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> Yes, you can avoid dealing esoteric details like the way multiple memory spaces > are supported without any adverse consequences for arcade emulation (or 99.99% > of any emulation). You can also neglect the prefetch on the 68K (though you'll > need it for e.g. Amiga or Atari ST emulation). You can avoid other (fairly) > esoteric stuff like trace mode or alignment exceptions as well.
And to add to that: Emulate instructions and features as you encounter them. Run your emulator until you hit an unimplemented opcode, add it in, rinse, lather, repeat.
> > * What is a good arcade game to start with, so a simple to emulate yet fun > > machine? So that I won't have to torture myself trying to get Galaxy Force to > > show anything, you know... :-) > > I wouldn't know a good example, though there definately are some. Maybe > Biomechanical Toy?
One word: Food Fight.
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