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Matías Locatti 2022-05-09 16:02:34 -03:00 committed by GitHub
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@ -69,8 +69,8 @@ Well, its {{< gh-hovercard "8161" "OpenGLs turn" >}} to join the fun.
We mentioned last month how `Super Mario 64` had special requirements to start running on yuzu.
Most games build their code `ahead-of-time` ([AOT](https://www.youtube.com/watch?v=DeYTBDQnQZw)), that is, before being shipped to you. The OSs job is to execute that precompiled binary code, and so you run your games.
`Super Mario 64`, on the other hand, runs `just-in-time` (JIT), to make it easier to develop the Hovercraft emulator, and to allow reusing the same Hovercraft binary for different games.
The Hovercraft emulator loads a native Nintendo 64 ROM of Super Mario 64, its JIT compiler takes the ROM and translates the original [MIPS](https://en.wikipedia.org/wiki/MIPS_architecture) (the architecture of the Nintendo 64s CPU) instructions into [AArch64](https://en.wikipedia.org/wiki/AArch64) (the Switchs CPU architecture) instructions on the fly.
`Super Mario 64`, on the other hand, runs `just-in-time` (JIT), to make it easier to develop the `Hovercraft` emulator, and to allow reusing the same `Hovercraft` binary for different games.
The `Hovercraft` emulator loads a native Nintendo 64 ROM of Super Mario 64, its JIT compiler takes the ROM and translates the original [MIPS](https://en.wikipedia.org/wiki/MIPS_architecture) (the architecture of the Nintendo 64s CPU) instructions into [AArch64](https://en.wikipedia.org/wiki/AArch64) (the Switchs CPU architecture) instructions on the fly.
Just then the operating system will execute the game.
{{< imgs