Viewing profile — binji
binji
HN member- Joined
- Tue, Nov 12, 2013, 6:05 PM UTC
- HN karma
- 433
- Public activity
- 45 items
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About binji
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Recent public activity
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Comment #48439060
Very cool! Clearly I had a long way to go with mine to get it under the IOCCC requirements :) Though my goal was specifically Pokémon... curious how much more you would need to be …
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Comment #44465442
rgbds-live is more-or-less this same idea, with an embedded version of RGBDS: https://gbdev.io/rgbds-live/
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Comment #36320383
Glad they've helped! There are plenty of better emulators, but I'm pretty proud of binjgb for being small, pretty fast, and pretty accurate.
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Comment #36320328
heh, good point! Most of the older ones are using GameBoy-Online[0] instead, since that was the GB Studio default for a while. But I think everything since GBStudio 3 should be bin…
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Comment #36319585
nah, people can do whatever they want with it :)
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Comment #36318673
This is using my gameboy emulator, binjgb[0], on the website! (well one of my gameboy emulators, heh [1][2]) It's been used as the emulator for GB Studio for a little while now, bu…
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Comment #33386064
Thanks! I don't work much on WebAssembly anymore, but I'm super excited to see all the progress being made.
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Comment #33382531
That's true, I should have mentioned that I use this extension. It is supported by clang as well, however.
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Comment #33381587
This was brought up for the last one of these I made, but the code here is c++ so wouldn't be allowed. I don't use a lot of c++ features, but it might be hard to keep the code size…
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Comment #33381577
Hi all, author here! Happy to answer any questions y'all have
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Comment #33381567
I didn't handle audio for this emulator. But you can see how I handle resampling in my more fully-featured NES emulator here: https://github.com/binji/binjnes/blob/ca6977469168069a…
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Comment #27407291
I think so, when I was doing the write-up I noticed a few things I could have improved (and a few bugs!)
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Comment #27403149
I kind of dreaded writing that one, to be honest! I didn't quite cover all the details but I hope it made a little more sense. :)
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Comment #27402733
Yes, you can find all the meeting notes here: https://github.com/webassembly/meetings However there were a lot of discussions that were not in those meetings and were in smaller gr…
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Comment #27402721
Yep, I made a mistake it's actually 68.
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Comment #27399071
Ha, I guess we'll see when I go for my next gig :-)
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Comment #27398935
I'm probably the wrong person to ask, to be honest. I was around for a lot of the design of Wasm, but wasn't really involved at that level. That said, in my opinion the ideal set o…
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Comment #27398846
Not sure, I think it should! Would be really cool if someone tried it out. I'm a little worried I didn't implement some necessary instructions/hardware features so the game isn't a…
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Comment #27398504
Oops you're right, I should have mentioned that. Red works too, I just didn't want to write Blue/Red everwhere :)
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Comment #27398492
JVM is a great choice! You might also want to check out WebAssembly too (full disclosure: I used to work on wasm). There aren't too many opcodes, and a lot of them are relatively s…
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Comment #27398216
I got kinda dragged about this on reddit/twitter. Afterwards I posted on r/tinycode with the size in bytes: https://www.reddit.com/r/tinycode/comments/nn5djb/pokegb_a_g...
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Comment #27397957
It really is one of the best things about emulation development. It's surprising how quickly you go from "nothing works" to "I'm playing Super Mario Bros!"
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Comment #27397815
Hi all, I'm the author of this post! Happy to answer any questions. :-)
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Comment #14413884
Very nice write-up, thanks! BTW, I also ran into issues with ScriptProcessorNode when generating audio, and ended up using `createBufferSource` with a scheduled playback time. I wr…
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Comment #14396285
You may want to take a look at the formal spec here as well: https://webassembly.github.io/spec/ There's still some work to be done, but it is quite far along already.