01-08-2014, 12:18 PM -
(01-07-2014, 11:23 AM)Ekaseo Wrote:Nah I didn't mean this way (why presuming the source of this guy is needed to have the same?). I just mean that both static and dynamic recompiling are not necessarily antinomic. Very long ago I already tried static recompiling and interpreter as fallback on pcsp with some psp games. I had globally only a x2-3 boost because the source I generated from static recompiling was not that highly optimized. But honestly, I cannot say whether it is worth while doing so as I didn't go further.(01-07-2014, 10:27 AM)hlide Wrote:(01-05-2014, 04:09 PM)Ekaseo Wrote: Discovered by DH:
InoriRus used a static recompiler (which explains such high speed on all the samples), but real homebrew or commercial games can modify sections of his code so the emulator has to react to this by recompiling those modified blocks again (known as dynamic recompiler).
Is that so? the last time I talked with DH (well it was a long time ago) I was under impression he was using the same scheme: loading ELF and parse its code to generate native code, which sounds to me as static recompiling as well. So I guess he changed his mind when discovering SMC (self-modified-code) was not that rare even for ps3?
Honestly, you can also mix static recompiling and interpreting as a fallback or static recompiling and dynamic recompiling as a fallback. But I guess it may mean more works under the hood.
well, his emulator is closed source and he is working on it by himself, i dont think its wise to work on a big (and difficult) project as a PS3 emulator alone.