Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!udel!rochester!cornell!uw-beaver!zephyr.ens.tek.com!tektronix!sequent!mntgfx!dclemans From: dclemans@mentorg.com (Dave Clemans @ APD x1292) Newsgroups: comp.sys.amiga.emulations Subject: Re: Emulator Mechanics (sorry long post) Message-ID: <1991Mar6.212548.9641@mentorg.com> Date: 6 Mar 91 21:25:48 GMT References: <4992@mindlink.UUCP> Organization: Mentor Graphics Corporation Lines: 21 On the "compiled" approach to emulation: There definitely has been previous work in this area. The system I've heard of was an internal tool that was used experimentally to port some games from the Intel world to the 68K world. To use it, you basically had to develop enough information to get a clean disassembly of the Intel code; i.e., so that you "knew" where all the code and data was in the source object file. That then was used to drive the tool that produced the "compiled" 68K file. After that was done you had to go over the output for correctness, system dependencies, etc.; it was not intended as a turn key system. ... As a side issue, to bring over some of the bigger DOS packages you'll have to worry about more than just converting a single file. You have to find and convert all of their code overlay files.... dgc