Quote: Where to start... > > > > P3 performance = emulator research (Moore(s) law) > > > > C or C++ and optimization = emulator coding background. > > > > Project Direction = emulator research (background) > > > > Emulator creation = I *will* have to attempt coding a basic emulator. > > > > Trolling? I'll let you decide since you are such an expert. But I could write about > > how the subjects raised in a controlled forum met with some disdain. > > Which means you know nothing about the subject, you're just a programmer on paper. I > stand corrected, you are not only trolling but also have lost every argument because > you don't have experience and believe everything books teach you work in a real > environment without flaws. Go grab any open source emulator and optimize it yourself > with your "emulating coding background" and "Moore's law" skills, then talk later. > > However, since you're only a paper programmer. You might like to read this and with > some luck understand why emulators get slower when the purpose is accuracy: > > http://arstechnica.com/gaming/news/2011/...s-emulator.ars/
Yes I understand your point of view, so sticks and stones mate. An arcade emulator written in assembler is faster than one written in C++. True or false?
I like the debate, but I got enough for now, I'll surprise you with some more at a much later date.
I'll look at coding a NES emulator, as there is enough documentation on the subject already. I will look at your reference (as you seem to be the only one providing references) link, with thanks in advance.