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Table Of Contents

Chapter 1. Introduction
1. Motivation and Purpose of the Study
2. What do we call an emulator?
3. Small History of Emulation
4. Related topics
Chapter 2. Introduction to the process of emulation
1. Basic Structure/Algorithm of an Emulator
2. The CPU emulation core
2.1. CPU emulator: Interpreter
3. The Memory Emulation Subsystem
4. CPU and emulated devices communication. Interrupts and Timing
5. Graphic Hardware Emulation
6. Sound Hardware Emulation
7. Other devices
8. Testing the emulator
9. Searching for information and other aspects of emulation
Chapter 3. CPU emulation: Interpreters
1. Basic interpreter CPU emulator
The CPU status
The fetch-decode loop
Figure 11. RISC instruction decoding (fixed lenght)
Instruction emulation
Core interface
Appendix A: Space Invaders/i8080 tutorial
2. Assembly emulators
Register usage
Code emitters vs assembly macros
Basic concept behind threaded code
Implementation of threaded code
Related works
4. Advanced questions about interpreters
Interpreters for simulators
First pass interpreter and profiler
Advanced: Inlining and Pipelined interpreters for VLIW CPUs
Integrated CPU cores
Using library CPU cores
Related work
Binary translation
Types of binary translation
Basic concepts
2. Static Binary Translation
Basic Algorithm
Intermediate Representations
Local and global optimizations
3. Dynamic Binary Translation
Basic algorithm of dynamic binary translation
Translation cache
Interpreter and Profiler
Translation Unit
Register Allocation
Chapter 5. Memory, Interrupts and Timing
1. Memory emulation
Memory Map. Region List
Memory Banking
Other implementations
Memory Management Unit (MMU)
Endianness and CPU data size
2. Interrupts and exceptions
3. Timing
4. Others
Float Point Emulation
Vector instruction emulation
Chapter 6. Graphic Emulation
1. Graphics in computers
2. Types of graphic hardware
3. Tiled based graphic engines emulation
The background layer
The sprite layer
Handling priorities
The palette
Vertical and horizontal interrupts
Emulating the SMS VDP
A more advanced VDP: Genesis
4. Plain 2D graphic generation
Chapter 7. Sound Emulation
1. Sound in computers
2. Types of sound hardware
3. Wave generator based sound hardware
PSG emulation
FM emulation
4. Sample based sound generation
Chapter 8. Information, testing and legal
1. The information. Research. Reverse Engineering
2. Testing and debugging
3. Legal and Commercial aspects of emulation
Chapter 9. Conclusion
1. Initial objectives
2. Objectives acomplished
3. Further work
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Study Techniques for Emulation Programming

Study Techniques for Emulation Programming

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Published by Shawn Crawford

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Published by: Shawn Crawford on Jan 31, 2012
Copyright:Attribution Non-commercial


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