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Silverhoft

@Silverhoft

Joined May 31st, 2026

  • 7Devlogs
  • 1Projects
  • 0Ships
  • 0Votes
Dedicated, and sleepless C++ Developer. I am currently fully dedicated to WasFlash - A Flashplayer Implimentation in C++/Web, it's kinda my major passion project, and will likely consume the next like decade of my life.
Open comments for this post
Reposted by @Silverhoft

11h 48m 3s logged

After countless fixes I have managed to get a functioning FAT12 filesystem working, including listing and loading files. Saving (writing) is not functional yet. The key issues were: CHS mismatch, BPB was wrong, broken multisector loading, and other. Next I will try to make writing possible.

After countless fixes I have managed to get a functioning FAT12 filesystem working, including listing and loading files. Saving (writing) is not functional yet. The key issues were: CHS mismatch, BPB was wrong, broken multisector loading, and other. Next I will try to make writing possible.

Replying to @onyxtheone

1
Open comments for this post
Reposted by @Silverhoft

5h 55m 45s logged

WasFlash Devlog # 6                                           Alpha 3.0 - Pre Release 2

     

What I worked on today:

     

   - Implemented Full DefineMorphShape Parsing - Currently not fully working

     

        ~ Implemented MorphFillStyle Parsing

     

        ~ Implemented MorphLineStyle Parsing - 1 and 2

     

        ~ Implemented MorphGradient Parsing

     

        ~ Implemented SHAPE Struct Parsing

     

        ~ Implemented DefineMorphShape Parsing

     

        ~ Implemented DefineMorphShape2 Parsing

     


     

Notes:

     

Hello friends, as you can see, this Devlog is pretty long. This took around twice as long as ordinary Shape Styles, seen in DefineShape tags. This is because each DefineMorphShape tag contains a pair of each type of data for interpolation, rather than one set. For the most part this was just pretty tedious low level Bitmath operations, and a lot of nested structures. It wasn’t too bad, because I had a good reference from the original DefineShape structures, and just general experience, but yes, it was very tedious, and likely the least fun part of this process. Hopefully my next Devlog has a better timeframe, and parsing is working! Thank you all for stopping by, as always, please feel free to leave a comment with any questions you might have, or just feedback in general, as well as following and liking this post! See you all later!

     


     

Agenda:

     

   - Get Parsing to a Functional State

     

   - Create a processor for Morph Shapes

     

   - Add rendering case for Morph Shapes

     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux

     

   - Adding Sprite Support

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

WasFlash Devlog # 6                                           Alpha 3.0 - Pre Release 2

     

What I worked on today:

     

   - Implemented Full DefineMorphShape Parsing - Currently not fully working

     

        ~ Implemented MorphFillStyle Parsing

     

        ~ Implemented MorphLineStyle Parsing - 1 and 2

     

        ~ Implemented MorphGradient Parsing

     

        ~ Implemented SHAPE Struct Parsing

     

        ~ Implemented DefineMorphShape Parsing

     

        ~ Implemented DefineMorphShape2 Parsing

     


     

Notes:

     

Hello friends, as you can see, this Devlog is pretty long. This took around twice as long as ordinary Shape Styles, seen in DefineShape tags. This is because each DefineMorphShape tag contains a pair of each type of data for interpolation, rather than one set. For the most part this was just pretty tedious low level Bitmath operations, and a lot of nested structures. It wasn’t too bad, because I had a good reference from the original DefineShape structures, and just general experience, but yes, it was very tedious, and likely the least fun part of this process. Hopefully my next Devlog has a better timeframe, and parsing is working! Thank you all for stopping by, as always, please feel free to leave a comment with any questions you might have, or just feedback in general, as well as following and liking this post! See you all later!

     


     

Agenda:

     

   - Get Parsing to a Functional State

     

   - Create a processor for Morph Shapes

     

   - Add rendering case for Morph Shapes

     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux

     

   - Adding Sprite Support

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

Replying to @Silverhoft

1
Open comments for this post

5h 55m 45s logged

WasFlash Devlog # 6                                           Alpha 3.0 - Pre Release 2

     

What I worked on today:

     

   - Implemented Full DefineMorphShape Parsing - Currently not fully working

     

        ~ Implemented MorphFillStyle Parsing

     

        ~ Implemented MorphLineStyle Parsing - 1 and 2

     

        ~ Implemented MorphGradient Parsing

     

        ~ Implemented SHAPE Struct Parsing

     

        ~ Implemented DefineMorphShape Parsing

     

        ~ Implemented DefineMorphShape2 Parsing

     


     

Notes:

     

Hello friends, as you can see, this Devlog is pretty long. This took around twice as long as ordinary Shape Styles, seen in DefineShape tags. This is because each DefineMorphShape tag contains a pair of each type of data for interpolation, rather than one set. For the most part this was just pretty tedious low level Bitmath operations, and a lot of nested structures. It wasn’t too bad, because I had a good reference from the original DefineShape structures, and just general experience, but yes, it was very tedious, and likely the least fun part of this process. Hopefully my next Devlog has a better timeframe, and parsing is working! Thank you all for stopping by, as always, please feel free to leave a comment with any questions you might have, or just feedback in general, as well as following and liking this post! See you all later!

     


     

Agenda:

     

   - Get Parsing to a Functional State

     

   - Create a processor for Morph Shapes

     

   - Add rendering case for Morph Shapes

     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux

     

   - Adding Sprite Support

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

WasFlash Devlog # 6                                           Alpha 3.0 - Pre Release 2

     

What I worked on today:

     

   - Implemented Full DefineMorphShape Parsing - Currently not fully working

     

        ~ Implemented MorphFillStyle Parsing

     

        ~ Implemented MorphLineStyle Parsing - 1 and 2

     

        ~ Implemented MorphGradient Parsing

     

        ~ Implemented SHAPE Struct Parsing

     

        ~ Implemented DefineMorphShape Parsing

     

        ~ Implemented DefineMorphShape2 Parsing

     


     

Notes:

     

Hello friends, as you can see, this Devlog is pretty long. This took around twice as long as ordinary Shape Styles, seen in DefineShape tags. This is because each DefineMorphShape tag contains a pair of each type of data for interpolation, rather than one set. For the most part this was just pretty tedious low level Bitmath operations, and a lot of nested structures. It wasn’t too bad, because I had a good reference from the original DefineShape structures, and just general experience, but yes, it was very tedious, and likely the least fun part of this process. Hopefully my next Devlog has a better timeframe, and parsing is working! Thank you all for stopping by, as always, please feel free to leave a comment with any questions you might have, or just feedback in general, as well as following and liking this post! See you all later!

     


     

Agenda:

     

   - Get Parsing to a Functional State

     

   - Create a processor for Morph Shapes

     

   - Add rendering case for Morph Shapes

     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux

     

   - Adding Sprite Support

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

Replying to @Silverhoft

1
Open comments for this post
Reposted by @Silverhoft

2h 24m 13s logged

WasFlash Devlog # 5                                           Alpha 3.0 - Pre Release 1

     

What I worked on today:

     

   - Started Development Of DefineMorphShape tags

     

        ~ Created new SHAPE base structure

     

        ~ Set up all required structures for DefineMorphShape

     

        ~ Added DefineMorphShape to tags.h

     


     

Notes:

     

Hello friends, you may have noticed a different version type, “Pre Release”. This is simply an indication that this is not an official change, and is not implemented into the project. Pre Release Devlogs should tend to reflect 1-2 big changes, with a large majority of the content nested inside, as shown above. This Devlog serves to both announce the beginning of Morph Shape Development, and represent what to expect from Pre Releases. As a quick note to the fact that Morph Shapes were not even on the To Do list, I recently discovered that Morph Shapes were just as important as Sprites, when properly rendering animations. Anyways, though this one was short, thank you for stopping by, and feel free to check out my project, follow it, and like this post if you think it’s cool! See you all next time!

