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

Posts: 1344
Post Re: emulator efficiency
Kakashi wrote:
I will then. Can I call SoraK00000000005 Starvin' Marvin'?
I won't stop you.

And after I finish watching this Kamen Rider episode, I think I'll hook up the VRAM and such on the Asspull III×.

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Sat 07 Jun 2014, 17:45:39

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

Posts: 81
Post Re: emulator efficiency
For turning the ROM to an EXE, is it not a matter of disassembling the ROM according to each opcode and its expected operands, and then patching this as the structure is already set up as 'opcode+operand' throughout, as well as raw data which is also acknowledged (and skipped), as well as adjust any offset references.

Sat 07 Jun 2014, 22:32:08
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Joined: Sun 05 Sep 2010, 15:42:48

Posts: 1344
Post Re: emulator efficiency
SoraK05 wrote:
For turning the ROM to an EXE, is it not a matter of disassembling the ROM according to each opcode and its expected operands, and then patching this as the structure is already set up as 'opcode+operand' throughout, as well as raw data which is also acknowledged (and skipped), as well as adjust any offset references.
I don't know, man. Get a small example ROM and try it. Don't forget to show us the results and such!

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Sat 07 Jun 2014, 22:35:14
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Joined: Fri 10 Apr 2009, 18:17:56

Posts: 3308
Location: Germany
Post Re: emulator efficiency
Good luck trying that with self-modifying code, btw. (they're probably rare, but there's bound to be some).

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Sat 07 Jun 2014, 22:42:34

Joined: Fri 03 May 2013, 06:51:50

Posts: 410
Location: NJ
Post Re: emulator efficiency
Kawa wrote:
Meanwhile, the new Broken Thumb-based Asspull III× has:
  • run a program from 0x00000000
  • that invoked a BIOS call from 0x0D000000
  • that wrote a string given by the program to VRAM at 0x0E000000

SoraK05, what have you done today?

You broke the chain :(.

Also, hello! :D

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Sat 07 Jun 2014, 23:42:48

Joined: Sat 18 Apr 2009, 16:06:52

Posts: 2208
Post Re: emulator efficiency
creaothceann wrote:
Good luck trying that with self-modifying code, btw. (they're probably rare, but there's bound to be some).


Self-modifying code may not be that common on a lot of platforms but self-generating and self-loading code is. As far as static recompilation is concerned it's all pretty much the same.

Sun 08 Jun 2014, 01:48:55

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

Posts: 81
Post Re: emulator efficiency
All instructions including generated code is in the ROM, read by the opcodes/operands.

The ROM is already structured with opcodes/operands + raw data, and some addressing depending on opcode.
I'm referring to mapping the (shorctut/tweaked) emulator version of opcodes and adjustments to the opcodes/operands in the ROM structure, determine raw data for leaving (by expected opcode/operand info) and adjust offsets.
Put this in an emulator framework to allow for embedded instructions to use custom input, output, save state etc.

Sun 08 Jun 2014, 02:18:29
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Joined: Mon 20 Apr 2009, 08:11:50

Posts: 5266
Location: 日本
Post Re: emulator efficiency
Emulator versions of opcodes, lol.
Starvin' Marvin, you so funny.

Also, hi!

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Sun 08 Jun 2014, 02:20:17

Joined: Wed 06 May 2009, 04:13:19

Posts: 4543
Post Re: emulator efficiency
SoraK05 wrote:
For turning the ROM to an EXE, is it not a matter of disassembling the ROM according to each opcode and its expected operands, and then patching this

No, it is not.

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Sun 08 Jun 2014, 02:43:39

Joined: Sat 18 Apr 2009, 16:06:52

Posts: 2208
Post Re: emulator efficiency
SoraK05 wrote:
All instructions including generated code is in the ROM, read by the opcodes/operands.


No, that's totally wrong. Generated code isn't in the ROM by definition.

I'd like to plead with you to stop making these incomprehensible statements about subjects you are almost completely ignorant of but I know you won't.

Sun 08 Jun 2014, 02:53:23

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

Posts: 81
Post Re: emulator efficiency
Any generated code is code which will be created by the code in the ROM, and anything of the nature of taking this generated code like from RAM instead of ROM can be determined and dealt with, and either patched on-the-fly or have any possible data which is used to generate this replaced with patched data.

Sun 08 Jun 2014, 06:25:18
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Joined: Mon 20 Apr 2009, 08:11:50

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Location: 日本
Post Re: emulator efficiency
You forgot to say that the code is sent straight to the monitor/speakers.
Ahhh, Starvin' Marvin.

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Sun 08 Jun 2014, 06:28:49
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Joined: Wed 26 May 2010, 19:48:00

Posts: 708
Post Re: emulator efficiency
SoraK05 wrote:
Any generated code is code which will be created by the code in the ROM, and anything of the nature of taking this generated code like from RAM instead of ROM can be determined and dealt with, and either patched on-the-fly or have any possible data which is used to generate this replaced with patched data.

You can't just say "X can be determined an dealt with". You should demonstrate how, like Kawa previously told you.

Here's another question for you, though. How can you automatically tell what is code and what is data in a ROM?

Sun 08 Jun 2014, 07:51:29
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Joined: Fri 10 Apr 2009, 20:54:19

Posts: 2679
Post Re: emulator efficiency
Simple. Math. :D

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Sun 08 Jun 2014, 07:53:15
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Joined: Fri 25 Nov 2011, 21:23:17

Posts: 175
Location: San Diego, California, USA
Post Re: emulator efficiency
Just a quick reminder:

THIS THREAD IS 23 PAGES LONG

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Sun 08 Jun 2014, 08:14:14
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