GameBoy Online (2011/08/25) - 模擬器
By Lauren
at 2011-08-26T23:24
at 2011-08-26T23:24
Table of Contents
https://github.com/grantgalitz/GameBoy-Online
GameBoy-Online is a Game Boy emulator which runs in the browser as a
HTML5/JavaScript application. It is written by Grant Galitz and open source.
- Some important changes (filtered by AEP):
- XAudioJS update.
- Blacklisting web audio on Windows and Linux due to a critical bug in Google
Chrome.
- A minor change to a bitwise AND op in palette index offsetting to make sure
we don′t run into slow jaegermonkey jit code (Bad doubles, tsk tsk
firefox.). Firefox goes full retard when bitwise stuff is done with 32-bit
numbers, so passing & -1 would trigger this.
- Removing some dead code. Adding Gambatte′s tint algorithm for GBC RGB
post-processing to look more like the colors of a real gameboy color, since
GBC does not display the colors exactly as-is in the 15-bit paletting.
- Fixing a long standing regression that seemed to cause no harm.
- Optimizing some carry flag computation in a couple of instructions.
- Found a faster way to do unsigned byte to signed byte conversion ((ubyte >
24), works because of sign bit 31 and that js kills any bits over that.
- Added some hacks to get Game & Watch Gallery 2 to run in CGB mode (with and
without boot rom) with its incorrect header.
- Reversed the gyro readings to the way they should be.
- Inlined updateCore into the interpreter loop path. Optimized TIMA clocking
- Memory consumption reduction by managing the ROM binary string to only exist
on-demand.
--
GameBoy-Online is a Game Boy emulator which runs in the browser as a
HTML5/JavaScript application. It is written by Grant Galitz and open source.
- Some important changes (filtered by AEP):
- XAudioJS update.
- Blacklisting web audio on Windows and Linux due to a critical bug in Google
Chrome.
- A minor change to a bitwise AND op in palette index offsetting to make sure
we don′t run into slow jaegermonkey jit code (Bad doubles, tsk tsk
firefox.). Firefox goes full retard when bitwise stuff is done with 32-bit
numbers, so passing & -1 would trigger this.
- Removing some dead code. Adding Gambatte′s tint algorithm for GBC RGB
post-processing to look more like the colors of a real gameboy color, since
GBC does not display the colors exactly as-is in the 15-bit paletting.
- Fixing a long standing regression that seemed to cause no harm.
- Optimizing some carry flag computation in a couple of instructions.
- Found a faster way to do unsigned byte to signed byte conversion ((ubyte >
24), works because of sign bit 31 and that js kills any bits over that.
- Added some hacks to get Game & Watch Gallery 2 to run in CGB mode (with and
without boot rom) with its incorrect header.
- Reversed the gyro readings to the way they should be.
- Inlined updateCore into the interpreter loop path. Optimized TIMA clocking
- Memory consumption reduction by managing the ROM binary string to only exist
on-demand.
--
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模擬器
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