     


     

Agenda:

     

   - Work on parsing for Morph Shapes

     

   - Create a processor for Morph Shapes

     

   - Add rendering case for Morph Shapes

     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux

     

   - Adding Sprite Support

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

WasFlash Devlog # 5                                           Alpha 3.0 - Pre Release 1

     

What I worked on today:

     

   - Started Development Of DefineMorphShape tags

     

        ~ Created new SHAPE base structure

     

        ~ Set up all required structures for DefineMorphShape

     

        ~ Added DefineMorphShape to tags.h

     


     

Notes:

     

Hello friends, you may have noticed a different version type, “Pre Release”. This is simply an indication that this is not an official change, and is not implemented into the project. Pre Release Devlogs should tend to reflect 1-2 big changes, with a large majority of the content nested inside, as shown above. This Devlog serves to both announce the beginning of Morph Shape Development, and represent what to expect from Pre Releases. As a quick note to the fact that Morph Shapes were not even on the To Do list, I recently discovered that Morph Shapes were just as important as Sprites, when properly rendering animations. Anyways, though this one was short, thank you for stopping by, and feel free to check out my project, follow it, and like this post if you think it’s cool! See you all next time!

     


     

Agenda:

     

   - Work on parsing for Morph Shapes

     

   - Create a processor for Morph Shapes

     

   - Add rendering case for Morph Shapes

     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux

     

   - Adding Sprite Support

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

Replying to @Silverhoft

1
Open comments for this post

2h 24m 13s logged

WasFlash Devlog # 5                                           Alpha 3.0 - Pre Release 1

     

What I worked on today:

     

   - Started Development Of DefineMorphShape tags

     

        ~ Created new SHAPE base structure

     

        ~ Set up all required structures for DefineMorphShape

     

        ~ Added DefineMorphShape to tags.h

     


     

Notes:

     

Hello friends, you may have noticed a different version type, “Pre Release”. This is simply an indication that this is not an official change, and is not implemented into the project. Pre Release Devlogs should tend to reflect 1-2 big changes, with a large majority of the content nested inside, as shown above. This Devlog serves to both announce the beginning of Morph Shape Development, and represent what to expect from Pre Releases. As a quick note to the fact that Morph Shapes were not even on the To Do list, I recently discovered that Morph Shapes were just as important as Sprites, when properly rendering animations. Anyways, though this one was short, thank you for stopping by, and feel free to check out my project, follow it, and like this post if you think it’s cool! See you all next time!

     


     

Agenda:

     

   - Work on parsing for Morph Shapes

     

   - Create a processor for Morph Shapes

     

   - Add rendering case for Morph Shapes

     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux

     

   - Adding Sprite Support

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

WasFlash Devlog # 5                                           Alpha 3.0 - Pre Release 1

     

What I worked on today:

     

   - Started Development Of DefineMorphShape tags

     

        ~ Created new SHAPE base structure

     

        ~ Set up all required structures for DefineMorphShape

     

        ~ Added DefineMorphShape to tags.h

     


     

Notes:

     

Hello friends, you may have noticed a different version type, “Pre Release”. This is simply an indication that this is not an official change, and is not implemented into the project. Pre Release Devlogs should tend to reflect 1-2 big changes, with a large majority of the content nested inside, as shown above. This Devlog serves to both announce the beginning of Morph Shape Development, and represent what to expect from Pre Releases. As a quick note to the fact that Morph Shapes were not even on the To Do list, I recently discovered that Morph Shapes were just as important as Sprites, when properly rendering animations. Anyways, though this one was short, thank you for stopping by, and feel free to check out my project, follow it, and like this post if you think it’s cool! See you all next time!

