byuu's message board

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


Previous  1 ... 22, 23, 24, 25, 26, 27  Next
emulator efficiency 
Author Message
Board Admin
User avatar

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

Posts: 4783
Location: Australia
Post Re: emulator efficiency
rodrigoalonso wrote:
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.

Given how buggy the first releases of FFVI were, I imagine there's a bunch of code that was put in that never actually gets called because some other piece of code uses an unconditional branch instead of a conditional one, or whatever.

_________________
Maintainer of the unofficial git repository for bsnes.

The ending of the words is ALMSIVI.

Mon 09 Jun 2014, 06:01:53

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

Posts: 4543
Post Re: emulator efficiency
SoraK05 wrote:
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.

What if it's graphics data AND code? Admittedly, not LIKELY on the Super Nintendo, but it's done in Atari VCS games.

_________________
This post best viewed at 800x600
;write ! ! !

Mon 09 Jun 2014, 09:30:00
User avatar

Joined: Fri 25 Nov 2011, 21:23:17

Posts: 175
Location: San Diego, California, USA
Post Re: emulator efficiency
I've done this before on SNES for placeholder graphics while working on a demonstration, so it's not unheard of on the platform ;)

_________________
Twitter | Daifukkat.su
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go
<T.Fuzisawa> [How does one become a game designer?] Play every game ever made. Then think of something that has never been done and make it a reality.

Mon 09 Jun 2014, 09:34:13
User avatar

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

Posts: 133
Post Re: emulator efficiency
SoraK05 wrote:
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.


For this post we can see that Sora has no assembly experience. He still thinks he can identify code and data statically.

But I think he even knows what "statically" means in this context.

Quote:
The highest known value for the rage function occured on August 9, 1945.


By Sora's logic, to build an atomic bomb you need to put uranium in a box, throw it out of a plane and the bomb explodes.

Mon 09 Jun 2014, 13:31:28
Board Admin
User avatar

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

Posts: 4783
Location: Australia
Post Re: emulator efficiency
Just express the movement and velocity of each atom in the bomb as a mathematical equation, evaluate them all, and then you can tell which buildings need to be destroyed, so you can go and punch them down at your leisure.

_________________
Maintainer of the unofficial git repository for bsnes.

The ending of the words is ALMSIVI.

Mon 09 Jun 2014, 13:34:43
User avatar

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

Posts: 1344
Post Re: emulator efficiency
Code:
#include "asspull.h"
unsigned const char logotype[] = { 0xFE, 0x6C, 0x6C, 0xB6, 0xB6, 0xB6, 0xFF, 0x00, 0x07, 0x43, 0x2B, 0x11, 0x29, 0x45, 0x03, 0x00 };
int main(void)
{
   dmaCopy((void*)MEM_TEXTFONT + (0xE * 8), logotype, 16, DMA_INC);
   REG_SCREENMODE = SM_TEXT; // | SM_BOLD;
   WriteStr("Hello World!          Asspull \x0E\x0F\n~Running a C program~");
   while(1);
}
What have you done recently, SoraK05?

_________________
http://helmet.kafuka.org

Mon 09 Jun 2014, 16:13:29
User avatar

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

Posts: 502
Post Re: emulator efficiency
Very OT, but, I suddenly want to make a game for the asspull.

Mon 09 Jun 2014, 16:29:00
User avatar

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

Posts: 1344
Post Re: emulator efficiency
wareya wrote:
Very OT, but, I suddenly want to make a game for the asspull.
Wait a few days. I'm hoping to reimplement hardware sprites and bitmap mode. Then there's massaging crt0 into allowing initialized variables, and the rest of the BIOS functions such as ReadKey and ReadLine. Also, WriteString's newline handler seems to be bugged. Then I'll look into screen mode 3, which is tiled. Note that all screen modes allow hardware sprites.

Until then, you can already check the KeyIn register by hand, poke characters onto the screen, and redefine the textmode font. Which might suffice for certain games.

Oh, and there's a bunch of Thumb instructions still unimplemented. Any takers?

_________________
http://helmet.kafuka.org

Mon 09 Jun 2014, 17:08:18
User avatar

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

Posts: 133
Post Re: emulator efficiency
Wow, Sora's topic about compression was epic too, but the topic was closed.

Sora wrote an imense amount of (incomprehensible) text.

http://forum.codecall.net/topic/77970-looking-for-c-programmer-to-assist-in-developing-a-compression-algorithm/

Tue 10 Jun 2014, 23:19:28

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

Posts: 410
Location: NJ
Post Re: emulator efficiency
... How the hell did this thread go on for ~370 posts?

_________________
"It wouldn't be a byuu.org forum thread if the thread topic didn't derail at least once."- Some byuu.org forum member
"Clearly the answer to [cross platform portability] is to write a DOS application and then everybody can run DOSBox. Except for [cr1901], who can run it natively."- Screwtape

Fri 13 Jun 2014, 21:04:56
User avatar

Joined: Mon 08 Nov 2010, 19:09:18

Posts: 236
Location: Ann Arbor, MI
Post Re: emulator efficiency
cr1901 wrote:
... How the hell did this thread go on for ~370 posts?

Because there's no way to prove to a persistent delusional idiot that they don't have some secret knowledge that would completely revolutionize the world if only they could convince the world of their correctness. It's like the free energy crowd that loads up on a ton of actual terminology so they can sound like they might know what they're talking about, but upon further inspection, are just talking out their ass and using that technical terminology incorrectly.

However, people who do know what they're talking about feel compelled to engage those people in conversation, first to give them a fair chance to explain their ideas just in case they're on to something new but don't know how to express it, and then further to attempt to show them why they're wrong.

Fri 13 Jun 2014, 21:12:23

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

Posts: 13668
Post Re: emulator efficiency
cr1901 wrote:
... How the hell did this thread go on for ~370 posts?


Post an insightful, 4000-word post correctly explaining something in great detail on any major website related to said post. You'll get no responses.

Make a minor mistake, and you'll get 100+ replies correcting you.

People love to correct others.

That, and probably 20% of the 370 posts are people asking how this thread could be so long, and others explaining their theories as to how.

Fri 13 Jun 2014, 22:44:19
User avatar

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

Posts: 5266
Location: 日本
Post Re: emulator efficiency
Also, math.

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

Sat 14 Jun 2014, 00:26:04
User avatar

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

Posts: 1344
Post Re: emulator efficiency
byuu wrote:
cr1901 wrote:
... How the hell did this thread go on for ~370 posts?
*actual mathy stuff*
Kakashi wrote:
Also, math.
You don't say.

_________________
http://helmet.kafuka.org

Sat 14 Jun 2014, 08:25:50
User avatar

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

Posts: 5266
Location: 日本
Post Re: emulator efficiency
Kawa wrote:
byuu wrote:
cr1901 wrote:
... How the hell did this thread go on for ~370 posts?
*actual mathy stuff*
Kakashi wrote:
Also, math.
You don't say.

Mednafen needs a motherboard file. This discussion is moot.

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

Sat 14 Jun 2014, 08:33:25
Previous  1 ... 22, 23, 24, 25, 26, 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