byuu's message board

For discussion of projects related to www.byuu.org/


Previous  1 ... 8, 9, 10, 11, 12, 13, 14 ... 27  Next
emulator efficiency 
Author Message

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

Posts: 81
Post 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.

Tue 27 May 2014, 22:56:07
User avatar

Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: emulator efficiency
SoraK05 wrote:
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.

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.

Tue 27 May 2014, 22:59:28

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

Posts: 81
Post 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.

Tue 27 May 2014, 23:05:29
User avatar

Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post 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.

Tue 27 May 2014, 23:09:40

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

Posts: 81
Post 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.


SoraK05


Tue 27 May 2014, 23:22:39
User avatar

Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: emulator efficiency
SoraK05 wrote:
I'm from late 80s

What is your age?
SoraK05 wrote:
lived in a '3rd world country' where piracy is unfortunate

What is the name of your country?
SoraK05 wrote:
and can speak english.

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.

Tue 27 May 2014, 23:27:25

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

Posts: 81
Post Re: emulator efficiency
EDITED.


SoraK05


Tue 27 May 2014, 23:32:28
User avatar

Joined: Fri 10 Apr 2009, 21:11:23

Posts: 1714
Location: United States
Post Re: emulator efficiency
Holy shit this thread.

Tue 27 May 2014, 23:51:25
Board Admin
User avatar

Joined: Sat 11 Apr 2009, 04:21:58

Posts: 4783
Location: Australia
Post 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.

Tue 27 May 2014, 23:55:50

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

Posts: 81
Post Re: emulator efficiency
http://en.wikipedia.org/wiki/Calculator ... _computers
Quote:
The fundamental difference between a calculator and computer is that a computer can be programmed in a way that allows the program to take different branches according to intermediate results, while calculators are pre-designed with specific functions such as addition, multiplication, and logarithms built in. The distinction is not clear-cut: some devices classed as programmable calculators have programming functionality, sometimes with support for programming languages such as RPL or TI-BASIC.



Beyond 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-1
Quote:
A device that computes, especially a programmable electronic machine that performs high-speed mathematical or logical operations or that assembles, stores, correlates, or otherwise processes information.



EDIT:
http://simple.wikipedia.org/wiki/Assemb ... chine_Code
Quote:
05 2A 00

This hexadecimal machine code tells an x86 computer processor to add 42 to the accumulator. It is impossible for a person to read and understand unless that person knows machine code.


Something 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.


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.


http://simple.wikipedia.org/wiki/Logic
Quote:
Logic is used by computers in what is called an algorithm. An algorithm is sort of like a cooking recipe; it tells the computer what to do and when to do it.

Logic is used in mathematics. People who study math create proofs that use logic to show that math facts are correct. There is an area of mathematics called mathematical logic that studies logic using mathematics.


The '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.


SoraK05


Wed 28 May 2014, 00:44:07

Joined: Thu 11 Aug 2011, 11:27:01

Posts: 4
Post Re: emulator efficiency
You are the Gene Ray of the emulation community.

Wed 28 May 2014, 02:09:08
User avatar

Joined: Tue 01 Dec 2009, 03:22:14

Posts: 957
Post Re: emulator efficiency
8|

_________________
rusted logic - horribly outdated since 1998 :(

Wed 28 May 2014, 02:10:50
User avatar

Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: emulator efficiency
SoraK05 wrote:
I'm from late 80s


_________________
CaptainJistuce: He's totally in the wrong, Kakashi's 100% in the right.
Note: The above statement is subject to act of byuu.

Wed 28 May 2014, 02:59:16
User avatar

Joined: Fri 10 Apr 2009, 20:54:19

Posts: 2679
Post Re: emulator efficiency
Where can you see lions?

_________________
blag

Wed 28 May 2014, 03:06:17
User avatar

Joined: Wed 08 Sep 2010, 17:05:03

Posts: 133
Post 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 :lol:

Wed 28 May 2014, 03:44:58
Previous  1 ... 8, 9, 10, 11, 12, 13, 14 ... 27  Next

Who is online

Users browsing this forum: No registered users and 0 guests

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum