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nestopia's Introduction

About

This project is a fork of the original Nestopia source code, plus the Linux port. The purpose of the project is to make sure people who want a standalone GUI for the Nestopia emulator have this option available.

Current Project Goals:

  • Maintain a functional GUI for the Nestopia emulator on Linux, BSD, and Windows platforms

Contributing/Issues:

  • Contributions will be reviewed for anything related to the standalone GUI builds
  • Issues related to core emulation will be closed. This project no longer maintains the core emulator. Please submit issues about core emulation upstream at https://gitlab.com/jgemu/nestopia
  • When not using a tagged release, please understand that the code is volatile and nothing is set in stone.

The following platforms are supported:

  • Linux, BSD, Windows

Libretro notes: The libretro port is no longer maintained in this repo, and is now maintained by the libretro community. For libretro-specific issues, please use the libretro repository: https://github.com/libretro/nestopia

This project depends on the following libraries: FLTK 1.3, SDL2, libarchive, zlib

Installing Dependencies

Install dependencies required for building on Debian-based Linux distributions:

apt-get install build-essential autoconf autoconf-archive automake autotools-dev libfltk1.3-dev libsdl2-dev libarchive-dev zlib1g-dev

FLTK Build

To build using Autotools (optional arguments in square brackets):

autoreconf -vif
./configure [--enable-doc]
make

Optionally:

make install

macOS Build

# Install dependencies
brew install autoconf automake autoconf-archive pkg-config libarchive libepoxy fltk

# Build
autoreconf -vif
export PKG_CONFIG_PATH=/usr/local/opt/libarchive/lib/pkgconfig/
./configure [--enable-doc]
make [install]

Win32 Build

To build the win32 solution with Visual Studio 2010:

  1. Ensure you have the DirectX 9 SDK
  2. Manually zip NstDatabase.xml to the destination source/core/database/NstDatabase.zip
  3. Open projects/nestopia.sln
  4. Build in release mode

nestopia's People

Contributors

cpasjuste avatar dankamongmen avatar larvata avatar mc1ay avatar mjunix avatar orbea avatar rdanbrook avatar tetron avatar wyatt8740 avatar xiota avatar

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nestopia's Issues

64-bit binary releases for Windows

Hello. Considering that 64-bit versions of Windows are now popular, I think it would be good to include a 64-bit build on the website. I'd build it myself if I had a 64-bit version of Windows, but I don't.

If this does come to fruition, the name of the binary should be different. Perhaps nestopia_x64 or something. This way the x86 and x64 versions can coexist in the same directory. (I have all of my Windows emulators on a flash drive; portability is a must!)

[Request] Faster turbo speeds

A small request I would love to see implemented if it's not to much trouble would be to let the user define a speed beyond that of the current cap of 240 for both "Alternative Speed" and "Rewinder". So any chance the cap could be removed completely or just increase it to something obscene like 1000?

Load state reset the game

When you try to Load a state, and doesn't exist any state, its say "corrupted state" and reset the game.
It will be nice that if doesn't exist any state the game don't will be soft/hard reset

OpenBSD support

The devel branch almost builds as-is on OpenBSD. It does need to be linked with -lossaudio.

The resulting nestopia opens a gui but shows only a black screen for any ROM I try (under either OpenGL or software rendering).

Host downloadable source tarballs

Right now the website at http://0ldsk00l.ca/nestopia.html links to an autogenerated Github tarball. This is unsuitable for packaging, because the checksums are not stable (for instance, they are subject to change whenever Github updates their infrastructure).

If you could provide a direct link to a source tarball like "nestopia-1.44.tar.gz" on the website somewhere, that would be very helpful.

