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Re: Ignore 6502 Cycles on Emulator



Sheldon Simms wrote:

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



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.
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