     


     

Agenda:

     

   - Work on parsing for Morph Shapes

     

   - Create a processor for Morph Shapes

     

   - Add rendering case for Morph Shapes

     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux

     

   - Adding Sprite Support

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

Replying to @Silverhoft

1
Open comments for this post
Reposted by @Silverhoft

1h 56m 11s logged

WasFlash Devlog # 4                                                                        Alpha 2.2.1

     

What I accomplished today:

     

   - Added even more optimizations to the shape processing

     

   - Implemented DefineShape4 support

     

   - Pushed Updates to Web

     

   - Updated Skia Git Clone - To prevent the deadly stack trace issue

     


     

Notes:

     

Hello friends, this session was very exciting! I was able to get DefineShape4 Shapes to render properly, and although it was a pain it looks really good! I had to kinda rework the processor a little bit, because DefineShape4 adds a few flags, but I already added LineStyles2 support, so it implemented well. I also got rid of the redundant line/fill storage, which was a small optimization, but still mostly noticeable. To end off the session, I changed the Skia commit hash, so we won’t need to deal with outdated headers.

     


     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

WasFlash Devlog # 4                                                                        Alpha 2.2.1

     

What I accomplished today:

     

   - Added even more optimizations to the shape processing

     

   - Implemented DefineShape4 support

     

   - Pushed Updates to Web

     

   - Updated Skia Git Clone - To prevent the deadly stack trace issue

     


     

Notes:

     

Hello friends, this session was very exciting! I was able to get DefineShape4 Shapes to render properly, and although it was a pain it looks really good! I had to kinda rework the processor a little bit, because DefineShape4 adds a few flags, but I already added LineStyles2 support, so it implemented well. I also got rid of the redundant line/fill storage, which was a small optimization, but still mostly noticeable. To end off the session, I changed the Skia commit hash, so we won’t need to deal with outdated headers.

     


     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

Replying to @Silverhoft

1
Open comments for this post

1h 56m 11s logged

WasFlash Devlog # 4                                                                        Alpha 2.2.1

     

What I accomplished today:

     

   - Added even more optimizations to the shape processing

     

   - Implemented DefineShape4 support

     

   - Pushed Updates to Web

     

   - Updated Skia Git Clone - To prevent the deadly stack trace issue

     


     

Notes:

     

Hello friends, this session was very exciting! I was able to get DefineShape4 Shapes to render properly, and although it was a pain it looks really good! I had to kinda rework the processor a little bit, because DefineShape4 adds a few flags, but I already added LineStyles2 support, so it implemented well. I also got rid of the redundant line/fill storage, which was a small optimization, but still mostly noticeable. To end off the session, I changed the Skia commit hash, so we won’t need to deal with outdated headers.

     


     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

WasFlash Devlog # 4                                                                        Alpha 2.2.1

     

What I accomplished today:

     

   - Added even more optimizations to the shape processing

     

   - Implemented DefineShape4 support

     

   - Pushed Updates to Web

     

   - Updated Skia Git Clone - To prevent the deadly stack trace issue

     


     

Notes:

     

Hello friends, this session was very exciting! I was able to get DefineShape4 Shapes to render properly, and although it was a pain it looks really good! I had to kinda rework the processor a little bit, because DefineShape4 adds a few flags, but I already added LineStyles2 support, so it implemented well. I also got rid of the redundant line/fill storage, which was a small optimization, but still mostly noticeable. To end off the session, I changed the Skia commit hash, so we won’t need to deal with outdated headers.

     


     

Whats Next:

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

Replying to @Silverhoft

1
Open comments for this post

1h 25m 57s logged

WasFlash Devlog # 3                                                                        Alpha 2.1.4

     

What I accomplished today:

     

   - Fixed scaling of canvas on website

     

   - Added anti-aliasing to smooth out animations on both web and native builds

     

   - Pushed web compiler flags to main build

     

   - Made Cinnamon Rolls

     


     

Notes:

     

Hello friends! I spent a lot of time trying to figure this one out, many hours were spent debugging this session. Originally the website was just plugging the file into the WASM binary, and re-scaling to output to make the output match the canvas size, but this would cause blurriness and distorted quality. The good thing about this is, because we actually have to build each shape, we can just tell Skia to draw the shapes bigger, so the scaling still produces a native shape, just with different dimensions. So I had to rework the way the scaling worked. I also added back anti-aliasing, because the optimizations worked so well, that we can run anti-aliased’ output at full speed! There wasn’t too much going on this time around. but it really made a big difference! Thank you all for being here, I really appreciate it! Please feel free to leave a comment, with any questions or feedback, and like this post if you think it’s cool, and follow the project, if you think it’s cool! Have a good day everyone! PS. The cinnamon rolls were yummy!

