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High-level emulation : ウィキペディア英語版
High-level emulation

High-level emulation (HLE) is an approach for construction of emulators, especially for video game consoles, which attempts to simulate the response of the system rather than accurately recreating its internal design.
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 ''Low-level emulation'', or ''LLE'' which is used to develop new computer hardware and execute legacy binary code.
The term HLE originates from UltraHLE, the first emulator for the 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 earliest (1962) high-level emulator was called a functional simulator for executing military flight programs written in symbolic assembly language code, without generating binary code.
== Criteria for High-Level Emulation ==

In order for HLE approach to work, the platform in question must meet certain criteria. Namely, there must exist a higher abstraction level than the raw binary machine code to be executed, realised directly in the hardware, or by the operating system. In any case, it must exist outside of the software intended to run on the emulated platform, and have certain amount of standardisation and semantics for HLE to succeed.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「High-level emulation」の詳細全文を読む



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