The audio issues lots of people here are experiencing is not actually due to the emulator running slow. It's because of bugs in the various browsers and the fact that browsers like google chrome and opera take more time blitting than running the CPU emulation in JS. I render all the gfx in JS, I only blit them at the end of each iteration via a canvas-wide putImageData. Yeah, chrome can't run it fullspeed when your window is maximized, but not for the reason you're thinking of (webkit is retarded and takes up a whole core to render even at 20 fps). The gameboy advance emulator that's still being coded does run slower, but dynarec is being worked on to fix that. GBA games can be dynarec'd because they don't require as much clock cycle accuracy as GBC games. The dynarec is still going to land afterwards once the interpreter is fully baked. And yes, scaling of the sprites and BGs is done in JS, not canvas, because canvas is believe it or not slower. Yeah, I'm calling out the sucky gfx performance in webkit alright.:/
Hmm it seems the op changes the details on the project from months ago by imran, thanks for saying it's different and not the same project, you must have corrected it in this repost.
My JavaScript gameboy color emulator is not related to the one the op has you believe was incompletely done months ago, that's imran's and it's still an incomplete one. The sound may sound bad, it's not my fault, it's actually your browser, since in some cases I need to fallback to flash outputting the audio due to a lack of a JavaScript API to drive the realtime audio. Try running it in firefox 4 for better audio.
And for those saying this is another gameboy color emulator in JS, nope, you're just thinking of the incomplete and toy gameboy only ones on the Internet that only can run like 5 games ok, with everything else crashing.
The audio issues lots of people here are experiencing is not actually due to the emulator running slow. It's because of bugs in the various browsers and the fact that browsers like google chrome and opera take more time blitting than running the CPU emulation in JS. I render all the gfx in JS, I only blit them at the end of each iteration via a canvas-wide putImageData. Yeah, chrome can't run it fullspeed when your window is maximized, but not for the reason you're thinking of (webkit is retarded and takes up a whole core to render even at 20 fps). The gameboy advance emulator that's still being coded does run slower, but dynarec is being worked on to fix that. GBA games can be dynarec'd because they don't require as much clock cycle accuracy as GBC games. The dynarec is still going to land afterwards once the interpreter is fully baked. And yes, scaling of the sprites and BGs is done in JS, not canvas, because canvas is believe it or not slower. Yeah, I'm calling out the sucky gfx performance in webkit alright. :/
I wonder if you'll play Pokemon Emerald in the JavaScript GameBoy Advance emulator I'm still working on. In b4 the emu wars. :O
If you like pokemon you might like http://www.grantgalitz.org/PokemonCrystal/ Enjoy a day no productivity now. :)
Can has malware? Yeah, I agree. :/
$200k, seriously?
Why is no one giving love to NES? D:
Hmm it seems the op changes the details on the project from months ago by imran, thanks for saying it's different and not the same project, you must have corrected it in this repost.
My JavaScript gameboy color emulator is not related to the one the op has you believe was incompletely done months ago, that's imran's and it's still an incomplete one. The sound may sound bad, it's not my fault, it's actually your browser, since in some cases I need to fallback to flash outputting the audio due to a lack of a JavaScript API to drive the realtime audio. Try running it in firefox 4 for better audio. And for those saying this is another gameboy color emulator in JS, nope, you're just thinking of the incomplete and toy gameboy only ones on the Internet that only can run like 5 games ok, with everything else crashing.