Martin Korth is back

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Well there's other reasons for coding an emulator, such as to learn more about the systems involved, and having another debugger to mess around with is probably nice.
Yeah, coding a SNES emulator as such in Assembly is quite significant! Of worth, may be another thing to discuss
All this only happened whilst BSNES just hit 100% compatibility with the SNES library however.
 
I can't even get No$GBA to run any games. What's so good about this new emu?
its literally drag and drop installation, place some games in a folder and play. how are you unable to play No$Gba =.=

Better play around with this as well, I like debuggers :P
 
My childhood hero! haha

This guy knows a lot, and I expect someday to see this emu ported to lower-end machines. NDS, PSP and Ipods-. Also, the merit this guy has, is to have completely (and working) different systems developed on nomadic language, and that's hard to do. So yeah, good to see you back MK.
 
My childhood hero! haha

This guy knows a lot, and I expect someday to see this emu ported to lower-end machines. NDS, PSP and Ipods-. Also, the merit this guy has, is to have completely (and working) different systems developed on nomadic language, and that's hard to do. So yeah, good to see you back MK.
That being said, this emulator CAN'T be ported because it works by using Assembly code, it will only work on Windows OS, ever.
If he were to produce such an emulator for NDS, PSP and iPods he would have to do it from scratch, and I doubt that he would.

Thinking about it, even if you did succeed in developing a High-level SNES emulator for the NDS in its equivalent of Assembly code, it might not perform that well.
There are issues such as the NDS vertical resolution being lower than the SNES vertical resolution as well as the general lack of processing power, the DS has a measly 67Mhz ARM processor compared to a desktop with a 1GHz processor.
Although the SNES processor is only 3.58Mhz itself, maybe 67Mhz actually IS enough? Doubt it however.
 
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Uhm... yes and no. If you were to know the target's arquitecture, being registers, memory maps, opcodes, etc you *could* do it. Luckily ASM has some "standard" instructions (mnemonics..) which re-used by a good coder, it could be "ported", not as easily as C, but once you got it working the base code should be working on the other place too.

I bet Martin Korth figured out this long ago..
 
Converting ASM code into code understood by an ARM7/9 CPU would be a pain in the butt to be sure. If only Snes9x could be ported to the DS, I'd be one happy camper, but I'm not gonna hold my breath.
 
Uhm... yes and no. If you were to know the target's arquitecture, being registers, memory maps, opcodes, etc you *could* do it. Luckily ASM has some "standard" instructions (mnemonics..) which re-used by a good coder, it could be "ported", not as easily as C, but once you got it working the base code should be working on the other place too.

I bet Martin Korth figured out this long ago..
He'd be manually rewriting a bulk of it. That's not "port" territory, that's "another emulator" territory.
 

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