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emulator efficiency 
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Joined: Fri 10 Apr 2009, 18:17:56

Posts: 3308
Location: Germany
Post Re: emulator efficiency
SoraK05 wrote:
Observe traces, develop a list of all the math done around for an expected system algorithm?

Sure, people have already done that.

If you want to decap some chips then go right ahead. The problem is that it costs a bit of money.

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Tue 27 May 2014, 21:18:03
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Joined: Sun 05 Sep 2010, 15:42:48

Posts: 1344
Post Re: emulator efficiency
SoraK05 wrote:
'compute' connotes something to do equations of numbers and its results, and is capable of essentially doing math.
All other mechanical automation and distribution of results is further capability based on the computation and results.
"Computer" is an artifact title. They used to do only that -- crunch numbers. Wasn't long until they outgrew the name "computer". Basically... 'round the time they invented branching.

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Kawa


Tue 27 May 2014, 21:18:49
Screw y'all
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Joined: Tue 28 Dec 2010, 08:27:37

Posts: 1147
Post Re: emulator efficiency
SoraK05 wrote:
'compute' connotes something to do equations of numbers and its results, and is capable of essentially doing math.
All other mechanical automation and distribution of results is further capability based on the computation and results.

If that were the case, there would be no if-then statements.

Until you can figure out how to implement an if-then statement in pure math, you have no meaningful argument.

Do you know what an if-then statement is? I'll give you a hand.

Code:
If x>7 then
   turn the screen red
ElseIf x<7 then
   turn the screen blue
ElseIf x=7 then
   turn the screen black
EndIf


In this example, how do you make a computer go down the correct path? You can use math to figure out what X is, sure, but once you get there, how do you enforce what color to turn the screen? Not math. This is called conditional logic. It isn't math, it has never been math, and it will never be math.

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CaptainJistuce wrote:
Well, the world used to run at 30 FPS until YouTube got 60 FPS support.
It's only recently that we've been able to see 60 FPS at all, and we should thank the Google for it.

Tue 27 May 2014, 21:23:16

Joined: Fri 26 Oct 2012, 14:47:06

Posts: 81
Post Re: emulator efficiency
When one has an algorithm to emulate the response of the system and perform on a ROM for identical output numbers, is it not possible to skip / adjust steps to be more direct to calculations while maintaining proportion to still be 'accurate' for 100% compatibility and also be more direct in the math on the numbers for the 1:1 output data strings quicker?
i.e. a process of looking at general functions and doing shortcuts while not breaking the proportion for compatibility to compliment emulator capability? This is what would generally allow for making it more efficient.

EDIT:
And for if statement, it is part of the programmed mechanical nature of the calculator - it checks validity of math results in a 0/1 type approach for determining a trace/path to send, and is part of the mechanical layout.
Where the particular math is done, its result can be in line with the 0/1 and the mechanics determine its transmission.

Tue 27 May 2014, 21:26:44
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Joined: Sun 05 Sep 2010, 15:42:48

Posts: 1344
Post Re: emulator efficiency
SoraK05 wrote:
And for if statement, it is part of the programmed mechanical nature of the calculator - it checks validity of math results in a 0/1 type approach for determining a trace/path to send, and is part of the mechanical layout.
Where the particular math is done, its result can be in line with the 0/1 and the mechanics determine its transmission.

"Mechanical layout" would seem to me that the three options are fixed in hardware. As a part of a program code, they are not. Therefore, you are still wrong.

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Tue 27 May 2014, 21:32:34
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Joined: Fri 10 Apr 2009, 23:56:33

Posts: 246
Post Re: emulator efficiency
OT
Mailbox wrote:
Got a new mail from byuu.org : emulator efficiency

Yatta!! Whaah? Already 10 pages?
Still, I didn't know how straightforward it was to read assembled code, thanks kawa!
/OT

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Tue 27 May 2014, 21:47:26
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Joined: Sun 05 Sep 2010, 15:42:48

Posts: 1344
Post Re: emulator efficiency
tukuyomi wrote:
OT
Mailbox wrote:
Got a new mail from byuu.org : emulator efficiency

Yatta!! Whaah? Already 10 pages?
Still, I didn't know how straightforward it was to read assembled code, thanks kawa!
/OT
Asspull Mk.II, ask me in a PM if you want.

