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creaothceann
Joined: Fri 10 Apr 2009, 18:17:56 Posts: 3308 Location: Germany
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Re: emulator efficiency
_________________ "The first time I watched [FLCL] I was like 12 or 13 and I was scared and confused." - isthisagoodusername "I think it's more natural for human beings to be anxious. I think happiness is nothing but an illusion." - Hideaki Anno "If you can't joke about incest in anime then what kind of world are we living in?!" - gothicmaster
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Tue 27 May 2014, 21:18:03 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
"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.
_________________ http://helmet.kafuka.org
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Tue 27 May 2014, 21:18:49 |
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Covarr
Screw y'all
Joined: Tue 28 Dec 2010, 08:27:37 Posts: 1147
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Re: emulator efficiency
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. 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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Tue 27 May 2014, 21:23:16 |
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SoraK05
Joined: Fri 26 Oct 2012, 14:47:06 Posts: 81
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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.
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Tue 27 May 2014, 21:26:44 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
"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.
_________________ http://helmet.kafuka.org
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Tue 27 May 2014, 21:32:34 |
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tukuyomi
Joined: Fri 10 Apr 2009, 23:56:33 Posts: 246
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Re: emulator efficiency
OT Yatta!! Whaah? Already 10 pages? Still, I didn't know how straightforward it was to read assembled code, thanks kawa! /OT
_________________ FitzRoy - I recommend posting questions like this on nesdev as well where more eyes can see it. If you're still unsure, that is. byuu - " Hi, I'm working on SuperFX. Please bug the shit out of me now until it's supported. Thanks :) "
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Tue 27 May 2014, 21:47:26 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
Asspull Mk.II, ask me in a PM if you want.
_________________ http://helmet.kafuka.org
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Tue 27 May 2014, 21:48:38 |
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Kakashi
Joined: Mon 20 Apr 2009, 08:11:50 Posts: 5266 Location: 日本
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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!
_________________ CaptainJistuce: He's totally in the wrong, Kakashi's 100% in the right. Note: The above statement is subject to act of byuu.
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Tue 27 May 2014, 22:21:57 |
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Covarr
Screw y'all
Joined: Tue 28 Dec 2010, 08:27:37 Posts: 1147
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Re: emulator efficiency
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Tue 27 May 2014, 22:22:47 |
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trap15
Joined: Fri 25 Nov 2011, 21:23:17 Posts: 175 Location: San Diego, California, USA
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Re: emulator efficiency
_________________ Twitter | Daifukkat.su <S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go <T.Fuzisawa> [How does one become a game designer?] Play every game ever made. Then think of something that has never been done and make it a reality.
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Tue 27 May 2014, 22:23:48 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
This thread'd better still be here when I wake up tomorrow. I plan to save it for posteriority.
_________________ http://helmet.kafuka.org
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Tue 27 May 2014, 22:29:11 |
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jchadwick
Joined: Tue 21 Feb 2012, 05:42:15 Posts: 2564
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Re: emulator efficiency
8 pages later, I have never felt so right.
_________________ "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." --Bjarne Stroustrup
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Tue 27 May 2014, 22:43:18 |
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SoraK05
Joined: Fri 26 Oct 2012, 14:47:06 Posts: 81
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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.
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Tue 27 May 2014, 22:47:04 |
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Kakashi
Joined: Mon 20 Apr 2009, 08:11:50 Posts: 5266 Location: 日本
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Re: emulator efficiency
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.
_________________ CaptainJistuce: He's totally in the wrong, Kakashi's 100% in the right. Note: The above statement is subject to act of byuu.
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Tue 27 May 2014, 22:47:43 |
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Kakashi
Joined: Mon 20 Apr 2009, 08:11:50 Posts: 5266 Location: 日本
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Re: emulator efficiency
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!
_________________ CaptainJistuce: He's totally in the wrong, Kakashi's 100% in the right. Note: The above statement is subject to act of byuu.
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Tue 27 May 2014, 22:50:59 |
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