Ah, my apologies -- thought that the OP was the original creator.
So, in effect what you do is take your code from `GameBoyCore.prototype.executeIteration' and roll that into your dynarec'd function on a per-instruction basis. The simpler you can make it, the better for performance; you have the benefit of knowing how long each instruction will take to execute at dynarec-time, so you can do some fun optimizations there.
Dynarec'ing cycle-accurate code is hard, but it's a lot of fun and damn efficient if you get it right.
So, in effect what you do is take your code from `GameBoyCore.prototype.executeIteration' and roll that into your dynarec'd function on a per-instruction basis. The simpler you can make it, the better for performance; you have the benefit of knowing how long each instruction will take to execute at dynarec-time, so you can do some fun optimizations there.
Dynarec'ing cycle-accurate code is hard, but it's a lot of fun and damn efficient if you get it right.