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Add Super Mario 64
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MythicalTrashcan committed Jan 17, 2024
1 parent 016e441 commit 6c1cc41
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150 changes: 150 additions & 0 deletions games/sm64/index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<link
href="https://cdn.jsdelivr.net/npm/[email protected]/dist/css/bootstrap.min.css"
rel="stylesheet"
integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3"
crossorigin="anonymous"
/>
<link type="image/png" rel="shortcut icon" href="./favicon.png" />
<title>Mario 64 | Ludos</title>
<style>
body,
html {
background-color: #000000;
image-rendering: pixelated;
scrollbar-width: none;
}
::-webkit-scrollbar {
display: none;
}
canvas {
width: 100vw;
height: 100vh;
}
p {
margin-top: -15px;
}
</style>
</head>
<body>
<div class="container text-light" id="controls">
<figure>
<blockquote class="blockquote">
<h1 class="display-6"><strong>Keyboard Controls</strong></h1>
</blockquote>
<figcaption class="blockquote-footer">
You can use a controller!
Unsure which ones are supported.
</figcaption>
<figcaption class="blockquote-footer">
You can save! Save is stored in local storage.
Can be accessed in Dev tools and in application tab. You can save this in-case of cookie resets.
</figcaption>
<figcaption class="blockquote-footer">
Press page down or scroll down to hide these instructions.
</figcaption>
<figcaption class="blockquote-footer">
Press page up or scroll up to see them again. (may not scroll up if fullscreen mode is enabled)
</figcaption>
<figcaption class="blockquote-footer">
Sound may not work on chromium-based browsers without Sound permissions set to "Allow".
</figcaption>
<ul>
<p>
You can enable sound by default if you click on the button next to the url bar.
</p>
<p>
Click on site settings and look for the Sound permission.
</p>
<p>
Set that to "Allow" instead of "Automatic" and the sound will be enabled.
</p>
</ul>
<h3>
Visual Steps Below
</h3>
<img src="./images/1.png" />
<br>
<br>
<img src="./images/2.png" />
<br>
<br>
<img src="./images/3.png" />
<table class="table table-sm text-light" id="keyboard">
<thead>
<th scope="col">GameCube-Controller</th>
<th scope="col">Keyboard</th>
</thead>
<tbody>
<tr>
<td>A</td>
<td>X</td>
</tr>
<tr>
<td>B</td>
<td>C</td>
</tr>
<tr>
<td>L</td>
<td>Q</td>
</tr>
<tr>
<td>Z</td>
<td>Space</td>
</tr>
<tr>
<td>Start</td>
<td>Enter</td>
</tr>
<tr>
<td>C-Stick</td>
<td>WASD</td>
</tr>
<tr>
<td>Movement</td>
<td>Arrow Keys</td>
</tr>
</tbody>
</table>
</div>
<div id="container">
<canvas class="emscripten" id="canvas"></canvas>
</div>
<script type="text/javascript">
var Module = {
preRun: [],
postRun: [],
print: (function () {
return function (text) {
if (arguments.length > 1)
text = Array.prototype.slice.call(arguments).join(" ");
console.log(text);
};
})(),
printErr: function (text) {
if (arguments.length > 1)
text = Array.prototype.slice.call(arguments).join(" ");
console.error(text);
},
canvas: (function () {
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth; // Todo: how to do this from c++
canvas.height = window.innerHeight;
canvas.addEventListener(
"webglcontextlost",
function (e) {
alert("WebGL context lost. You will need to reload the page.");
e.preventDefault();
},
false
);
return canvas;
})(),
setStatus: function (text) {},
};
</script>
<script async type="text/javascript" src="sm64.us.f3dex2e.js"></script>
</body>
</html>
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