Compiliing error gtkui.cpp - Ubuntu 13.04 64 bit

Hello,

So I was recently compiling the latest git version of this project and I ran into a compiling error when running make. Here's my terminal output:

Creating output directory objs
Creating output directory objs/core
Creating output directory objs/core/api
Creating output directory objs/core/board
Creating output directory objs/core/input
Creating output directory objs/core/vssystem
Creating output directory objs/nes_ntsc
Creating output directory objs/unix
Compiling source/unix/main.cpp...
Compiling source/unix/gtkui.cpp...
source/unix/gtkui.cpp: In function ‘GtkWidget* create_mainwindow(int, int)’:
source/unix/gtkui.cpp:819:2: warning: ‘guint gtk_key_snooper_install(GtkKeySnoopFunc, gpointer)’ is deprecated (declared at /usr/include/gtk-3.0/gtk/gtkmain.h:154) [-Wdeprecated-declarations]
source/unix/gtkui.cpp:819:47: warning: ‘guint gtk_key_snooper_install(GtkKeySnoopFunc, gpointer)’ is deprecated (declared at /usr/include/gtk-3.0/gtk/gtkmain.h:154) [-Wdeprecated-declarations]
source/unix/gtkui.cpp: In function ‘void create_messagewindow(char_)’:
source/unix/gtkui.cpp:1347:138: warning: format not a string literal and no format arguments [-Wformat-security]
Compiling source/unix/audio.cpp...
Compiling source/unix/seffect.cpp...
Compiling source/unix/settings.cpp...
Compiling source/unix/fileio.cpp...
source/unix/fileio.cpp:32:21: fatal error: archive.h: No such file or directory
compilation terminated.
make: *_* [objs/unix/fileio.o] Error 1

Apparently a certain function in the source code is deprecated. I looked up the function, gtk_key_snooper_install, and in fact it has been deprecated by the gnome team since v3.4. I'm using the default unity theme on ubuntu and I installed the prerequisites that were asked of me to compile. I found the function in the specific gtkui.cpp file and it was underneath the category of gtkwidget create main window. I don't have any programming experience so I did not know how to change or if I could get rid of it without ill consequences. Instead I thought I would report it to you so somebody from your group or anyone else may correct this. Thank you for taking a look at this. I appreciate it.

Online save state saving/loading

Since I know basically nothing about programming, I have no idea how practical this question is. Would you be able to implement the ability to save and load states while playing online, the way mame++ does? This would be so you could continue a game in case you got desynched part way through.

No FDS error in GUI

On every startup, Nestopia prints to terminal:

Couldn't find ~/.nestopia/disksys.rom
Disk System games will not work

And whenever you try to load a FDS file, it prints to the terminal:

Can't find disksys.rom for FDS game

But the emulator itself just shows a black screen, with no visible error. This is problematic for people who open Nestopia from, say, a desktop menu. An error message like “Couldn't find ~/.nestopia/disksys.rom for FDS game” in the GUI would be helpful. (Obviously, only when specifically trying to load a FDS game, not regular .nes ROMs.)

Aspect Ratio Fix for Windows Version

Dear Mr. Danbrook:

I was fortunate to fix a rather prominent flaw in Nestopia that has existed for as long as I know. The TV aspect mode is incorrect. The aspect ratio is not quite correct, as seen by loading the tvpassfail ROM. A minor change to the win32 code fixes this. Since there appears no way for me to upload a patch, it would seem, I'll put the patch right here:

