu/cgi/viewcontent.cgi?article=...
Difficult to translate from the source in spanish. I hope it is understandable.
https://www.technologyreview.com/2023/06/20/1075088/chinese-...
…when compared to Nintendo vigerously defending their IP through legal channels.