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binji

HN member
Joined
Tue, Nov 12, 2013, 6:05 PM UTC
HN karma
433
Public activity
45 items

About binji

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Recent public activity

  1. comment
    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 …

  2. comment
    Comment #44465442

    rgbds-live is more-or-less this same idea, with an embedded version of RGBDS: https://gbdev.io/rgbds-live/

  3. comment
    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.

  4. comment
    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…

  5. comment
    Comment #36319585

    nah, people can do whatever they want with it :)

  6. comment
    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…

  7. comment
    Comment #33386064

    Thanks! I don't work much on WebAssembly anymore, but I'm super excited to see all the progress being made.

  8. comment
    Comment #33382531

    That's true, I should have mentioned that I use this extension. It is supported by clang as well, however.

  9. comment
    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…

  10. comment
    Comment #33381577

    Hi all, author here! Happy to answer any questions y'all have

  11. comment
    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…

  12. comment
    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!)

  13. comment
    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. :)

  14. comment
    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…

  15. comment
    Comment #27402721

    Yep, I made a mistake it's actually 68.

  16. comment
    Comment #27399071

    Ha, I guess we'll see when I go for my next gig :-)

  17. comment
    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…

  18. comment
    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…

  19. comment
    Comment #27398504

    Oops you're right, I should have mentioned that. Red works too, I just didn't want to write Blue/Red everwhere :)

  20. comment
    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…

  21. comment
    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...

  22. comment
    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!"

  23. comment
    Comment #27397815

    Hi all, I'm the author of this post! Happy to answer any questions. :-)

  24. comment
    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…

  25. comment
    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.