taisel / gameboy-online Goto Github PK
View Code? Open in Web Editor NEWJavaScript GameBoy Color emulator.
Home Page: http://taisel.github.io/GameBoy-Online/
JavaScript GameBoy Color emulator.
Home Page: http://taisel.github.io/GameBoy-Online/
it did not save my place
Super behind on xaudiojs updates, but there's a big one to add audioworker compat that should be included here.
hello. is there game link support with this emulator?
Hi,
XAudioServer.js is using ScriptProcessorNode which is deprecated in favor of AudioWorkletNode, so this should be changed to prevent issues with audio in the future.
I've tried something but was completely unable to get any sound. ๐
Thanks.
It'd be awesome if it were easy to bundle a specific ROM with this emulator, set configuration defaults, and disable the menu.
For example, if I made a Game Boy game, I could package it with this emulator and upload it to itch.io, or host it on my own website or on GitHub Pages, to make it playable in the browser.
I envision this as a few new settings in manifest.webapp
:
I've been making a project based of your amazing work. But just recently when I uploaded it to my server ( and tried playing/auto saving etc...) I quit and reopened it. But my save was gone and I got the following errors. If you could tell me why this is happening it would be appreciated. Thanks
Errors.
Could not open the SRAM of the saved emulation state.
SRAM RESOLVED
Could not open the RTC data of the saved emulation state.
Was told to ask here, I have pokemon crystal and had the cloning timing down pat. Is there a way to clone on this emulator?
First of all love the project but it needs a huge rewrite and I'd love to help out with that by forking and sending back a pull request. I could do the rewrite in week or less, maybe today but I don't want to underestimate it. The only reason why I haven't done so already is because many parts of the code is confusing and it'd be a huge help to have someone I could ask questions to so maybe a slack or hipchat room or for the project.
Some other questions I have is the "js/other" folder. It appears to be a combination of convenient, polyfill, and dependent libraries and methods so I'd want to sort them out better.
What I envision is this setup:
cout
Now the interface page around the emulator can use a huge up-lift:
This all sounds like it would take like a year of hard work but its honestly not, all that needs to happen is clean up the files in like a week or less (I could knockout a ton today alone) and everything else just falls into place mostly by itself.
I'd love to get started on all this but I'd need a way to contact the developer so I feel a slack room or hipchat room would be hugely beneficial.
An additional perk is when the above is done we can even look into using NodeJS event features (on
and emit
), its optional because I don't know the speed impact but if its insignificant we can even break up the classes in isolation by providing a plug-in system with hooks and which is better OOP design and allows for huge flexibility.
Possibilities from that include
But the optional stuff is just fun stuff to maybe or maybe not go after once the core is done
I downloaded this and am hosting it on my own server. I tried using it with my Chromebook (It works AMAZINGLY btw). The only problem I ran into was when trying to download a freeze state. I get a notification that says "download download unsuccessful. Failed- Unknown network error". Not sure if I should be posting this here, or bugging Google about it (as if they would listen). Any help is appreciated.
i know already that gamepad api is here so i would lke that. also the fullscreen "pixels" are a bit blurry. and also a dark background with css sould be easy. otherwise this emulator is quite faster than googulator so keep up the good work!
There is probably a bug here.
if (sixbits[3] >= 0x40) {
decode64.length -= 1; // no side effect
if (sixbits[2] >= 0x40) {
decode64.length -= 1; // no side effect
}
}
decode64
is a primitive string value. Decreasing its length property has no side effect: it won't throw away the last character.
I was just wondering.. do you support the community developers or do you code by yourself?
I'm asking because I'm starting a online / standalone / android emulator known as D.A.E.-emu (Does Anybody Else Emulate) which is aimed as being a purely cloud multi-console emulator. I'm using GameBoy Online's source for the GB/GBC support.. and I've had a great time running 'Final Fantasy Legend (U).gb' on it. = )
The emulator itself will actually run more like a webOS than just a "here you go emulator" which I see is what GBOnline is already geared towards, only my code will mainly be DHTML/PHP rather than JavaScript.
I just wanted to know if you wanted to work directly with us or not? It's currently myself (Mike Alex) and my professional programmer.. Rick Kerkowich. Currently we've just been reverse engineering your code but it'd be great to have you on the team on more of the developers side. Did I mention I'm willing to pay out for some of the code we do?
Let me know what you think... my web-address is http://dae-emu.ga/ and my email is [email protected]
Thanks for your time and I hope to hear from you soon. = )
GameShark codes make emulators like these much more helpful and much more likely to be used.
Hi,
I don't really know anything about coding but I have been using gb studio which bundled gameboy-online for it's weblauncher. I put out a small game using it but a lot of people were very confused by the lack of gamepad support.
I have a feeling that this code set will be used by many more people in the future. Would it be possible to add gamepad support? Are there any alternative html5 emulators that do this?
Just wondering, does this emulator properly emulate the Coin Case Glitch from Pokemon Gold and Silver? Also, I attempted to play a colorized version of Pokemon Red, but it booted as a Game Boy rom in black and white, even though it displayed the Gen 2 window borders. Is this expected behavior? Thanks..
This breaks compatibility with bps rom hack patchers(Prism, PolishedCrystal), and makes it impossible to use GameBoy Online saves with other emulators
Hi @taisel first off, thanks for the great emulator. I'm using it as part of a project I made for building GameBoy games though a drag and drop interface
https://www.gbstudio.dev/
https://github.com/chrismaltby/gb-studio
I'm having an problem where there is loud audio pops every time you load a rom or if you switch tabs away from the emulator and back again which has been raised as an issue on my own project
chrismaltby/gb-studio#115
I'm using a fork of the emulator but I've noticed the same issue occurs on your test page. Is this something you're aware of?
Thanks!
Hello.
How can I open ROM via a link from a site, rather than opening it from a computer.
Maybe somewhere here you can fix it -
if (typeof this.files != "undefined") { try { if (this.files.length >= 1) { cout("Reading the local file \"" + this.files[0].name + "\"", 0); try { //Gecko 1.9.2+ (Standard Method) var binaryHandle = new FileReader(); binaryHandle.onload = function () { if (this.readyState == 2) { cout("file loaded.", 0); try { initPlayer(); start(mainCanvas, this.result); } catch (error) { alert(error.message + " file: " + error.fileName + " line: " + error.lineNumber); } } else { cout("loading file, please wait...", 0); } } binaryHandle.readAsBinaryString(this.files[this.files.length - 1]); }
ROM image size too smal
I can't figure out how to upload my rom to the mobile version of the emulator. Uploading to the desktop version works perfectly fine, but I can't find the corresponding button in the mobile version. A quick examination of some of the source code proved fruitless. I am a bit of a n00b at this kind of thing, but I have been puzzling over this on and off for a long time.
Any help would be greatly appreciated!
I can upload sav files, meaning i can transfer the save between my 3ds and computer, also I can not edit the save. If i could at least edit the save in PKHeX I would be happy with that. Maybe there is a converter you could use for that?
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