Thursday, December 24, 2009

PS3 and/or XBox 360 Emulator: Part 2

New fact: The PS3 doesn't necessarily use every processor so computers might be able to handle more than we expected

Anyway, conversion to a different processors machine code would be the best option (because obviously TIME and SPACE isn't enough when running conditionals, which are a common solution to emulators.) For example, one would convert 01 in an Intel processor to it's equivalent in a PPC processor. Thus, it would be readable on a PPC processor. Ofcourse, the only problem is that not every processor has equivalent commands. So, the program would have to be dynamic enough that it could develop code that would use the most low-level commands of each processor to recreate/emulate the other commands. It could watch the commands virtually and then run if else statements using a map algorithm to find the "path" that emulates the initial command.

This should be FUN, because times are changing! Software is going to have to become more efficient, or those 500 GHz and theoretical 1 THz processor could just come out.

I learned something new about emulators...the hard way

I was trying to emulate a processor from the mid-1990's. Unfortunately, I dove write into the code with minimal studying of documentation, and no overall plan. I must warn you that there are a few things that you really want to do beforehand.
1) Learn about the processor (registers, accumulators and all)
2) Learn about the each machine code
3) Write the functions for each piece of opcode, then write the case statements that test which piece of machine code is going through


Tuesday, December 22, 2009

PS3 and/or XBox 360 Emulator

Sorry, for all of you who thought this page you just found on google would supply you with an emulator of a system from the seventh generation.

I know it can be done and it can be completed in less than 10-20 years. Everyone complains that graphics and CPU's aren't efficient enough. I am aware especially since the CPU's in computers are running heavier OS's and such.

The question I propose is: does a emulator user really, truly need an emulator that runs graphics perfectly? Well, NO unless they need it at which point they would want great graphics and buy a great card that can handle it. So, my solution to the graphics card problems with the more advanced emulators would be to just make it lossy (like a JPEG.) We don't need all of the data for the game to continue. It can be slightly pixelated. Again, if that was not good enough people that need it to be better would end up going out of their way to buy that new card.

I do not have a general solution to the fact that the PS3 has 8 cores. Ofcourse, what one can do is use less cores because I am sure that it requires those eight cores to be amazing but maybe it will work fine with just 4.

Nevertheless, I propose what I think is the best solution. Convert the low-level assembly code in the game file or ROM into assembly code for your specific processor. Everything would process well...i think. The approach could be like that of Windows Emulator(Wine.)

What do you think?

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