sicklittlemonkey <Nick.Westgate@gmail.com> wrote:
On Mar 19, 7:03 pm, Dirk Thierbach <dthierb...@usenet.arcornews.de>
wrote:
Michael J. Mahon <mjma...@aol.com> wrote:
Oh, well--I hoped I had found a way to combine fast game computation
with correct-speed animation and delays. Apparently not for emulators.
Most accelerators went to some lengths to achieve implementation of
processor acceleration combined with standard speed sound and (if
needed) disk access.
So how did they do that?
By slowing down to 1MHz when certain I/O locations were accessed.
That's what I thought. So, in other words, hardware accelerators can't
do it correctly, either, unless they run at 1MHz.