BlueRetro
jsynchronous
BlueRetro | jsynchronous | |
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96 | 12 | |
1,191 | 117 | |
- | - | |
9.0 | 4.0 | |
16 days ago | about 2 months ago | |
C | JavaScript | |
Apache License 2.0 | BSD 2-clause "Simplified" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
BlueRetro
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Family room by day... Modded retro gaming cave by night
SNES: FX Pak Pro, Internal BlueRetro mod (BT controllers), Voultar's RGB bypass, Recap. N64: Everdrive x7, Tim's RGB mod, Noctua fan, Recap. GC: PicoBoot, LaserBear's internal BlueRetro mod (BT controllers). PS1: xStation, Internal BlueRetro mod (BT controllers), Pico PSU + Noctua fan, Recap. PS2: Ultraslim mod with SD card reader in top Fat PS3: This is actually a sleeper PC with a GTX 1060 and a Ryzen 5 2600 for emulation purposes.
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The Dirty Cube - Hazardously Fun
Read this
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4p wireless Mario Kart anyone? (Re-cap + Tim’s RGB mod)
I do plan to do an internal BlueRetro mod at some point (so I'll be able to connect controllers without dongles) but I'm waiting til this issue is hopefully fixed.
- 8bitmods Blueretro N64 wireless adaptor is sold out - are the AliExpress ones similar?
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Do you guys think $200 is a fair price for modded GC. it's got Picoboot, bluetooth on all 4 ports, and a custom RGB led mod I made myself that changes between 20 colors.
best i could figure out is that he did this. https://github.com/darthcloud/BlueRetro/wiki/BlueRetro-DIY-Build-Instructions maybe there is something better?
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Using a 360 controller with Nintendont?
https://github.com/darthcloud/BlueRetro This is the GitHub page with tons of different links to different sellers. I would try my chances there.
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My Dreamcast with built-in Blueretro :)
It’s already available and fairly easy to build yourself: https://github.com/darthcloud/BlueRetro
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PS1 internal BlueRetro mod update (port status LEDs & multi-tap support - details in comments)
This issue is documented on the BlueRetro github, where it is the 5th-oldest reported bug, as well as by far the most commented. This issue has been known for at least a year and a half. Will's Console Modifications used to have this bug listed on the UnoRetro page, but they removed it - even though the bug still hasn't been fixed - which means you have to use the Internet Wayback Machine to verify on an old version of their website that they knew about it.
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Look Ma! No dongles! ... Internal BlueRetro for wireless controllers
The official BlueRetro docs have great instruction on how to install the code and pair controllers, but for internal installs I'd recommend nostalgic-influences wiring diagram.png) if you're like me and have trouble reading electrical schematics.
- Look Ma! No Dongles! ... (internal BlueRetro PS1 install)
jsynchronous
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Ask HN: What is something you built but never marketed?
A data-synchronization library for Node.js
https://github.com/siriusastrebe/jsynchronous
Ever get tired of sending API requests and JSON payloads? Wouldn't it be cool if data just synced between server and client?
Jsynchronous lets you share deeply nested object/arrays between node.js and connected browsers – and any changes made to that variable.
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Woe be onto you for using a WebSocket
For the very reasons listed in the article, I built:
https://github.com/siriusastrebe/jsynchronous
a library for keeping a javascript variables synchronized between Node.js servers and clients.
Websockets work great for message passing but it struggles with data structures more complicated than what JSON can represent. Jsynchronous syncs any javascript object or array with arbitrarily deep nesting and full support for circular data structures.
If a computer goes to sleep, or disconnects, websocket connections (and their underlying TCP connections) get reset so you lose any data sent while a computer is unavailable. Jsynchronous will re-send any data clients are missing.
There's also a history mode that lets you rewind to past states.
- Easily share fast changing server data with Jsynchronous.js - for games and real time apps.
- Easily share fast changing server data with Jsynchronous.js - for games and real time apps
- Show HN: Synchronize your rapidly changing app state with all connected browsers
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Event Sourcing
I recently built https://github.com/siriusastrebe/jsynchronous which uses event sourcing to synchronize javascript variables on the server with connected browsers.
You can also replay states using a special “rewind” mode, a core advantage of event sourcing.
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5000x faster CRDTs: An Adventure in Optimization
Not for rust - for javascript: Take a look at this library: https://github.com/siriusastrebe/jsynchronous
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Ask HN: Who wants to be hired? (August 2021)
Fullstack web developer, data visualization and real-time app specialist
I recently built and open sourced https://github.com/siriusastrebe/jsynchronous a real-time data sync library for javascript.
Location: Seattle, full time roles
- Jsynchronous.js - Data synchronization for games and real-time web apps
What are some alternatives?
GIMX - The GIMX software.
QuestJS - A major re-write of Quest that is written in JavaScript and will run in the browser.
retro-go - Retro emulation for the ODROID-GO and other ESP32 devices
wshook - Easily intercept and modify WebSocket requests and message events.
PlayStation-1-Reset-Mod - PlayStation 1 Controller Reset mod
FluidFramework - Library for building distributed, real-time collaborative web applications
RoverController - LoRa/WiFi remote controller for driving my rover
plumber - A swiss army knife CLI tool for interacting with Kafka, RabbitMQ and other messaging systems.
esp-jumpstart - Jumpstart from concept to production
zotonic - Zotonic - The Erlang Web Framework & CMS
Provenance - iOS & tvOS multi-emulator frontend, supporting various Atari, Bandai, NEC, Nintendo, Sega, SNK and Sony console systems… Get Started: https://wiki.provenance-emu.com |
FASTER - Fast persistent recoverable log and key-value store + cache, in C# and C++.