The Z80 static binary translator used here is a very crude first draft, and while I was testing it on the dkong rom a few things became apparent that will require some rewriting: specifically, the draft assumed separate variables for the Hi/Lo register pairs (eg HL, BC and their components, Rh+RL and RB+RC) but on examining the generated code, it is clear that using a union where the bytes and the word overlap is a far better choice. In fact for the arm code generator, almost the entire emulation can take place in registers. [UPDATE: I did update the generated code to split the 2-byte registers as I suggested. It does seem to improve the code a lot] So the translated code *might* work but there may be a few places where assumptions about variable sizes need to be fixed and certainly redundant code needs to be removed (eg for an unneeded assignment such as RC = BC&255). Anyone working on this would be better advised to work on the translator to fix as many issues automatically as possible, before making specific changes to the translated code by hand. No special handling of the arcade hardware is performed yet, and the emulation produces no graphics. If we can get away with going directly to vector graphics from the data structures in the mem[] array, so much the better, though it does appear that some run-time decisions in the vector graphics code do depend on the contents of the video memory. The prototype z80 to C translator is based on the z80 emulator by Marcel de Kogel whose code includes the request: "Please, notify me, if you make any changes to this file". I have emailed him as requested. The converter is rather crude, it is just a first draft. (I have a separate project to create static binary translators for the main 80's micros. The z80 hasn't had much attention yet.) This project is open source and not commercial, so Marcel's notice that "You are not allowed to distribute this software commercially" isn't relevant to this project. The conversion of DK to use vector graphics was done by Jon Wilson (10yard) as a MAME plugin written in Lua. This project removes the dependency on MAME and will generate a stand-alone version of the game that can run on the Vectrex - the only production home vector-based console that exists! (there are a few homebrew vector systems but have a handful of users rather than the thousands who still use the Vectrex). Subsequent to Jon Wilson's work, Robin Champion did a port to the V.st hardware, which I borrowed from for the work in progress here. https://www.youtube.com/watch?v=-QdkQAbXGWs https://github.com/english1234/vstcm/tree/main/Vector%20Kong%20Teensy%20MAME