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Posted by tripplyons 6 hours ago

Pokemon Emerald Ported to WebAssembly (100k FPS)(pokeemerald.com)
138 points | 39 comments
Navaie 3 minutes ago|
Crashed when using a potion vs May :(
hawkice 4 hours ago||
Confirming that saving genuinely works. Interesting stuff. Wonder if we can get trades working too.
tripplyons 3 hours ago||
Yeah, I made sure saving worked correctly
ceroxylon 2 hours ago||
First thing I checked as well! I've been Poke-sniped, there goes a few hours.
wild_pointer 55 minutes ago||
There should be 2 options for speed, regular and sped up. Then there should be a key to speed the game up. When I was a kid, it was the space key for GBA. You could have the normal game and skip the boring parts fast.
Luc 4 hours ago||
https://github.com/tripplyons/pokeemerald-wasm/
fc417fc802 3 hours ago|
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
mathgeek 3 hours ago|||
It's a port of a disassembly that requires you to provide your own ROM. The legality of such things is a tangled web that anyone producing them needs to navigate very, very carefully.
yw3410 3 hours ago|||
Interesting; but the GitHub project linked seems to have the original animations from the ROM.
mathgeek 3 hours ago|||
It's mostly argued around or against the application of fair use. I suggest consulting a lawyer if you're truly interested, as it quickly gets into legalese around what constitutes ownership, distribution, etc. Throw in a lack of extensive case law and you quickly get into opinions rather than legal bases.
derefr 41 minutes ago|||
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 proprietary formats into open formats, unless that tool itself exists only in source-code form in the codebase, and requires the ROM as an input to compile it (even if in the case of such a tool, the ROM is doing nothing but serving as a "key" to unlock compilation.)

Basically, if you have to prove you have your own copy of the IP in order to make their embedded copy of the IP "legible", then it's very hard to construct an evidence-based DMCA takedown order that actually makes any coherent point about the project "distributing" said IP.

That being said, shipping assets like this at all, even if you "can get away with it", is ultimately just a kind of laziness / shortcut-taking. They do it because there's either no clear/simple/obvious way to automatically extract the given asset data from the ROM (e.g. because the relevant data is split up into various data planes + metadata bits that are stored "exploded" all over the ROM), so they just did it once by hand, committing the results; or because there's no clear/simple/obvious way to store the extracted asset data such that a regular compiler/assembler natively understands how to embed it into the binary in the particular form it was found in the original ROM. (Remember, re-assembling/compiling to the original ROM is always the test these projects use to ensure their disassembly/decompilation is preserving semantics. So they need to replicate every weird layout quirk the original dev tooling imposed upon the original ROM. And sometimes the original dev tooling included special-purpose domain-specific asset-codegen tools that aren't part of regular compiler toolchains.)

What these projects should actually be doing, is taking on the schlep: writing the extract tooling anyway, even if it's just "copy these bytes from here and these bytes from there, and spit them out as hex in an .asm file with this header"; and/or writing matching asset-codegen tooling to the tooling that likely existed in the platform SDK, to run before compile/assemble time, converting the extracted ROM asset files into a form (probably a bunch of little assembly files) that will land in the right places when linked back together to form the original ROM.

Lplololopo 58 minutes ago|||
How is this a port which requires you to provide my own ROM?
giancarlostoro 16 minutes ago||
Its not requiring you to provide your own ROM so this demo very sell could get DMCAd but Nintendo layers are surprisingly asleep.
oompydoompy74 2 hours ago|||
I’m of the opinion that projects like this should start hosting Forgejo instances in countries with favorable laws and just mirroring to Github for exposure.
elmt35 1 hour ago||
or something decentralised, like radicle (https://radicle.dev)
firefax 2 hours ago||
Why Emerald -- is classic already done?

If anyone has emulator suggestions, I recently attempted a playthrough and found that midway through my copy of red, the game was corrupted? Oddest thing -- hadn't reading the point where you do the "Missingno trick" near cinnebar.

Anyways, I suspect the save got corrupted somehow but it made me swear off emulation and try a physical copy. (Which had the battery I replaced fail... it's been a comedy of errors).

jeremyloy_wt 1 hour ago||
Emerald is well regarded as the best of Generation 3, which is the final of the traditional 2D games and can trade with Fire Red/Leaf Green (remakes of the classic)

So you have available all of the original Pokémon

giancarlostoro 15 minutes ago|||
Maybe the internal battery died. I honestly recommend you look at GBC style handhelds or if you like the GBA style, Anbernic made one that looks insanely close to a GBA.

There also a craze of DS style emulators popping up. They all give you comfort knowing that your saves will be fine forever if you back them up, even if the device dies.

tripplyons 1 hour ago|||
I chose Pokemon Emerald because it is my favorite of the games that have been disassembled!
patrickcorrigan 2 hours ago||
Try https://afterplay.io it’s cross platform, saves every 20 seconds and keeps your last 50 saves which you can recover from if anything goes wrong
weird-eye-issue 3 hours ago||
I 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

gobdovan 3 hours ago||
Any way to get sound?
tripplyons 3 hours ago|
I have not added that yet, but it would probably be quite easy to throw a few prompts to Codex to do so.
oceansky 3 hours ago||
Next step: 100% browser javascript pokémon emerald.
vorticalbox 17 minutes ago|
New LLM benchmark?
danielrmay 2 hours ago||
Super neat. I'd love to see what it would be like to play with more modern &intuitive touch controls instead of just the D-pad and A/B.
dmitrygr 4 hours ago|
Ok. So what’s interesting here, presumably, is that this isn’t a wasm GBA emulator (which also exist and work). This is the game itself compiled to wasm. Even though no official source code was ever published, there was a community based decompilation.
tripplyons 3 hours ago|
Yes, it a recompilation of a community decompilation!
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