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Pokemon Emerald Ported to WebAssembly (100k FPS) (pokeemerald.com)
hawkice 4 hours ago [-]
Confirming that saving genuinely works. Interesting stuff. Wonder if we can get trades working too.
tripplyons 3 hours ago [-]
Yeah, I made sure saving worked correctly
ceroxylon 2 hours ago [-]
First thing I checked as well! I've been Poke-sniped, there goes a few hours.
wild_pointer 28 minutes ago [-]
There should be 2 options for speed, regular and sped up. Then there should be a key to speed the game up. When I was a kid, it was the space key for GBA. You could have the normal game and skip the boring parts fast.
Luc 4 hours ago [-]
fc417fc802 4 hours ago [-]
How long until this is DMCA'd? How has the project it's based on stuck around for so long? Do I perhaps misunderstand what this is? https://github.com/pret/pokeemerald
mathgeek 3 hours ago [-]
It's a port of a disassembly that requires you to provide your own ROM. The legality of such things is a tangled web that anyone producing them needs to navigate very, very carefully.
Lplololopo 31 minutes ago [-]
How is this a port which requires you to provide my own ROM?
yw3410 3 hours ago [-]
Interesting; but the GitHub project linked seems to have the original animations from the ROM.
derefr 14 minutes ago [-]
I get the sense that these disassembly/decompilation projects believe that some types of IP-laden asset data can be shipped embedded into the project — not necessarily "legally", but in that they'll likely get away with doing so indefinitely — as long as:

1. those assets are stored in proprietary formats that only the game code itself understands, and

2. no tool exists in the project to extract the assets from these proprietary formats into open formats, unless that tool itself exists only in source-code form in the codebase, and requires the ROM as an input to compile it (even if in the case of such a tool, the ROM is doing nothing but serving as a "key" to unlock compilation.)

Basically, if you have to prove you have your own copy of the IP in order to make their embedded copy of the IP "legible", then it's very hard to construct an evidence-based DMCA takedown order that actually makes any coherent point about the project "distributing" said IP.

That being said, shipping assets like this at all, even if you "can get away with it", is ultimately just a kind of laziness / shortcut-taking. They do it because there's either no clear/simple/obvious way to automatically extract the given asset data from the ROM (e.g. because the relevant data is split up into various data planes + metadata bits that are stored "exploded" all over the ROM), so they just did it once by hand, committing the results; or because there's no clear/simple/obvious way to store the extracted asset data such that a regular compiler/assembler natively understands how to embed it into the binary in the particular form it was found in the original ROM. (Remember, re-assembling/compiling to the original ROM is always the test these projects use to ensure their disassembly/decompilation is preserving semantics. So they need to replicate every weird layout quirk the original dev tooling imposed upon the original ROM.)

But what they should actually be doing, is writing codegen tooling, that runs before compile/assemble time, and converts the extracted ROM asset data into the form you currently see it in in the repo. For example, by taking animations that were stored in the ROM "exploded" across various banks, and which get extracted out as spritesheet images, and splitting+transforming the chunks from those images back out into generated "per-aspect" assembly files filed into the appropriate original code banks.

mathgeek 3 hours ago [-]
It's mostly argued around or against the application of fair use. I suggest consulting a lawyer if you're truly interested, as it quickly gets into legalese around what constitutes ownership, distribution, etc. Throw in a lack of extensive case law and you quickly get into opinions rather than legal bases.
oompydoompy74 2 hours ago [-]
I’m of the opinion that projects like this should start hosting Forgejo instances in countries with favorable laws and just mirroring to Github for exposure.
elmt35 47 minutes ago [-]
or something decentralised, like radicle (https://radicle.dev)
firefax 2 hours ago [-]
Why Emerald -- is classic already done?

If anyone has emulator suggestions, I recently attempted a playthrough and found that midway through my copy of red, the game was corrupted? Oddest thing -- hadn't reading the point where you do the "Missingno trick" near cinnebar.

Anyways, I suspect the save got corrupted somehow but it made me swear off emulation and try a physical copy. (Which had the battery I replaced fail... it's been a comedy of errors).

jeremyloy_wt 1 hours ago [-]
Emerald is well regarded as the best of Generation 3, which is the final of the traditional 2D games and can trade with Fire Red/Leaf Green (remakes of the classic)

So you have available all of the original Pokémon

tripplyons 46 minutes ago [-]
I chose Pokemon Emerald because it is my favorite of the games that have been disassembled!
patrickcorrigan 2 hours ago [-]
Try https://afterplay.io it’s cross platform, saves every 20 seconds and keeps your last 50 saves which you can recover from if anything goes wrong
weird-eye-issue 3 hours ago [-]
I did a Pokémon Crystal playthrough several months ago, still great games!

I used an emulator on my laptop with increased speed so it made everything like walking and combat way faster which was really nice and I probably would have given up if it wasn't for that

gobdovan 3 hours ago [-]
Any way to get sound?
tripplyons 3 hours ago [-]
I have not added that yet, but it would probably be quite easy to throw a few prompts to Codex to do so.
oceansky 3 hours ago [-]
Next step: 100% browser javascript pokémon emerald.
danielrmay 2 hours ago [-]
Super neat. I'd love to see what it would be like to play with more modern &intuitive touch controls instead of just the D-pad and A/B.
dmitrygr 4 hours ago [-]
Ok. So what’s interesting here, presumably, is that this isn’t a wasm GBA emulator (which also exist and work). This is the game itself compiled to wasm. Even though no official source code was ever published, there was a community based decompilation.
tripplyons 3 hours ago [-]
Yes, it a recompilation of a community decompilation!
eigenspace 5 hours ago [-]
Very cool. Too bad this doesnt seem to work as a PWA, or am I jusr missing the button on Android Firefox?
ameliaquining 3 hours ago [-]
You could send a PR. It's reasonably straightforward to add a manifest to make the app installable (https://developer.mozilla.org/en-US/docs/Web/Progressive_web...), and to use Workbox to make it work offline since it's fully static (https://developer.chrome.com/docs/workbox).

The one caveat is that a PWA needs an icon but the project doesn't currently have one, so you'd have to design, find, or LLM-generate one.

parasti 4 hours ago [-]
You have to use "Add to home" menu item on Firefox for Android. But this web app doesn't seem to be a PWA.
deadbabe 32 minutes ago [-]
What kind of mods and new features could be added?
zuzululu 36 minutes ago [-]
Nintendo lawyers intensifi
Innittech 2 hours ago [-]
29 FPS for me, what hardware are you using to get a hundred thousand FPS?
_vertigo 2 hours ago [-]
iPhone 13. Did you change the slider at the bottom?
Innittech 33 minutes ago [-]
Yeah, just found that. Now I'm getting 3000+FPS on my ancient Thinkpad T520.
itsthecourier 4 hours ago [-]
some weeks ago I made a Gameboy emulator from zero in rust and then exported it to wasm

https://holy-lake-f6df.sdreyesg.workers.dev/

took me 3 hours with Opus. Opus knew the whole ISA, clock, bus quirks, etc. from their training without any external docs

mathgeek 3 hours ago [-]
Likely because all of the external docs were already in its training set.
tripplyons 3 hours ago [-]
Yes, this project was made in around 15 hours of Codex.
3 hours ago [-]
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