Sheldon Simms wrote:
That will work, however, on faster machines than the development machine the emulator will run faster. Better yet, after each execution of a instruction call a delay function. This will allow faster processors to be used. Think of when the first really fast processors came out. The early games used to have a fixed delay to provide the right timing. On the faster processors, the games are unplayable because they are too fast.The same way sound is handled -- assume that each instruction takes 3 cycles, or just say that 305,000 instructions equals one second. This would obviously not be *exactly* 1Mhz, but it would be pretty close. I should point out that I'm just making guesses. Personally I'm surprised if there are emulators that don't count cycles because counting cycles is not difficult and makes a lot of other stuff in the implementation easier. -Sheldon
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