Pokemon Emerald Ported to WebAssembly (100k FPS)
41–50 of 108 posts
Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#42Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#43https://github.com/tripplyons/pokeemerald-wasm/
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
It didn't used to be this way.
I think 20-30 years of copyright should be plenty to extract whatever profits you deserve from the fruits of your labor. Anything beyond that is just holding culture hostage for the benefit of a few. It doesn't serve society in any meaningful way.
Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#44I 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
I find it improves the game when I don't have to spend a bunch of time leveling up or earning gold for equipment.
Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#45What are considered the best games in WASM? I recently got into playing around with WASM - it would've been great if this technology was prevalent during the Flash games era
Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#46Crashed when using a potion vs May :(
Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#47Btw, it seems there's a crash when you choose "Pokemon" in the "Fight/Bag/Pokemon/Run" menu:
Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#48Earlier quoted context omitted.
Interesting; but the GitHub project linked seems to have the original animations from the ROM.
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…
To be clear; I don't really understand the law around this - my own country is based on case law which means that even if I wanted to open source some of my reverse engineered games (I have a few private partial implementations of some old defunct game engines in-progress), the distinct lack of prior cases means, sadly, it's prudent not to release them at all while the companies are still active.
Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#49some 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
Re: Pokemon Emerald Ported to WebAssembly (100k FPS)
#50Cool! I like the speeding up feature. I suggest making the UI indicate that you can press the keys `z` and `x` on the keyboard to trigger the A and B buttons respectively, I figured that out by pressing on my keyboard the A and B keys and then all the letter keys. Btw, it seems there's a crash when you choose "Pokemon" in the "Fight/Bag/Pokemon/Run" menu: https://i.ibb.co/tpVV8q83/poke-fight-menu.png