     


     

Whats Next:

     

   - Adding DefineShape4 support + Port DefineShape4 to WebAssembly

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

WasFlash Devlog # 3                                                                        Alpha 2.1.4

     

What I accomplished today:

     

   - Fixed scaling of canvas on website

     

   - Added anti-aliasing to smooth out animations on both web and native builds

     

   - Pushed web compiler flags to main build

     

   - Made Cinnamon Rolls

     


     

Notes:

     

Hello friends! I spent a lot of time trying to figure this one out, many hours were spent debugging this session. Originally the website was just plugging the file into the WASM binary, and re-scaling to output to make the output match the canvas size, but this would cause blurriness and distorted quality. The good thing about this is, because we actually have to build each shape, we can just tell Skia to draw the shapes bigger, so the scaling still produces a native shape, just with different dimensions. So I had to rework the way the scaling worked. I also added back anti-aliasing, because the optimizations worked so well, that we can run anti-aliased’ output at full speed! There wasn’t too much going on this time around. but it really made a big difference! Thank you all for being here, I really appreciate it! Please feel free to leave a comment, with any questions or feedback, and like this post if you think it’s cool, and follow the project, if you think it’s cool! Have a good day everyone! PS. The cinnamon rolls were yummy!

     


     

Whats Next:

     

   - Adding DefineShape4 support + Port DefineShape4 to WebAssembly

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     

   - Add a GUI to Native Linux Build

     

   - Finally Release for Native Linux Builds

     

   - Port for Windows and MacOS

     

   - Work on more tags in the future…

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

     


     

Replying to @Silverhoft

0
Open comments for this post

I love me some quantum theory

Open comments for this post

40m 46s logged

This is my first devlog for this project. The vision is to make a 3D representation of the Young’s Double slit experiment using three.js along with representation of probability cloud of a photon and also bursting some misconceptions (or at least the misconceptions i had while learning about this).

I love me some quantum theory

Replying to @Silverhoft

1
Open comments for this post
Reposted by @Silverhoft

2h 9m 8s logged

WasFlash Devlog # 2                                                                        Alpha 2.1.3

     

What I accomplished today:

     

   - Added major optimizations to WebAssembly compilation

     

   - Revamped WasFlash official color scheme - Using the Catppuccin color scheme

     

   - Fixed some bugs with buttons + Added functionality to a few buttons

     

   - Updated logo with new color scheme

     


     

Notes:

     

Hello friends! I made some big differences to the look of the website, with a new logo, completely different color palette, and the general feel of the website. My original idea for WasFlash was a kind of cyberpunk theme, I spent countless hours adding little glowing effects, and these moving gradients, but I couldn’t shake the awkward feeling of it all. A flash emulator is old software, but it is by no means is it retro. I decided it was time to finally change it up, and I am so happy I did, because the website feels much cleaner, and well implemented. While pink and blue are my favorite gradient palette, cyan and green are a close second, and worked perfectly for this. Overall the website is much nicer on the eyes, and generally better to use! Finally I updated the popup to mention Stardance instead of Flavortown. Thank you for joining me today! Please feel free to leave a comment with what you think below, and like the project if you think it’s cool! Anyways, that’s all from me today, see you guys around!

     


     

Whats Next:

     

   - Adding DefineShape4 support + Port DefineShape4 to WebAssembly

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

Images

     

     


     

WasFlash Devlog # 2                                                                        Alpha 2.1.3

     

What I accomplished today:

     

   - Added major optimizations to WebAssembly compilation

     

   - Revamped WasFlash official color scheme - Using the Catppuccin color scheme

     

   - Fixed some bugs with buttons + Added functionality to a few buttons

     

   - Updated logo with new color scheme

     


     

Notes:

     

