Shonumi already explained it to you perfectly. But you refuse to listen to anyone so I'll just repeat what he said:
Shonumi Wrote:High-level emulation involves taking shortcuts to achieve the same effect as real hardware. The DAA instruction was just one example, but it's rare to get a chance to HLE any parts of the CPU. This is due to the fact that HLE relies on mimicking the large-scale behavior of hardware. The large-scale behavior of a CPU is to run specific programs. To HLE that, you'd necessarily have to know the large-scale behavior of the program (e.g. ROM, ISO, DOL, etc) you're running. That's not very practical unless there are only a handful of games for the emulator, and you know the assembly of each game very well. This would be useful for emulating something like old Tiger Electronic handheld devices, like Raptor Run. Extensively using HLE for the CPU isn't done with most emulators (if any?) emulators today. You can't reliably predict the behavior of every game at every point of gameplay.
Most CPUs are emulated using LLE as a result. This is also true due to the type of instructions being emulated; some simply have no shortcuts because they can't be reduced, nor can they be stripped of any other step. If an instruction tells you to add two numbers, what's there to skip? What's there to shorten? If an instruction tells you to read a value from memory, how would you HLE that? If you say emulators for 2D systems HLE the CPU (partly or completely) please provide specific examples.
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"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
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-Ron Swanson
"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
-Mark Antony