diff --git a/source/win32/NstDialogVideo.cpp b/source/win32/NstDialogVideo.cpp
index 504f566..9f6cf5d 100644
--- a/source/win32/NstDialogVideo.cpp
+++ b/source/win32/NstDialogVideo.cpp
@@ -682,8 +682,8 @@ namespace Nestopia
                }
                else if (settings.tvAspect)
                {
-                   rect.left  = (rect.left  * TV_WIDTH + NES_WIDTH / 2) / NES_WIDTH;
-                   rect.right = (rect.right * TV_WIDTH + NES_WIDTH / 2) / NES_WIDTH;
+                   rect.left = 0;
+                   rect.right = TV_WIDTH;
                }
            }
        }
diff --git a/source/win32/NstDialogVideo.hpp b/source/win32/NstDialogVideo.hpp
index c75ee3d..22ff220 100644
--- a/source/win32/NstDialogVideo.hpp
+++ b/source/win32/NstDialogVideo.hpp
@@ -83,7 +83,7 @@ namespace Nestopia
                NTSC_CLIP_BOTTOM = NES_HEIGHT - 8,
                PAL_CLIP_TOP = 1,
                PAL_CLIP_BOTTOM = NES_HEIGHT - 0,
-               TV_WIDTH = 288
+               TV_WIDTH = 292
            };

            typedef VideoFilters Filter;

Now I'd like to address some other issues. The aspect ratio for the NTSC filter is still incorrect. I did not test any other filters. Due to my unfamiliarity with the code (having just skimmed through it last night), I was unable to fix the NTSC filter's AR, but I am sure it can be easily fixed. Also it would seem that the Linux version does not do any AR compensation, and looks quite squashed compared to an actual NES. I hope that can be fixed as well. Anyway, if my patch is at all inadequate I will gladly take the time to fix it.

Yours faithfully,
W. M. Martínez

Overscan area cropping

Hi,

Some games have flickering edges. From a bit of research I think this is called the "overscan area" that would not normally be seen on an old TV. I read some emulators have the ability to crop this area.

As an example, the flickering edges can be seen in Final Fantasy (top and bottom) when the screen scrolls up and down and in Super Mario Bros. 3 (left and right sides) when the screen scrolls left and right.

It would be great to be able to crop the image globally. Even better would be settings per game, auto-detection or just have an "old TV setting" if you can work out how old TVs crop the image.

Thanks

VSync and Emulator Speed

After doing some sanity tests I have determined that on my laptop the emulator is actually running slightly faster with vsync enabled. It's Windows XP running the Intel Chipset.

On another computer everything is peachy. With vsync on or off the framerate is 60 and the sound is at the proper speed, even at different refresh rates.

On the laptop (60 Hz) with vsync on, the framerate is about 62 and the sound plays faster than it should. Turning off vsync fixes the issue, but there is screen tearing even with triple buffering enabled. I've tried tinkering with several options but only checking and unchecking vsync affects this issue.

It would nice to get a fix for this, since screen tearing is annoying.

Triangle volume bug in Dendy-mode

Default triangle-channel volume in dendy mode are "57" instead normal "85"

Set it to normal 85 again, please

source\core\NstApu.cpp
line 1576, 1577

if (model == CPU_DENDY)

v = v * 57 / Channel::DEFAULT_VOLUME;

It's a my old bug and mistake. I wrote it to Marty in 2008

Nestopia Timing

Hello! My name is Kasia, I'm a member of Polish Forum of Nes and Pegasus. We're taking a part in Polish League of Pegasus, we are recording a films on Nestopia in different games and then, we are comparing results. There is just one problem. Some people use timing - slowmotion, and in this way they can have better results, you understand. But when you play the film from such a gamer - you can't see its timing, so you can not prove a cheat.

I've seen that you are a person who develops Nestopia. And I have one question - is there a chance to you, edit for us program Nestopia and just turn off option: Timing permanently?

It would help us very much. We won't be using at any different place or any different situation. It's just needed to participate in fair play game.

Best regards,
Kasia

Some Innacurate Sounds

I haven't tested a whole lot of games, but one in particular has some minor sound issues.

Super Mario Bros 3 for instance sounds incorrect when Mario slides his feet while running (when compared to the real hardware). The sound of his feet sliding "skips" and kinda "pops". If you test it vs. the real thing you'll see what I mean. Heck you can test it vs. FCEU or BSNES (using the NES built in). Both of those emulators sound correct with this aspect.

It may be possible that this is not limited to only SMB3, but other games as well that use similar sounds perhaps? I'm not a coder so I wouldn't know.

