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WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter

humphri.es

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Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter

#15
post #6

Earlier quoted context omitted.

[flagged]

Every company they apply to will be leveraging LLMs. Time to get over it. No need to be grumpy old man about such things. Every generation has faced such foes. The old always yields to the new. For the times they are a-changin'

[deleted]

Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter

#16
I've always really enjoyed Andrew Kelley's article about trying to statically recompile NES code from 2013 [1]. Basically he makes a ton of progress but gets hung up not just on the realities of the handwritten assembler of the era just not being all that great at mapping to higher level LLVM IR. In the conclusion he specifically calls out a JIT-type methodology as probably being the way to go, where you live-recompile the hot paths when you have the runtime data required to actually understand them, and don't worry about the parts you can't.

Very cool to see something like that in action.

[1]: https://andrewkelley.me/post/jamulator.html

Re: WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter

#18
post #4

yet on real old hardware it would be 20x slower in real life. same as all native javascript junk - its fast, but non usuable on older hardware

Here's a nickel kid. Go buy yourself a real computer.

How much RAM would a nickel buy me?
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