if you wrote an emulator in DBP you'd actually need to make it a Standard Recompiler Engine, these aren't so uncommon amongst the GB Emulator scene - basically extracts all of the GB data from the Rom into more standard formats and then rebuilds the code that the ASM would be in C, oftenly the results are buggy to say the least but faster than standard emulation.
Current problem with emulator development in anything other than ASM is the fact that you can't actually access the Processor Directly, in MSVC++ you can in VS6.0 sp5 w/Processor Pack and i think that .Net also has some of these abilities ... but without the direct access of CPU instructions emulation of any decent speed is actually a far cry.
I mean look at current Playstation Emulators, Bleem! needs a P2-233Mhz Mmx w/16Mb Direct3D Card w/128Mb Ram to actually run at a decent speed - oki not much by todays standards, but when you think that a playstation runs at a Reduced Instruction 38.6Mhz w/2Mb Vid Ram and 1.5Mb Shared Audio/System Ram + a standard VGA Graphics Chip and standard 16bit Mod Sound Chip ... i mean really it should be more than playable on most 486machines.
It's that lack of being able to access the CPU which is the case though, as well as the instruction sets on these console processors are setup for certain instructions which x86 CPU's arn't
Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!