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SoraK05
Joined: Fri 26 Oct 2012, 14:47:06 Posts: 81
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Re: emulator efficiency
Math Take 'transistor level steps' and turn them into more direct steps (shortcuts) where applicable to have a stable representation with maintained proportion while being more direct with the calculations to speed this up.
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Tue 27 May 2014, 22:56:07 |
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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
You want to condense paths at the transistor level? You think this will make anything faster? By the way, these are important questions: How old are you? Where are you from? What language do you speak? If you don't answer these questions, I will continue to ask them and spam the fuck out of you like you have done us.
_________________ 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, 22:59:28 |
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SoraK05
Joined: Fri 26 Oct 2012, 14:47:06 Posts: 81
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Re: emulator efficiency
I have attempted to propose an algorithm based on hardware movement to be done on a ROM and result in the same output numbers as those sent to video/sound/temp.
I have determined some general strategies used, and to replicate the same output numbers sent to video/sound/temp in a stable, compatible and shortest step approach where applicable.
I'm grateful for the responses, and beyond some mechanical functions, math is part of algorithm which may also contain if/or statements (in general). All functions which do things on the instruction portions of the ROM should be directly translatable and with shortcuts in an algorithm for the same output numbers sent to video/sound/temp and with 'matching compatibility' of the hardware.
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Tue 27 May 2014, 23:05:29 |
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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
SoraK05: How old are you? Where are you from? What language do you speak?
_________________ 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, 23:09:40 |
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SoraK05
Joined: Fri 26 Oct 2012, 14:47:06 Posts: 81
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Re: emulator efficiency
Besides mechanical functions which can be a result of math, steps are mathematical and calculate the ROM data to result in numbers from the input (for video/sound/temp) and can be resembled as an algorithm. Emulator efficiency to get numbers from a ROM in short steps and maintain compatibility from proportion isn't exactly spam.
I'm from late 80s, lived in a '3rd world country' where piracy is unfortunate, and can speak english.
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Tue 27 May 2014, 23:22:39 |
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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 is your age? What is the name of your country? What is your native language?
_________________ 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, 23:27:25 |
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SoraK05
Joined: Fri 26 Oct 2012, 14:47:06 Posts: 81
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Re: emulator efficiency
EDITED.
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Tue 27 May 2014, 23:32:28 |
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King Of Chaos
Joined: Fri 10 Apr 2009, 21:11:23 Posts: 1714 Location: United States
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Re: emulator efficiency
Holy shit this thread.
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Tue 27 May 2014, 23:51:25 |
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Screwtape
Board Admin
Joined: Sat 11 Apr 2009, 04:21:58 Posts: 4783 Location: Australia
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Re: emulator efficiency
Sora reminds me of physics lectures I went to that started off "Assume a horse running on a racetrack is a block of uniform density sliding along a frictionless surface..."
Which is to say, all the stuff she (or he) says about converting a SNES to an abstract mathematical description is 100% correct, but practically useless.
_________________ Maintainer of the unofficial git repository for bsnes.
The ending of the words is ALMSIVI.
