byuu's message board

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


Previous  1 ... 14, 15, 16, 17, 18, 19, 20 ... 27  Next
emulator efficiency 
Author Message
User avatar

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

Posts: 5266
Location: 日本
Post 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.

Sat 31 May 2014, 15:54:12

Joined: Tue 31 May 2011, 22:39:35

Posts: 348
Post Re: emulator efficiency
After reading both threads my theory is that it's a case of wikipedia learning. A whole lot of reading overall abstract theory, with zero practical examples. You digest all that information, and then realize that you have come up with the "new best thing". However, once the real world starts to appear the theory evolves until... Oh, it's exactly what people do now.

I guess it's also a case of everyone having good ideas. It's about being able to implement them. Don't expect other people to do it for you.

Sat 31 May 2014, 18:25:42

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

Posts: 81
Post Re: emulator efficiency
Thanks for the input.
While I am learning and studying, I am simply proposing tweaks to perhaps not have an exact 'cycle accurate' emulator and allow for some shortcuts/adjustments/tweaks while still using all the necessary instructions/bios' etc to have an emulator which should function and generally output what it should.

Also, thanks for 'asspull mk.ii' :)

Sat 31 May 2014, 18:44:01
User avatar

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

Posts: 3308
Location: Germany
Post Re: emulator efficiency
SoraK05 wrote:
I am simply proposing tweaks to perhaps not have an exact 'cycle accurate' emulator and allow for some shortcuts/adjustments/tweaks

http://www.zsnes.com/

_________________
"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

Sat 31 May 2014, 19:05:19
User avatar

Joined: Sun 05 Sep 2010, 15:42:48

Posts: 1344
Post Re: emulator efficiency
SoraK05 wrote:
Also, thanks for 'asspull mk.ii' :)
Implement it, show us you're not full of crap and creampuffs. It's a simple enough little system.

_________________
http://helmet.kafuka.org

Sat 31 May 2014, 19:36:02
User avatar

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

Posts: 133
Post Re: emulator efficiency
SoraK05 wrote:
While I am learning and studying, I am simply proposing tweaks to perhaps not have an exact 'cycle accurate' emulator and allow for some shortcuts/adjustments/tweaks while still using all the necessary instructions/bios' etc to have an emulator which should function and generally output what it should.


Ok, but you are decades late. All you said are things that people thought decades ago. The state of the art in emulation are decades ahead of what you are saying. Come on, there is companies that works with emulation for decades, so you think that what you are proposing, from a guy that is a newbie, will help someone?

You need to implement a lot of code (for several years) first.....

Sat 31 May 2014, 20:30:10

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

Posts: 81
Post Re: emulator efficiency
Considering it is a 20mhz console:
http://zsnes-docs.sourceforge.net/html/readme.htm
Quote:
OS: Windows 2000/XP/2003/Vista

CPU: Pentium II (or equivalent) 266MHz (500MHz recommended)
RAM: 64MB of RAM (128MB recommended)


Quote:
Because much of ZSNES' source code is written in x86 assembly, it will only run on processors that are 100% x86 compatible.
.....
Playing a special chip game will significantly increase CPU usage. For these games, you may require a processor faster than those listed below.


Quote:
Special Chip Progress
C4 100%
Nintendo DSP-1 100%
Nintendo DSP-2 100%
Nintendo DSP-3 80%
Nintendo DSP-4 95%
OBC-1 100%
SA-1 90%
S-DD1 100%
Seta DSP 10 99%
Seta DSP 11 80%
SPC7110 100% except decompression
S-RTC 95%
SuperFX 90%



This general expectation can be generally gained and with some extra tweaks for output as well as completing some of the missing information for parts above.
The emulator looks just about 'complete' beyond minor additions to some missing parts and some minor timing/step adjustments, running just fine and also very functional in something like MS-DOS with 233Mhz on PII.
Fixing the above to be more complete shouldn't mean jump in speed to be intense.


Something 'accurate' doesn't necessarily mean 'cycle accurate'.

Sat 31 May 2014, 22:15:09
User avatar

Joined: Thu 22 Mar 2012, 04:37:56

Posts: 502
Post Re: emulator efficiency
Quote:
Something 'accurate' doesn't necessarily mean 'cycle accurate'.

For the SNES it does.

Sat 31 May 2014, 22:18:39
User avatar

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

Posts: 5266
Location: 日本
Post Re: emulator efficiency
You just opened a new can of worms, mate. Don't ever call ZSNES "accurate" around these parts.

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

Sat 31 May 2014, 22:19:21

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

Posts: 81
Post Re: emulator efficiency
Some portions are calculated accurately with direct assembly code for games to run, as a lot of expected video/sound is - perhaps not temp and behind the scenes steps.
Beyond some behind the scenes timing/step adjustment which can generally be acknowledged without the speed getting intense (and getting other parts to 100% from the closeness to it as is) it shows that it is possible to do the chunk calculation appropriately to suit the required steps and acknowledge input/output timing.
Also letting the output be more pixellated without a filter and applying a similar method for sound can also allow for a more generic output which resembles something more 'accurate'.

The requirement shouldn't necessarily be many ghz.

Sat 31 May 2014, 22:22:30
User avatar

Joined: Thu 22 Mar 2012, 04:37:56

Posts: 502
Post Re: emulator efficiency
viewtopic.php?f=8&t=1522

Sat 31 May 2014, 22:27:56
User avatar

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

Posts: 5266
Location: 日本
Post Re: emulator efficiency
Your English prose is very irritating. It's like you're condescending to us. This is why you are a troll.
Also, I don't see what new ideas you have brought to the table in all 17 pages.

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

Sat 31 May 2014, 22:29:46
User avatar

Joined: Sun 05 Sep 2010, 15:42:48

Posts: 1344
Post Re: emulator efficiency
What surprises me is that noone has called me out on how the Asspull's PULL opcode is another PUSH.

_________________
http://helmet.kafuka.org

Sat 31 May 2014, 23:38:45

Joined: Tue 31 May 2011, 22:39:35

Posts: 348
Post Re: emulator efficiency
Guys, assembly means accuracy.
Byuu, better start over. Your emulator isn't accurate enough.

Sun 01 Jun 2014, 00:56:31

Joined: Fri 10 Apr 2009, 15:00:08

Posts: 13668
Post Re: emulator efficiency
> Seta DSP 11 80%

I wonder how they kept a straight face writing that one.

The ST-011 is 48KB of uPD7725(96050) binary code, whereas the DSP-1 is 6KB of uPD7725 code. The DSP-1 HLE was around 250-300KB in C form, and that was with zero timing emulation. The ST-011 HLE was about 10KB of C code, and was only just barely enough to run the first few moves shown by the opening attract sequence.

It was more like 5% of the functionality emulated, and even then to a useless degree (in the sense that understanding the full picture would likely require rewriting all existing code anyway.) It was still an impressive feat the way DreamerNom/Feather/Lancer/z80gaiden cloned the attract sequence through analyzing the N64 version of the game and such, but it wasn't even a tiny portion of the full chess engine. But it sure as hell wasn't anywhere near 80% emulated.

Sun 01 Jun 2014, 01:03:41
Previous  1 ... 14, 15, 16, 17, 18, 19, 20 ... 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