We've already looked at how we can discard assignments to flag registers if they are not used before a subsequent assignment, and indeed we can handle long...
... I hate giving myself a challenge :-) Here's the code ... G #define DEBUG 1 // A test program to eliminate redundant code; does *not* do common //...
... By the way this is quite typical of real code. I don't think I've posted it here before, so here: http://www.gtoal.com/athome/tailgunner/macros.h.html is...
... I wasn't happy with some aspects of that code and have now cleaned it up considerably. In fact it now makes quite a nice demonstrator of the concept, and...
I have written a first draft of a static binary translation HOWTO. This is just my personal method; it isn't the state of the art, and I had to force myself to...
... You append statements to a list which allows you to perform some analysis before flushing it out, right? In my SH-2 recompiler, I had 2 different lists:...
... Very cool! I think you've taken a very good approach to this subject in your document. It's much more accessible than the academic texts (as you mention)...
Although my Cinematronics recompiler was rather messy, and took a few weeks to write, I got a itch to scratch tonight about doing a z80 recompiler (primarily...
http://www.cs.ubc.ca/local/reading/proceedings/spe91- 95/spe/vol21/issue8/spe046cm.pdf Apparently what I've considered static binary translation is properly...
My z80 translator is now producing quite reasonable looking code and runs most of the rom initialisation code. I recompiled it with gcc's -O2 (-O3 ran out of...
Hi, Thanks you very much for your howto. I am an emu author (I wrote a NES emu in java called Javanese, and i ported Nofrendo to playstation (and called it...
... to ... banks ... that ... because ... Well, one thing that seems fairly easy is to label your statements in an extended address space such that the address...
On rendering, you will almost definitely need to keep track of cycles spent to get accurate sound and graphics. ... The second is not necessarily fixed, and...
Hi! As a new member to the group, I thought I'd introduce myself. I am a programmer, and have been working with handhelds for 4 years now. I wrote an...
... important ... I ... Palm ... I've written a translator that sounds relevant to your project. It's an Atari VCS/2600 emulator for AmigaOS, and so translates...
... Thanks. I'll take a look at it. ... The newest Palm devices (OS 5 and future) all use ARM processors. Although in the OS 5 devices, there is a 68k...
... Neil kindly provided a .zip version for the amiga-deprived among us and I've unpacked it into the individual files for the bandwidth- deprived......
... Welcome aboard to you too, Neil. They're ARMs. (ARM7 or ARM9 - I'm not sure which - I think they allow Thumb code) If one were doing a 650X to ARM...
... make ... Why not put up your sources online for us to have a look at? We now have 4 people (including yourself) who have actually written one of these...
... what the ... The Atari 2600 does not have a frame buffer. The TIA chip only keeps track of one scan line at a time. You have to count cycles and write ...
... what the ... Mike Perry explained it well. I'd just like to add that the VCS doesn't have a VSync interrupt (or any interrupts), the programmer has to...
... pauses ... Thank you both, Mikes explanation gave me this gist of it and the docs you just uploaded have some of the details: TELEVISION PROTOCOL (The TV...
The problem is that sometimes the programmer doesn't update the FIFO, in which case the same pixel pattern is drawn across MULTIPLE lines. In fact, this is...
... FIFO, in ... In fact, ... also ... counted ... correct ... location) ... Yes. In fact each sprite is sometimes used more than once on the same line. That...
Hi, (sorry for the delay) ... well, to tell the truth, i made tests with one demo made by chris covell. si just wrote a lex scanner for the opcodes presents in...