Hello friends! I made some big differences to the look of the website, with a new logo, completely different color palette, and the general feel of the website. My original idea for WasFlash was a kind of cyberpunk theme, I spent countless hours adding little glowing effects, and these moving gradients, but I couldn’t shake the awkward feeling of it all. A flash emulator is old software, but it is by no means is it retro. I decided it was time to finally change it up, and I am so happy I did, because the website feels much cleaner, and well implemented. While pink and blue are my favorite gradient palette, cyan and green are a close second, and worked perfectly for this. Overall the website is much nicer on the eyes, and generally better to use! Finally I updated the popup to mention Stardance instead of Flavortown. Thank you for joining me today! Please feel free to leave a comment with what you think below, and like the project if you think it’s cool! Anyways, that’s all from me today, see you guys around!

     


     

Whats Next:

     

   - Adding DefineShape4 support + Port DefineShape4 to WebAssembly

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

Images

     

     


     

Replying to @Silverhoft

1
Open comments for this post

2h 9m 8s logged

WasFlash Devlog # 2                                                                        Alpha 2.1.3

     

What I accomplished today:

     

   - Added major optimizations to WebAssembly compilation

     

   - Revamped WasFlash official color scheme - Using the Catppuccin color scheme

     

   - Fixed some bugs with buttons + Added functionality to a few buttons

     

   - Updated logo with new color scheme

     


     

Notes:

     

Hello friends! I made some big differences to the look of the website, with a new logo, completely different color palette, and the general feel of the website. My original idea for WasFlash was a kind of cyberpunk theme, I spent countless hours adding little glowing effects, and these moving gradients, but I couldn’t shake the awkward feeling of it all. A flash emulator is old software, but it is by no means is it retro. I decided it was time to finally change it up, and I am so happy I did, because the website feels much cleaner, and well implemented. While pink and blue are my favorite gradient palette, cyan and green are a close second, and worked perfectly for this. Overall the website is much nicer on the eyes, and generally better to use! Finally I updated the popup to mention Stardance instead of Flavortown. Thank you for joining me today! Please feel free to leave a comment with what you think below, and like the project if you think it’s cool! Anyways, that’s all from me today, see you guys around!

     


     

Whats Next:

     

   - Adding DefineShape4 support + Port DefineShape4 to WebAssembly

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

Images

     

     


     

WasFlash Devlog # 2                                                                        Alpha 2.1.3

     

What I accomplished today:

     

   - Added major optimizations to WebAssembly compilation

     

   - Revamped WasFlash official color scheme - Using the Catppuccin color scheme

     

   - Fixed some bugs with buttons + Added functionality to a few buttons

     

   - Updated logo with new color scheme

     


     

Notes:

     

Hello friends! I made some big differences to the look of the website, with a new logo, completely different color palette, and the general feel of the website. My original idea for WasFlash was a kind of cyberpunk theme, I spent countless hours adding little glowing effects, and these moving gradients, but I couldn’t shake the awkward feeling of it all. A flash emulator is old software, but it is by no means is it retro. I decided it was time to finally change it up, and I am so happy I did, because the website feels much cleaner, and well implemented. While pink and blue are my favorite gradient palette, cyan and green are a close second, and worked perfectly for this. Overall the website is much nicer on the eyes, and generally better to use! Finally I updated the popup to mention Stardance instead of Flavortown. Thank you for joining me today! Please feel free to leave a comment with what you think below, and like the project if you think it’s cool! Anyways, that’s all from me today, see you guys around!

     


     

Whats Next:

     

   - Adding DefineShape4 support + Port DefineShape4 to WebAssembly

     

   - Create actual autobuild script for both WASM and Native Linux - Some time a       little less in the future…

     

   - Adding Sprite Support - Will take a very long time

     

   - Adding Bitmap Support

     

   - Adding Jpeg + Font Support

     


     

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

     

Learn More

     

Images

     

     


     

Replying to @Silverhoft

1
Open comments for this post
Reposted by @Silverhoft

5h 13m 6s logged

WasFlash Devlog # 1

What I accomplished today:

  • Debugging deadly stack trace error - Ended up being outdated headers from Skia

  • Updating Skia headers to modern version

  • Re-Added gradient shape fill support

  • Added heavy optimizations for all locally built dependencies, for native Linux builds - Removes latency entirely

  • Cleaned up loose files

Notes:

Hello friends, today was a little bit of a drag, given the fact that I just could not figure out what was causing this nonstop stack trace. I finally looked into Skia, and realized my headers were out of date with the actual program, so I had to update those, ultimately fixing the program entirely. I also took some time to add optimization, so much so, that there is now zero latency in both audible, and visual playback. Overall, this was a productive session, even though it took ages.

