GameBoy Online (2011/07/27) - 模擬器
![Oliver avatar](/img/beaver.jpg)
By Oliver
at 2011-07-30T23:21
at 2011-07-30T23:21
Table of Contents
http://www.grantgalitz.org/gameboy/
GameBoy Online is a Game Boy and GameBoy Color emulator written in
Javascript. It strives to be efficient and try to have a perfect
compatibility. Currently the execution speed is not optimal even on browsers.
For example on Chrome, which is nevertheless deemed to run Javascript faster
on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2
GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video
portion is by HTML5 or by creating images with BMP string URI. State backups
are implemented using the object window.localStorage and are serialized /
deserialized JSON. Ditto for backup SRAM.
Recent Changes:
- No blank canvas if it is not necessary on some browsers for a change of
dimension.
- Reduced memory consumption by managing the binary string of ROM on request
only at the close.
- Removed DVINA variables (which are never used on a Game Boy, but were
specific to the cartridge development, and anyway the ROMs can not access
this VIN). Removing this dead code.
- Some cleanups.
--
GameBoy Online is a Game Boy and GameBoy Color emulator written in
Javascript. It strives to be efficient and try to have a perfect
compatibility. Currently the execution speed is not optimal even on browsers.
For example on Chrome, which is nevertheless deemed to run Javascript faster
on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2
GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video
portion is by HTML5 or by creating images with BMP string URI. State backups
are implemented using the object window.localStorage and are serialized /
deserialized JSON. Ditto for backup SRAM.
Recent Changes:
- No blank canvas if it is not necessary on some browsers for a change of
dimension.
- Reduced memory consumption by managing the binary string of ROM on request
only at the close.
- Removed DVINA variables (which are never used on a Game Boy, but were
specific to the cartridge development, and anyway the ROMs can not access
this VIN). Removing this dead code.
- Some cleanups.
--
Tags:
模擬器
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