N64 WASM
github.com
github.com
Just trying to point you in the right direction as many projects are now using WASM and the debugging tools are useful. good effort
More generally, what’s the most nested Turing machine ever built?
https://www.alchemistowl.org/pocorgtfo/pocorgtfo20.pdf
(warning: it's a relatively big PDF file, which also works as a .zip file with resources)
I've found "self-interpreter" implementations that aim to be short
https://arxiv.org/html/cs/0311032
https://codegolf.stackexchange.com/questions/585/self-interp...
But I haven't found anyone yet that optimized for actual number of recursive implementations on a real machine.
The biggest problem I have had with emulators is always sound though; it's often choppy even when the emulator does not lag!
What I would give to know why sound always becomes choppy when you emulate it, my solution so far is to just compile emulators until the audio works and copy'n paste that part of the code over to the emulator that has video working best!
The main issue is that for games you want as low latency as possible, when you control things immediately it's easy to know when actual triggers happens, but for emulation you might need to copy or snapshot the entire state whilst under a strict timing deadline.
The options are, bigger buffers (easier to emulate, more time for things.. worse latency) or smaller ones (less latency, but timing is harder and if there is extra work that has to fit within the deadline).
What's wrong with UBlock Origin?