Hi Everyone,
Would it be possible to create a dreamcast browser with flash player support to play 2000s flash games? There is this project called flashpoint that has been compiling flash content and putting it into an electron browser for people to play offline.
https://flashpointarchive.org/source
There is also an open source flash emulator
https://ruffle.rs
Adobe Flash Player Support/Flashpoint Support
- pmp174
- undertow
- Posts: 33
- Dreamcast Games you play Online: PSO
- gameblabla
- lithium
- Posts: 40
Re: Adobe Flash Player Support/Flashpoint Support
I ported Gnash to the RS-90, a handheld with only 20MB or so of RAM available to userspace. Even then, only really small games would fit. There was a flash optimizer app called Eltima Flash Optimizer that greatly helped with that but the app is completely gone and trial version only outputs B&W graphics. Gnash could not even compile last time i tried for Dreamcast due to missing C++ features in KallistiOS. Things have improved slightly since then but i'm afraid most of the stuff will only work on 32MB Dreamcast without a major source code change (including taking better advantage of VRAM). That ignoring the fact that it might end up being very slow anyway. (I didn't try the OpenGL backend in depth however, i removed it from my fork but perhaps i should bring it back)
If it doesn't fit, it's time to quit !
If it doesn't fit, it's time to quit !
- Ian Micheal
- Developer
- Posts: 6288
- Location: USA
- Contact:
Re: Adobe Flash Player Support/Flashpoint Support
Sounds like a plan got most modern toolchain so no missing c++ features now.. Yeah opengl backend for sure..gameblabla wrote: ↑Thu Jan 02, 2025 11:34 am I ported Gnash to the RS-90, a handheld with only 20MB or so of RAM available to userspace. