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Main - Posts by aliaspider

Posted on 10-29-15 12:16 AM, in blargSnes -- SNES emulator for the 3DS (rev. 2 of 10-29-15 12:18 AM) Link | #598
Posted by StapleButter
What does Retroarch's policy say regarding usage of ASM or non-portable things in emulator cores?

keeping the cores platform independent is certainly the highest priority, but there is nothing preventing ASM or non-portable code from being added for specific platforms or cpu architectures, by keeping it inside preprocessor directives and/or seperate files.
it is in fact encouraged to do so when it brings a noticeable gain in performance, especially for weak platforms like the 3DS or PSP.

ideally, asm code should also be accompanied by the equivalent C code, and gpu accelerated renderers should also have a software renderer variant.

this isn't a rule however, just a goal, a lot of core, like pcsx-reARMed for example, started as platform specific and only later became usable on a wider range of platforms.
there is even a core currenlty that is only usable on the PSP, which can hopefully be made more portable at some point.

Posted on 10-30-15 06:03 AM, in blargSnes -- SNES emulator for the 3DS Link | #618
it is perfectly fine to make an ARM only core, and there is no obligation whatsoever to make it portable later.
there is already a wide range of devices that could benefit a lot from this, like cellphones, arm boards and the ps-vita for example.

Posted on 11-01-15 01:05 AM, in blargSnes -- SNES emulator for the 3DS Link | #636
Posted by StapleButter

Now, most of these devices are powerful enough to run a Snes9x port, so... dunno.

the ARM optimized code, and the fact that it has a fully working hardware accelerated renderer, even if it is limited to the 3DS currently, makes it quite competitive imho.

Main - Posts by aliaspider

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