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Raymond Chen explains how Windows on AArch64 implements function hot-patching more simply than on x86, using a 12-byte patch space and a three-instruction trampoline via the xip0 scratch register, noting that pointer authentication (pacibsp) usually guards the function entry.
This 2011 mailing list thread discusses compiler challenges in optimizing interpreter loops and how LuaJIT2 achieves better performance through assembly-level techniques like fixed register assignment.
A developer describes debugging a complex bug in an ARM64 bare-metal hypervisor for postmarketOS, involving instruction cache coherence issues and hardware-specific behavior related to the NX bit.
tmp.0ut volume 5 is a tech publication featuring articles on low-level programming, ELF format manipulation, viruses, kernel patches, and other hacking-related topics.
Virgil Dupras introduces a series of articles aimed at teaching low-level programming by building a Forth system and a partial C compiler from scratch, starting from bare metal to develop operating system concepts.
The article describes techniques for making a Go-to-C translation tool called Solod freestanding by porting standard library packages to work without libc, using methods like freestanding headers and compiler builtins.
An update on improving a minimal ARMv7 emulator, focusing on optimizing memory translation from complex B-tree mapping to a simplified 4 GiB slab approach for efficiency.
A Cornell ECE4760 course project demonstrates that the RP2040 microcontroller's DMA subsystem is Turing complete, building a functional fetch-execute CPU entirely out of DMA channel operations without involving the ARM cores.
An in-depth technical blog post explaining how to efficiently transpose matrices using SIMD instructions on modern x86_64 CPUs, focusing on AVX2 intrinsics like _mm256_shuffle_epi8.
A detailed write-up of a 16-byte x86 real-mode DOS demo that generates an infinite Sierpinski fractal in video memory while simultaneously producing audio output, showcasing extreme algorithmic density in the demoscene tradition.
A tutorial guide that walks through setting up a Rust project to build a ROM that runs on the Game Boy Advance, covering project setup and pixel rendering.
The author details the third iteration of the bx library's cross-platform SIMD abstraction, advocating for a typeless approach and SSA-style coding to simplify low-level performance optimization across different CPU architectures.
The article discusses the complexities of VGA memory access and the challenges of emulating old hardware due to inadequate documentation.