So, one issue is that I’m coming up against a bit of a skill wall. There are some errors in the flycast core logic and I have discussed them with the person who basically manages it. However, fixing them or working around them is very difficult for me. I have also recently learned that, apparently, the “generic JIT” might work? I do not know if this is true or not, however, but I certainly spent an awful lot of time on trying to get it to work.
As far as OpenLara goes - the issue there appears to be in shaders not existing or something. I’m a bit unsure as to anything OpenGL beyond “debugging the problem.” In Craft, the issue is that some texture isn’t compiling properly or something when rendering the sky. However, there is a native OpenLara iOS version, so for now it might be best to just use that if you are interested in playing it.
And as for the non-JB JIT… I have been keeping a close eye on that. However, actually implementing it in other cores is far above my skill level, I think. Ideally, the people who know the various cores the best (flyinghead for flycast, for example) should implement that since they would know how best to do so. I mean, even more ideally, if it is at all possible, it would be nice to get a RetroArch-wide implementation so that various cores would not have to worry about implementing it in any particularized way. However, I do not know if this is possible.
Either way, if we want JIT in flycast, it will need some asm changes. I have gotten some of the asm stuff to work in arm64, but… Even then, I’m not ENTIRELY sure it is 1:1 since, well, the JIT just causes flycast to crash as it is anyway.
So that’s where things stand. The next core I think I want to work on getting interpreter mode working on is Dolphin. That seems feasible. Alternatively, I may try to look into getting JIT working retroarch-wide or something, but the issue is that I simply don’t have a way of testing to see if works. I do not know how to begin going about that.