Decoding is easy. Decoding requires a lot of typing. (I am starting to believe this is true of ever aspect of interpreted emulation…)
For the AEJS decoder, I am creating a look-up table with every possible pattern for each instruction. It was my first idea, but I initially discarded it as “wasteful and inelegant”. Later, I accepted it as “really fast”.
I’m generating a large set of bit patterns that map to 68k opcodes, like so:
0100101011111010 -> BGND 0100101011111100 -> ILLEGAL 0100111001110000 -> RESET 0100111001110001 -> NOP 0100111001110010 -> STOP 0100111001110011 -> RTE
The current code can be found here.
# Generate the LUT on launch (dynamic)
This has the advantage of being easier to debug. It also might be easier if I ever expand the emulator to other chips, like the 68020 or 68030.
It currently takes about 0.466 seconds on my machine to generate ~12,000 patterns. That means it should take less than 2.5s to generate the full LUT.
# Generate the LUT pre-launch (static)
This is what I’m currently working toward. genlut.py is currently generating about 12,000 opcode bit patterns out of a max of I’m-not-sure-yet-but-slightly-less-than-65,536.
With this method, I would run genlut.py one final time, pipe the output into a static JS file, and regex the contents into a JS array. The LUT would never have to be generated again, and would exist happily forever-after.
Cons: relies upon the LUT being 100% correct, as any errors would be hard to debug, and would require another run of genlut.py to fix.
Pros: AEJS will launch faster without having to generate the LUT each time. If I can verify that the LUT is 100% correct, this is obviously the right approach.
I’ll continue on with the static method for now, and odds are I’ll stick with it. 2.5s is too big a price to pay.
Back to work:
(This post was copied from my old AEJS blog)