Dolphin, the GameCube and Wii emulator - Forums

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Please for the love of god make a blog entry on this (interpreters vs. JIT dynamic recompilers for emulation) and provide code examples or at least pseudocode/logic examples. I tried doing some research before making that post and could not find much useful information. Google searches on the topic turned up only extremely basic/simple explanations of differences in speed and such and provided no real examples or details on on how they work. Dolphin and all the other popular emulators also seem to have:
1. Zero documentation on the subject
2. No detailed comments in the code that explain anything
3. Forum/blog posts are limited to simple basic explanations that don't really say anything about how they work
(04-21-2012, 08:14 AM)neobrain Wrote: [ -> ]Try this one: http://www.noxa.org/blog/2011/08/21/building-an-xbox-360-emulator-part-6-code-translation-techniques/

I was thinking of that exact same blog post, but I couldn't find it last night. Obviously though, I haven't read through a lot of it. :p

Still, I wish you'd write more stuff on your blog about emulation, even if it's not about interpreters or recompilers.
He's the developer you love to hate (or at least I do Tongue).

He makes some great commits, but god forbid if you ask him to explain how any of it works or why he made those changes he'll just shrug at you.

NOW WHERE IS MY SSAA!?!!? YOU THOUGHT I FORGOT DIDN'T YOU!

Also why aren't you on IRC?
(04-21-2012, 08:29 AM)NaturalViolence Wrote: [ -> ]He makes some great commits, but god forbid if you ask him to explain how any of it works or why he made those changes he'll just shrug at you.
I'm actually quite detailed about stuff when ppl who have some cluez about what they're doing ask about it, it just happens that these guys rarely appear these days :p
Just finished reading that blog entry. Unfortunately it was not as informative as I was hoping. It gave a basic overview of interpreters and JIT and then a more detailed overview of recompilers. Also his terminology (compilation, dynamic compilation, jit compilation, AoT/static compilation, jit, advanced jit, recompilation, etc.) is really confusing and seems off.

What is listed:
-interpreter
-JIT
-recompiler/advanced jit

What is should be (I think, I could be wrong):
-interpreter
-JIT recompiler
-Static recompiler/More advanced JIT recompiler

Both sections 2 and 3 talk about translating code from MC -> MC so they should both be considered recompilers. And translating the entire program binary would be static recompilation.
Yeah you're right about the terminology. That blog post is better than anything I'd come up with, though :p
(04-21-2012, 08:14 AM)neobrain Wrote: [ -> ]Try this one: http://www.noxa.org/blog/2011/08/21/building-an-xbox-360-emulator-part-6-code-translation-techniques/

All talks of 360 Emulator, yet no one has yet created a Fully Functional Xbox 1 emulator.

I would of thought the Xbox 1 would be the easiest to emulate out of Gamecube/PS2 ?
(04-21-2012, 09:29 PM)Gir Wrote: [ -> ]I would of thought the Xbox 1 would be the easiest to emulate out of Gamecube/PS2 ?
That's as much of a common misconception as "hey I can run crysis with everything enabled but can't run SMG2 at fullspeed wtf?" is.
(04-21-2012, 10:34 PM)neobrain Wrote: [ -> ]
(04-21-2012, 09:29 PM)Gir Wrote: [ -> ]I would of thought the Xbox 1 would be the easiest to emulate out of Gamecube/PS2 ?
That's as much of a common misconception as "hey I can run crysis with everything enabled but can't run SMG2 at fullspeed wtf?" is.

Xbox 1 use a Pentium III X86 CPU you could execute its code on a Core i7 pretty fast, i guess the DirectX of the Xbox is the problem.

If they cant emulate the Xbox1 why bother thinking about Xbox360
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