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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
Do you think there's a mathematical equation to explain it?
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Sun 08 Jun 2014, 08:30:36 |
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wareya
Joined: Thu 22 Mar 2012, 04:37:56 Posts: 502
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Re: emulator efficiency
pages = (rage function(miscommunication) * (concepts covered + number of trolls))^trolling potential * scale constant
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Sun 08 Jun 2014, 08:32:58 |
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kode54
Joined: Fri 10 Apr 2009, 20:54:19 Posts: 2679
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Re: emulator efficiency
_________________ blag
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Sun 08 Jun 2014, 08:41:49 |
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CaptainJistuce
Joined: Wed 06 May 2009, 04:13:19 Posts: 4543
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Re: emulator efficiency
24.
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Sun 08 Jun 2014, 09:56:32 |
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wareya
Joined: Thu 22 Mar 2012, 04:37:56 Posts: 502
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Re: emulator efficiency
pages = (rage function(miscommunication) * (concepts covered + (number of trolls * peanut gallery + 1)^0.65))^trolling potential * scale constant
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Sun 08 Jun 2014, 10:02:18 |
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CaptainJistuce
Joined: Wed 06 May 2009, 04:13:19 Posts: 4543
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Re: emulator efficiency
yourmom=in(my+bed)
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Sun 08 Jun 2014, 10:12:06 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
Please define the rage function.
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Sun 08 Jun 2014, 12:19:47 |
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wareya
Joined: Thu 22 Mar 2012, 04:37:56 Posts: 502
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Re: emulator efficiency
Always above zero; reaches a peak at some point, then decreases. Exact measurements unknown. Not defined for negative or imaginary input.
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Sun 08 Jun 2014, 13:12:27 |
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CaptainJistuce
Joined: Wed 06 May 2009, 04:13:19 Posts: 4543
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Re: emulator efficiency
The highest known value for the rage function occured on August 9, 1945.
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Sun 08 Jun 2014, 13:14:20 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
I see what you did there. Update: I ask again: do you have any work to show, Sora?
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Sun 08 Jun 2014, 13:47:06 |
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ggalitz
Joined: Thu 31 Mar 2011, 07:24:12 Posts: 439
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Re: emulator efficiency
What you described shows changing how many cycles you throw at said ROM theoretically can break it, which I believe "breaks" it if someone is gonna do a foolproof compile to native. I'mma back outta this thread before we get an integer overflow on the number of pages.
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Mon 09 Jun 2014, 00:34:00 |
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SoraK05
Joined: Fri 26 Oct 2012, 14:47:06 Posts: 81
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Re: emulator efficiency
The same way the game does - any data which is image data for example is part of data which opcodes+operands will identify. i.e. any data which by opcodes+operands can be identified for offset ranges and thus acknowledged to be skipped, as well as any data which does not suit an opcode+operand structure can be skipped.
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Mon 09 Jun 2014, 05:18:33 |
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kode54
Joined: Fri 10 Apr 2009, 20:54:19 Posts: 2679
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Re: emulator efficiency
Ah, now we're getting on to artificial intelligence. Because that's what it would take to perfectly identify what is code and what is data with zero interaction whatsoever.
_________________ blag
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Mon 09 Jun 2014, 05:21:35 |
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rodrigoalonso
Joined: Fri 03 Jun 2011, 02:41:19 Posts: 77
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Re: emulator efficiency
DFS/BFS starting from the init address, I guess. Follow all possible values the instruction register can take (I don't have any knowledge about the SNES, but I suppose it has an instruction register and a memory address to execute at boot). Everything else would be data, wouldn't be?
The previous algorithm will probably fail if some unreachable code is used as data, though. Then, all of the ROM could be potentially (incorrectly) identified as code. But I wonder how many games actually have unreachable code, considering the limited space developers had to work with.
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Mon 09 Jun 2014, 05:38:02 |
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kode54
Joined: Fri 10 Apr 2009, 20:54:19 Posts: 2679
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Re: emulator efficiency
Disabled debugging code that could be enabled with debugging hardware or cheating devices, for instance.
_________________ blag
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Mon 09 Jun 2014, 05:47:13 |
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