Coding and testingįinally each game was coded in ActionScript 3. All of the hidden bugs or special behaviours we could find online so most consoles on Pica Pic have those bugs coded in. Usually sounds were played in a very precise and round intervals (like 200 ms, 400 ms, 125 ms, etc.). Fortunately, usually it was very easy to see a pattern. We didn’t know how to extract the logic from the console, so we just had to play it until we knew how the game works. ![]() We also recorded buttons’ sounds of each console individually. Sounds gave us the correct rhythm and distance between actions. One of the most important part was recording sounds. We did one shot of the console and at least two of the screen – one with all of the sprites and one without them (the screen on the general photo was usually too dark). In games without this feature it would be extremely hard to get a photo of all the sprites. Usually that would be by pressing the ACL button or by removing batteries and then putting them back again. Getting source materialįirst we needed an actual console and it had to be a model were you could reveal all of the sprites on the LCD screen. The logic of the game probably could be then applied to the virtual screen, but we didn’t know how to do it, so our workflow for every game looked something like that: 1. The only way to simulate the game on a computer is to recreate and render the screen. Every shape you see is imprinted on the screen in one predetermined location. The program stored in the game doesn’t have any information (design, location, colour, size) about the shapes displayed on the screen. This is because you need a hardware – a LCD screen to be specific – that was designed for this particular game. You can’t just rip out their data, put them in a ROM file and then use emulator to play the game. Seeing all of those wonderful games one might wonder why it’s so hard to find a playable emulation online. Not an actual photographs of physical objects that were played by kids 30 years ago. The ones you could play (even a few that were available on Nintendo’s website) featured rendered consoles. There were only very few of them available. We did a quick search for playable versions online but: But what if one could not only see photographs of the consoles, but also play the games? Unfortunately, those kind of websites were already online and they had more resources then we could ever provide. After buying few games on eBay and Polish Allegro we thought that maybe our next project could be a showcase of this type of LCD handheld games. We quickly discovered that it was not a cheap hobby, but getting a working copy was not that hard if you didn’t care about the box or general condition of the console. We thought it would be nice to retrieve our long lost consoles and maybe get all those that we wanted to have, but never were able to get. Original Nintendo games were hard to get and we never had one (original Gameboy was our first Nintendo hardware). They were cheap and you could buy them from street vendors at open markets. When we were kids our first portable games were Russian clones of Nintendo Game & Watch consoles. We had a lot of ideas, but one really stood out. The code to Ruffle is available under both an Apache 2.0 and MIT license and can be found on GitHub.After finishing Bubole and getting our first FWA we wanted to make more game-like Flash websites. Those wanting to learn more about this modern Rust-based Flash Player emulator can do so at Ruffle.rs. This past week the Ruffle project issued their first progress report with getting dozens of ActionScript 2 based games working, progress on ActionScript 3, and improving Ruffle's support for mobile devices. ![]() The goal is also to get all existing Flash content working with Ruffle. Due to the memory safety guarantees of Rust, they believe this is a secure implementation of Flash. Ruffle is a Flash Player emulator written in Rust and working on all major operating systems and via WebAssembly can also work in modern web browsers. Ruffle is getting Adobe Flash content running safely in modern web browsers via Rust and WebAssembly. While the decline and death of Adobe Flash was widely celebrated, some are still interested in it and was surprised in hearing from a Phoronix reader with the Ruffle project working on a modern Rust-based emulator for Flash. These projects had some mild success for their goals but never had a complete parity to the Adobe Flash Player prior to it being officially discontinued by Adobe in 2020. Over the years there have been open-source projects like Gnash and Lightspark working to create a free software implementation of Adobe Flash. While Adobe Flash is officially - and thankfully - dead, those interested in Adobe Flash Player for nostalgia or archival purposes, Ruffle is working to emulate Adobe Flash support via this open-source project making use of the Rust programming language.
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