Pokemon Emerald Ported to WebAssembly (100k FPS)

(pokeemerald.com)

150 points | by tripplyons 6 hours ago

17 comments

  • 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.
  • ianm218 29 minutes ago
    What are considered the best games in WASM? I recently got into playing around with WASM - it would've been great if this technology was prevalent during the Flash games era
  • weird-eye-issue 4 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

    • nosioptar 20 minutes ago
      I use the cheat engine in zsnes to get rid of the grinding in final fantasy games.

      I find it improves the game when I don't have to spend a bunch of time leveling up or earning gold for equipment.

  • Luc 4 hours ago
    • fc417fc802 4 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
      • orlp 29 minutes ago
        Copyright being as long as it is is a theft of our culture. I (and many of our generation) grew up with Pokemon, it's a common experience for many of us. A classic of our culture. Except we're not allowed to use it, remix it, build our own versions, etc. We still do, of course, but it's all illegal.

        It didn't used to be this way.

        I think 20-30 years of copyright should be plenty to extract whatever profits you deserve from the fruits of your labor. Anything beyond that is just holding culture hostage for the benefit of a few. It doesn't serve society in any meaningful way.

      • mathgeek 4 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 1 hour 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.

            And, to be clear, they mostly do do this! These projects are very good at doing this!

            But sometimes — especially on a larger project with many contributors — one or two things like this aren't audited properly, and fall through the cracks. Or they start out as temporary "bootstrap" approaches made during a private phase of development to get things working + compiling to a correct image; and then not all of those get cleaned up before the repo gets made public.

        • Lplololopo 1 hour ago
          How is this a port which requires you to provide my own ROM?
          • giancarlostoro 46 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.
  • wild_pointer 1 hour 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.
  • Navaie 33 minutes ago
    Crashed when using a potion vs May :(
  • firefax 3 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 2 hours 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

    • tripplyons 1 hour ago
      I chose Pokemon Emerald because it is my favorite of the games that have been disassembled!
    • giancarlostoro 45 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.

    • patrickcorrigan 3 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
  • gobdovan 4 hours ago
    Any way to get sound?
    • tripplyons 4 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 4 hours ago
    Next step: 100% browser javascript pokémon emerald.
  • 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 4 hours ago
      Yes, it a recompilation of a community decompilation!
  • danielrmay 3 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.
  • eigenspace 5 hours ago
    Very cool. Too bad this doesnt seem to work as a PWA, or am I jusr missing the button on Android Firefox?
  • deadbabe 1 hour ago
    What kind of mods and new features could be added?
  • Innittech 3 hours ago
    29 FPS for me, what hardware are you using to get a hundred thousand FPS?
    • _vertigo 2 hours ago
      iPhone 13. Did you change the slider at the bottom?
      • Innittech 1 hour ago
        Yeah, just found that. Now I'm getting 3000+FPS on my ancient Thinkpad T520.
  • itsthecourier 4 hours ago
    some weeks ago I made a Gameboy emulator from zero in rust and then exported it to wasm

    https://holy-lake-f6df.sdreyesg.workers.dev/

    took me 3 hours with Opus. Opus knew the whole ISA, clock, bus quirks, etc. from their training without any external docs

    • mathgeek 4 hours ago
      Likely because all of the external docs were already in its training set.
    • tripplyons 4 hours ago
      Yes, this project was made in around 15 hours of Codex.
  • zuzululu 1 hour ago
    Nintendo lawyers intensifi