Editing High/Low level emulation
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− | '''High-level emulation''' ( | + | '''High-level emulation''' (HLE) and '''Low-level emulation''' (LLE) are approaches to the construction of video game console emulators. |
− | + | LLE just runs translates the native code and is the traditional way of emulating. HLE, in contrast, attempts to simulate the response of the system rather than accurately recreating its internal design. HLE rewrites the functions using native c/++ code, and then hooks into calls to that function, and runs the HLE version instead of the native code. | |
− | + | Instead of trying to accurately create or recreate the hardware gate by gate, in HLE a software platform is created on which the emulated code can be run in a host computer having different hardware and a different instruction set. The effort focuses on recreating the appropriate ''functionality'' provided by the system emulated. Thus, the emphasis is shifted from the most efficient ''method'' of processing data to getting the same (or comparable) ''results'' as if the native platform was used. By contrast, the traditional way of emulating is termed. HLE also does not require a console's BIOS file in order to run. | |
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== Comparison to traditional models == | == Comparison to traditional models == | ||
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The term HLE originates from [[UltraHLE]], the first emulator for the [[Nintendo 64 emulators|Nintendo 64]] console that ran commercial games. Initial discussion about HLE occurred to give context for the reasons behind some video games not functioning properly with the emulator. | The term HLE originates from [[UltraHLE]], the first emulator for the [[Nintendo 64 emulators|Nintendo 64]] console that ran commercial games. Initial discussion about HLE occurred to give context for the reasons behind some video games not functioning properly with the emulator. | ||
− | [[Dolphin]] uses HLE for the Starlet co-processor and its various system functions, related to Wiimotes, networking, file access, USB, and the like but it retains low-level components for the CPU, GPU, and memory handling. | + | [[Dolphin]] uses HLE for the Starlet co-processor and its various system functions, related to Wiimotes, networking, file access, USB, and the like but it retains low-level components for the CPU, GPU, and memory handling. |
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== External links == | == External links == | ||
* [http://www.emulator-zone.com/doc.php/n64/ultrahle.html History of UltraHLE] | * [http://www.emulator-zone.com/doc.php/n64/ultrahle.html History of UltraHLE] | ||
* [http://www.emuunlim.com/UltraHLE/old/techinfo.htm UltraHLE - Technical Information]: an overview of low-level CPU emulation and high-level co-processor emulation in UltraHLE | * [http://www.emuunlim.com/UltraHLE/old/techinfo.htm UltraHLE - Technical Information]: an overview of low-level CPU emulation and high-level co-processor emulation in UltraHLE | ||
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==References== | ==References== |