Writing a cached interpreter

A while ago, I rewrote my GBA emulator (GBAC-) in C++ (DSHBA) to make it faster. I wanted to add a hardware renderer, and really focus on optimizing it all the way. After I was “done”, and had reached framerates higher than I had ever hoped before, I recently came back to it, and wanted to try to write a cached interpreter. I have heard a lot of talks about JITs and cached interpreters for performance gain, and since I had reached pretty insane framerates already, I wanted to go even further.

AGS Aging Cartridge Test Decompilation

AGS Aging Cartridge is a test used by Nintendo to test GBA systems. I have used it myself mostly to see how well my emulator performed in it while developing […]