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Some (possibly) New Ideas for RPCS3
#27
(05-16-2014, 07:14 PM)gamenoob Wrote:
(05-16-2014, 05:42 PM)Ontakeio Wrote: Yes, I mean the whole game not just the code. Smile Did not mean to start arguments but I just meant that the whole code can be fetched and decoded prior to execution and the decoded instructions can be transferred into labels of commands.

When labels of commands are read by emu, appropriate functions can be called to immediately change RPCS3's state without having to decode as you play.

That is what I meant not bytecode, just with another parseable code that would not require instruction decoding of PowerPC code.

But on runtime instruction will be changed, How can you possibly decode earlier? Its not like encoding a set of frames(movie), its a realtime application emulation we are talking about.

As far as we know, PS3 games cannot be polymorphic, so you can well do the fetching and decoding ahead of time. I highly doubt this would bring you much over the current system unless you want to waste a huge amount of memory.
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Messages In This Thread
Some (possibly) New Ideas for RPCS3 - by Ontakeio - 04-24-2014, 09:46 PM
RE: Some (possibly) New Ideas for RPCS3 - by notq - 04-25-2014, 12:16 AM
RE: Some (possibly) New Ideas for RPCS3 - by derpf - 05-16-2014, 11:30 PM

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