Anyway, I thought you would like to know about this.

Unable to play Vs. System games in libretro port

I'm not sure how easy it is to fix or whether it is of any priority, but it appears impossible to play Vs. System games in the Nestopia libretro core in it current implementation. Mind you, the games DO boot up, and even display the proper RGB palette, but it is impossible to actually play them as there is no way to "insert a coin", as no button appears to be mapped to do so.

I know recently a button was added to "switch disk sides" for use with FDS games, so from my limited knowledge it appears possible to similarly implement a button to "insert a coin" so that one can start the games. Of course, for all I know it may not be that simple. I'm just bringing it up in case it's a trivial feature implementation so as to increase the Nestopia core's compatibility.

The other snag, I suppose, would be implementing the DIP switches, but that is, of course, not all that necessary. Personally, so long as the games work, I would personally be satisfied.

Linux+ALSA: default sound device is not used

I noticed this issue when I hooked my computer up to my HDTV and nestopia kept outputting audio to my laptop speakers, despite every other program using the television speakers.

The culprit appears to be here:
snd_pcm_open(&pHandle, "plughw:0,0", SND_PCM_STREAM_PLAYBACK, 0)
https://github.com/rdanbrook/nestopia/blob/master/source/linux/oss.cpp#L324

Specifically, "plughw:0,0" shouldn't be hardcoded in.

Either setting this value to the ALSA's default PCM device or providing the user with the option of setting the ALSA device (or both!) would be good solutions.

Controller Issue

  1. When starting nestopia without a controller plugged in, the configuration you once had gets erased and you will have to reconfigure your controller.
  2. When playing a game and you unplug and replug, the controller config gets erased and controller no longer initiates until you restart the emulator.

Hide Mouse Cursor on Fullscreen; Show When Moved or Pressed

I would like to request that the mouse cursor be hidden on fullscreen mode and when you move the mouse or press any of the mouse buttons, it shows for a brief period until mouse inactivity. Similarly to PPSSPP and PC games:

aquanull/ppsspp@5898b68

^that one makes it do it on fullscreen only. the snes9x one does it in windowed mode too only when it is hovered over the emulation window.

nestopia native game genie emulation

Great work on continuing this emulator! I Have a question/issue. Im trying to work into the source for nestopia 1.40 to utilize game genie emulation the way fce does where you rename the game genie bios to gg.rom and place it in the bios folder and be able to enable/load game genie and then start up a rom and put in your codes and then the rom loads just like the old days.

I was just wondering if its feasible to add this into nestopia, alot of us older gamers like the experience. Hopefully i put this in the right place as i would have mailed you on here but do not know how to. I work with the xbox nestopia port and nestopia 1.40pc source so i follow you guys closely when a change is made. :) Any changes you guys make i then have to add the xbox port as well.

Hopefully you will have mercy on my soul and accept as my coding skills for something of this magnitude are not high enough yet. :)

Joystick inputs ignored if too rapid

I've noticed a bug in Linux (at least, haven't tested on other platforms) where if you roll your thumb across a gamepad d-pad from left to right, the input that you're pressing is ignored. I think it may be something to do with simultaneous left-right input filters. This bug has been crippling to me in gameplay as I've always rolled my thumb along the d-pad

Nestopia 1.41 and up always freezes/crashes on AMD Athlon 64

Nestopia, ever since 1.41, always freezes/crashes my computer. It only does it on my old single core AMD Athlon 64 laptop. Basically, when it crashes, I can't alt+ctrl+del or do anything else as my computer is completely unresponsive. Audio is the only thing that still works when it freezes. I have to end up doing a hard shutdown. On my other laptop, which is an Intel Core 2 Duo, Nestopia 1.43 works just fine. I'm not sure if it has something to do with 'boosts' introduced in 1.41, but I think this person is having the same problem.

