
EDIT: Say, has a NES emulator been written in D?
EDIT 2: Never mind, looks like D is for me!

EDIT 3: Never mind, real-life-itis is just going to kick in...
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Indeed. Fortunately I was still overconfident when I released Neon64 or it never would have seen the light of day. I worked on it pretty much all through high school, 2001-2004.digilogistist wrote:Writing an emulator suitable for the public domain is insanely difficult to do, especially in any kind of low-level language.
I've thought of doing an SNES emu on N64 many times, since I know now much better how to wrangle C for the stuff that doesn't need to be asm. Not up to the challenge yet, and I'm increasingly fed up with simulating stuff that already exists.Nowadays, I wouldn't even care if my emu turned out to be slow-ass bloatware, just so long as I could get into the source, and routinely fix mistakes in a timely manner.
NESten did this. But what ends up happening is that this sort of dynarec can only help the CPU, not the PPU.digilogistist wrote:At one time in PC emulators (late 90's), it may have been practical to use dynamic compilation on executed 6502 instructions to get phenomenal speed out of emulating the NES (like on a 486 or a Pentium).
My system isn't top end; it's an Atom netbook. An Atom netbook will run FCEUX 2 with the old PPU, but there's slowdown if I go to higher settings. It won't run NESICIDE Emulator at full speed at all, and I've reported this to cpow. Nor is a mobile phone a top-end PC.on any top-end system
Unless you want to emulate a room full of NES consoles or an arcade full of Vs. or PC10 machines.After all, even if the most optimized and speedy NES emulator can completely render 1000 frames a second on a top end system of today, the fact of the matter is that generally you only really need 60 FPS to do the job.