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Tue 27 May 2014, 23:55:50 |
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SoraK05
Joined: Fri 26 Oct 2012, 14:47:06 Posts: 81
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Re: emulator efficiency
http://en.wikipedia.org/wiki/Calculator ... _computersBeyond mechanical functions portrayed in the fashion of loops and other nested information like classes/functions, the result is a sequence of math steps. The entire hardware can be written as an algorithm, and this can be adjusted to more directly suit the expected numbers which are fed to video/sound/temp. Doing math with constraints on the ROM data will give the exact numbers, and where doing an entire step-by-step approach will be accurate and its calculations use a lot of steps for translation, shortcuts to skip steps and where things are common on hardware can be done while retaining proportion. The numbers fed to video/sound/temp are all part of the ROM, and are determined through the steps of the automated (mechanical) calculator setup of the SNES. Math (and mechanical operation instructions) can reproduce the same numbers done on the ROM as an algorithm. Thanks for the infos. EDIT: It accepts a specific range of data to accept from the ROM stream to begin, putting that data through a series of math steps and validations to eventually begin a process of counters and responses to the expected math, as any 'computer device'. Game data common to platforms will generally have the same output numbers sent to video/sound/temp. The ROM contains all the numbers and in a way suitable to be automatically calculated in its steps to result in the numbers, according to the design of the automated console receiving the numbers. I will get round to study. Otherwise, thanks for terms. EDIT: http://www.answers.com/topic/computer-1EDIT: http://simple.wikipedia.org/wiki/Assemb ... chine_CodeSomething along the lines of taking the direct machine code data and converting this to x86 expectations will respond in identical math? Doing some arithmetic and if/or etc where required for an algorithm (and relevant shortcut) to get the numbers on the ROM which go to video/sound/temp should not be very intensive and should have compatibility suitable to console design. OOT on GC is for the most part accurate and runs. Also, VC DOL (00000001.app) files are not specific to the game besides N64 which has some specific tweaks. I have done some research, and the only general difference in the DOL for the SNES bootable is a different one of Super Mario RPG. Otherwise console DOL bootables are the same packaged DOL in general with tweaks for IDs and save sizes etc. I'll study. http://simple.wikipedia.org/wiki/Machin ... chine_code | | | | Quote: Machine code usually offers many kinds of instructions:
Arithmetical operations: Addition, subtraction, multiplication, division. Logical operations: Conjunction, disjunction, negation. Operations acting on single bits: Shift left, shift right. Operations acting on memory: copy a value from one register to another. Operations that compare two values: bigger than, smaller than, equal. Operations that combine other operations: add, compare, and copy if equal to some value(as one operation), jump to some point in the program if a register is zero. Operations that act on program flow: jump to some address. Operations that convert data types: e.g. convert a 32-bit integer to a 64-bit integer, convert a floating point value to an integer (by truncating).
Many modern processors use microcode for some of the commands. More complex commands tend to use it. This is often done with CISC architectures.
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Doesn't look like the console/hardware would do much and the rest is just doing step-by-step parts of the ROM (and internal calculation) which is where the cycles come in for automation and enough speed to have a consistent calculation of numbers for video/sound/temp per second. Also, btw http://simple.wikipedia.org/wiki/Instruction_set | | | | Quote: An instruction set is a list of all the instructions with all their variations, that a processor can execute.
Instructions include:
Arithmetic such as add and subtract Logic instructions such as and, or, and not Data instructions such as move, input, output, load, and store Control flow instructions such as goto, if ... goto, call, and return.
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http://simple.wikipedia.org/wiki/LogicThe 'logic' of if/or is considered part of 'math', and part of the 'math/algorithm' the hardware of the console would represent It is a mechanical response however based on a result of a math procedure, however programmable in the 'field' of math.
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Wed 28 May 2014, 00:44:07 |
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devin
Joined: Thu 11 Aug 2011, 11:27:01 Posts: 4
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Re: emulator efficiency
You are the Gene Ray of the emulation community.
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Wed 28 May 2014, 02:09:08 |
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BMF54123
Joined: Tue 01 Dec 2009, 03:22:14 Posts: 957
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Re: emulator efficiency
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_________________ rusted logic - horribly outdated since 1998 :(
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Wed 28 May 2014, 02:10:50 |
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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
_________________ 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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Wed 28 May 2014, 02:59:16 |
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kode54
Joined: Fri 10 Apr 2009, 20:54:19 Posts: 2679
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Re: emulator efficiency
Where can you see lions?
_________________ blag
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Wed 28 May 2014, 03:06:17 |
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The Doug
Joined: Wed 08 Sep 2010, 17:05:03 Posts: 133
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Re: emulator efficiency
W-what's happening here? I do not believe we still have people taking this seriously and trying to answer. From the first post I knew this guy was a troll or a bot. Seems to be Byuu testing his new language
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Wed 28 May 2014, 03:44:58 |
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