Strange File Association Issue

This is to do with the Windows version.

When I associate the files through the Options>Preferences menu and try to open them, I always get "C:\filepath\game.nes is not a valid Win32 application." The strange thing is, if I go to the file properties of an .nes, .fds, .unf or .nsf file, it says "Opens with: Mega" instead of "Opens with: nestopia.exe" or anything like that. There's nothing called Mega or Mega.exe anywhere on my computer, that's the just the first word in my user account's name. So whenever I associate the files like this it creates a Mega.exe entry in my registry and the actual association doesn't work.

This is an issue I had a while back as well until it somehow resolved itself. So, up until very, very recently the file association worked fine and then it started doing it again reasons unbeknownst to me.

Of course, if I actually tell those filetypes to open with Nestopia without using the checkboxes in the Options>Preferences menu, that works fine, but I don't get the nice little icons. So, this is really a very minor annoyance.

Input keys problem of keyboard

Problem: Keys not detected after close and reopen the emulator

Info: If in Input Options you choose use for example "Save Snapshot" in the key 5 of the keyboard, it works well, but if you exit of the emulator, and open the emulator again it doesn't work, and you have
to go again to the Input Options and put the key 5 again (its appear as key 5 saved in the config, but internally maybe its as default)

Sound Desync

I keep getting messages about this. A lot of people claim to experience sound desync issues from win32 version 1.37 onwards. I can't reproduce this, so it's impossible for me to fix or even look at it at this point.

If anyone else can reproduce this problem and give more details including hardware, operating system, etc, it would help greatly in discovering the source of this problem. Also, feel free to point me towards any forum posts or mailing lists that may describe the problem.

If you experience this problem on another platform, it would also be helpful to know. I have never experienced sound desync on any platform personally.

My current setup which does not exhibit the problem:
Windows 7 x64
Intel Core i7
Intel HD Audio

Netplay 1P controls swap over to client, online Save States, other improvements.

Hello I was wondering if it would be possible to implement into nestopia's netplay to allow through a Hotkey press and also a GUI option to swap the control port for 1P between the host and client so players can take turns spectating and playing back and forth in single player type games.Also if possible but not too important maybe an option for shared 1P port with the host and client players. I haven't found a single nes emulator that has a feature like this but other emulators such as zsnes,snes9x, mame and kega have it.

I also think online save state saving and loading is a necessity for online playing because sometimes disconnections occur online and losing progress is a huge problem. VirtuaNES has instant save state saving and loading online and it works pretty well, I made a autoit script that takes advantage of this to swap hosts so a friend and I could take turns on a single player game. I posted it on http://www.emutalk.net/threads/54254-VirtuaNES-Netplay-1P-Host-amp-Client-Swap-Script-for-Sharing-Single-Player-Games
However this is a workaround and VirtuaNES's netplay doesn't have the best controller response online and I would like to see this implemented natively in nestopia's netplay.

Nestopia used in conjunction with the with the open kaillera p2p also gives one of the best netplay experiences in terms of control response and minimal lag. You can find that located here http://www.thenewnet.eu/en/index.php?option=com_content&view=article&id=337&Itemid=300
It allows players to connect directly to each other without the use of servers and I have used it with a friend and it works really well. We played through River city ransom and numerous other co op games with it, however the lack of online savestates made picking up where we left off a huge pain because the game has a really long password system and also one of us was having problems with our internet causing disconnections.

One final improvement I'd like to mention is nestopia's online chat system is kind of bad, when you type a message into the chat box it appears for only 3 seconds in the status bar of nestopia and it's easy to miss what the other player said when not paying attention. Maybe a text overlay over the actual game itself would be good, kind of like zsnes's netplay.