Whats Next:

  • Porting current version to WebAssembly - With similar optimizations

  • Adding DefineShape4 support + Port DefineShape4 to WebAssembly

  • Update Wasflash Website with new Catppuccin color palette

  • Create actual autobuild script for both WASM and Native Linux - Some time in the future…

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

Learn More

WasFlash Devlog # 1

What I accomplished today:

  • Debugging deadly stack trace error - Ended up being outdated headers from Skia

  • Updating Skia headers to modern version

  • Re-Added gradient shape fill support

  • Added heavy optimizations for all locally built dependencies, for native Linux builds - Removes latency entirely

  • Cleaned up loose files

Notes:

Hello friends, today was a little bit of a drag, given the fact that I just could not figure out what was causing this nonstop stack trace. I finally looked into Skia, and realized my headers were out of date with the actual program, so I had to update those, ultimately fixing the program entirely. I also took some time to add optimization, so much so, that there is now zero latency in both audible, and visual playback. Overall, this was a productive session, even though it took ages.

Whats Next:

  • Porting current version to WebAssembly - With similar optimizations

  • Adding DefineShape4 support + Port DefineShape4 to WebAssembly

  • Update Wasflash Website with new Catppuccin color palette

  • Create actual autobuild script for both WASM and Native Linux - Some time in the future…

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

Learn More

Replying to @Silverhoft

1
Open comments for this post

5h 13m 6s logged

WasFlash Devlog # 1

What I accomplished today:

  • Debugging deadly stack trace error - Ended up being outdated headers from Skia

  • Updating Skia headers to modern version

  • Re-Added gradient shape fill support

  • Added heavy optimizations for all locally built dependencies, for native Linux builds - Removes latency entirely

  • Cleaned up loose files

Notes:

Hello friends, today was a little bit of a drag, given the fact that I just could not figure out what was causing this nonstop stack trace. I finally looked into Skia, and realized my headers were out of date with the actual program, so I had to update those, ultimately fixing the program entirely. I also took some time to add optimization, so much so, that there is now zero latency in both audible, and visual playback. Overall, this was a productive session, even though it took ages.

Whats Next:

  • Porting current version to WebAssembly - With similar optimizations

  • Adding DefineShape4 support + Port DefineShape4 to WebAssembly

  • Update Wasflash Website with new Catppuccin color palette

  • Create actual autobuild script for both WASM and Native Linux - Some time in the future…

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

Learn More

WasFlash Devlog # 1

What I accomplished today:

  • Debugging deadly stack trace error - Ended up being outdated headers from Skia

  • Updating Skia headers to modern version

  • Re-Added gradient shape fill support

  • Added heavy optimizations for all locally built dependencies, for native Linux builds - Removes latency entirely

  • Cleaned up loose files

Notes:

Hello friends, today was a little bit of a drag, given the fact that I just could not figure out what was causing this nonstop stack trace. I finally looked into Skia, and realized my headers were out of date with the actual program, so I had to update those, ultimately fixing the program entirely. I also took some time to add optimization, so much so, that there is now zero latency in both audible, and visual playback. Overall, this was a productive session, even though it took ages.

Whats Next:

  • Porting current version to WebAssembly - With similar optimizations

  • Adding DefineShape4 support + Port DefineShape4 to WebAssembly

  • Update Wasflash Website with new Catppuccin color palette

  • Create actual autobuild script for both WASM and Native Linux - Some time in the future…

Resources:

If you are completely lost, here is a good place to learn a little more about what I’m doing:

Learn More

Replying to @Silverhoft

1

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