Emulator Hierarchy

A look into ways to express the hierarchical state of emulated system. Includes a brief history of bsnes and higan development. | Continue reading


@byuu.net | 4 years ago

Emulator Design: Cooperative Thread Serialization

Solutions to the complicated issue of serializing (eg capturing save states) for cooperative threads. | Continue reading


@byuu.net | 4 years ago

Run-Ahead for Input Latency Reduction

A look at how run-ahead can be implemented to achieve better-than-hardware input latencies in games. | Continue reading


@byuu.net | 4 years ago

Cooperative Threading

Cooperative threading can be used in emulator design to abstract away emulated processor state machines. This article looks at its pros and cons. | Continue reading


@byuu.net | 4 years ago

Input Latency Reduction

A simple technique for reducing input lag in emulation. | Continue reading


@byuu.net | 4 years ago

Super Nintendo Game Bugs

Bugs that exist in SNES games and which occur even on original hardware. | Continue reading


@byuu.net | 4 years ago

We Stand on the Shoulders of Giants

Words of inspiration for aspiring emulator developers. | Continue reading


@byuu.net | 4 years ago

Compact Disc Structure

A look into the data that's stored on CD-ROMs, how that's encoded into CD image files, and a proposal for a more complete CD-ROM archival format. | Continue reading


@byuu.net | 4 years ago

Dynamic Rate Control when emulating old video game systems

A powerful technique to keep both video and audio synchronized under emulation. | Continue reading


@byuu.net | 4 years ago

Cartridge Printed Circuit Boards

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@byuu.net | 4 years ago

CPU: Arithmetic Logic Units

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@byuu.net | 4 years ago

Color Emulation

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@byuu.net | 4 years ago