It would be awesome if nestopia could have all these features and would make it the best NES emulator with also the best Netplay experience.

request: disk system's 2 disks game support

hi, rdanbrook. sorry my poor engligh, i'm not native english speaker.
nestopia git is wonderful work, i'm glad & used to this emulator on linux.

one requetst, disk system's 2 disks game support.
not A-B side flip, means double disks game.
shin-onigashima, famicom-tantei-club, etc

nestopia can A-B side flip, but disk changes not support yet.
nestopia's disk system sound is great, 2 disks not support is disappointing.

Cheats inactive while recording movie

While recording an emulator movie, suddenly all cheats are ignored. Is there either a setting for this, or if there isn't, can you add it in? I'm trying to be able to play some games without music, which is possible with cheats I've got as long as I'm not recording or watching a movie of it.

Edit: Also I'm using the Windows version of this program.

FullScreen Issue

When playing nestopia in fullscreen and you press ctrl+enter for windowed mode, the windows color scheme is changed until you turn the emulator off. Could you make it not affect the windows control scheme? Thanks in advance.

Some roms that don't work

5-in-1_(K5003)[p1][!] - black screen
5-in-1_(SPC005)[p1][!] - cpu jam
Bing Kuang Ji Dan Zi - Flighty Chicken (As) - cpu jam
Chu Han Zheng Ba - The War Between Chu & Han (As) - black screen
Bugs Bunny Birthday Bash (Prototype) (U) - it say CPU jam
1997 Super HIK 4-in-1 (JY-052) [p1][!] - it show a game select but black screen in all
2-in-1 J-M2 (Unl)[!] - cpu jam
2-in-1 King005 (Unl)[!] - cpu jam
2-in-1 Super 808 (Unl)[p1][!] - black screen
Dong Fang de Chuan Shuo - The Hyrule Fantasy (As) - cpu jam

Bad colors on PowerPC

Palettes display incorrectly on OpenBSD/macppc. This is probably an endianness issue.

2013-01-25-000414_512x506_scrot

Not really an issue but...

The use of the right mouse button to stop the game and open the nestopia menu was something neat in the old nestopia version, this is extremely useful especially when playing in fullscreen; i noted also that now we can't put the emulator in fullscreen windowed mode.

I'm using nestopia 1.44 unix version

(libretro) Palette selector

Right now the libretro implementation of Nestopia only uses the YUV "15° Canonical" palette by default with no option to change it.

I think it might be beneficial to add additional palette choices (notably "Consumer", "Alternative" and "RGB") as a possible core option.

Segfault when opening roms from .7z

Nestopia segfaults if NstDatabase.xml has been successfully loaded, and a rom is opened from a .7z archive. The problem has existed since the initial commit.

Program received signal SIGSEGV, Segmentation fault.
Nes::Core::Crc32::Compute (data=0x7fffd0021000 "", length=, crc=35684861) at source/core/NstCrc32.cpp:69
69 crc = Iterate( *data, crc );

Options:

  1. Fix it
  2. Remove 7zip support to simplify the codebase
  3. Rip out hair

libretro implementation request

A libretro implementation of the nestopia core would be welcome. It's stated in the "future goals", but I'd like to express some explicit interest for it.

Implementing the libretro API would allow frontends like RetroArch and XBMC to take advantage of this emulator core. It would also allow the core to run on more exotic platforms like PS3, XBox360, Wii, Android, etc, assuming the core code is portable enough (and performant enough to run on very sub-par CPUs).

Vsync in full screen causes 100% CPU usage

When Vsync is enabled, Nestopia always runs at 100% CPU usage in full screen. If I turn off Vsync off, the CPU usage drops to about 40% but then there is screen tearing. In comparison, Snes9x with Vsync enabled doesn't have this problem. This is on a single core amd.

EmuCR

EmuCR makes Windows builds even when nothing Windows-related has changed. I was keeping it somewhat under control by using the devel branch, but now they build the devel branch. I appreciate what they're doing, but it really doesn't make sense to do Windows builds when absolutely nothing has changed on that side of things. Are these autobuilds or is there human intervention?

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