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Tue 27 May 2014, 21:48:38
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Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: emulator efficiency
Now it's just a broken record:

SoraK05: Math?
Everyone: No.
SoraK05: Math?
Everyone: No.
SoraK05: Math?
Everyone: No.
SoraK05: Math?
Everyone: No.
SoraK05: Math?
Everyone: No.
SoraK05: Math?
Everyone: No.
SoraK05: Please stop trolling.
Kawa: You're a markov chain bot.
SoraK05: Math?
Everyone: It will never be math.
SoraK05: Aw, cmon....MATH!

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Tue 27 May 2014, 22:21:57
Screw y'all
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Joined: Tue 28 Dec 2010, 08:27:37

Posts: 1147
Post Re: emulator efficiency
Image

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CaptainJistuce wrote:
Well, the world used to run at 30 FPS until YouTube got 60 FPS support.
It's only recently that we've been able to see 60 FPS at all, and we should thank the Google for it.

Tue 27 May 2014, 22:22:47
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Joined: Fri 25 Nov 2011, 21:23:17

Posts: 175
Location: San Diego, California, USA
Post Re: emulator efficiency
Image

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Tue 27 May 2014, 22:23:48
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Post Re: emulator efficiency
This thread'd better still be here when I wake up tomorrow. I plan to save it for posteriority.

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Tue 27 May 2014, 22:29:11

Joined: Tue 21 Feb 2012, 05:42:15

Posts: 2564
Post Re: emulator efficiency
jchadwick wrote:
Looks like we're on the start of another great thread.

8 pages later, I have never felt so right.

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Tue 27 May 2014, 22:43:18

Joined: Fri 26 Oct 2012, 14:47:06

Posts: 81
Post Re: emulator efficiency
Math can include if/or statements as part of an algorithm.

There are math steps in general, and the entire function of what the motherboard system will do can be mapped in an algorithm when when performed on a ROM's data will result in the same output strings as the console.

I mention a suited algorithm around mapping the hardware 1:1 to a program to do math (which can include looping where suitable) on the ROM, tweaked where applicable, and result in the same numbers of what output numbers will be.

Like a compression decoder will perform an algorithm of operations/math on a string where applicable and result in numbers, an algorithm using hardware step constraints on a ROM string will result in the same numbers which are in the buffers that are sent to monitor/speaker + temp.


EDIT:
BTW unrelated, higan 0.92 64 bit works on this laptop, and just downloaded 0.94 64 bit yesterday which crashes loading the same ROM.


SoraK05


Tue 27 May 2014, 22:47:04
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Post Re: emulator efficiency
jchadwick wrote:
jchadwick wrote:
Looks like we're on the start of another great thread.

8 pages later, I have never felt so right.

For an accomplished programmer such as yourself, isn't that setting your goals a bit low? Or is that the key to success in life? I must believe motherboards do math. I must believe motherboards do math.

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Tue 27 May 2014, 22:47:43
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Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: emulator efficiency
SoraK05 wrote:
Math can include if/or statements as part of an algorithm.

There are math steps in general, and the entire function of what the motherboard system will do can be mapped in an algorithm when when performed on a ROM's data will result in the same output strings as the console.

I mention a suited algorithm around mapping the hardware 1:1 to a program to do math (which can include looping where suitable) on the ROM, tweaked where applicable, and result in the same numbers of what output numbers will be.

Like a compression decoder will perform an algorithm of operations/math on a string where applicable and result in numbers, an algorithm using hardware step constraints on a ROM string will result in the same numbers which are in the buffers that are sent to monitor/speaker + temp.


EDIT:
BTW unrelated, higan 0.92 64 bit works on this laptop, and just downloaded 0.94 64 bit yesterday which crashes loading the same ROM.

What you're now attempting to describe is a transistor level emulator, which is insanely slow. Emulating anything at the physical level is way beyond usable with today's CPU speeds. Except for maybe Chip-8. Oh shit, why did I mention that? Now I've given him hope....


But, but....MATH!

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Tue 27 May 2014, 22:50:59
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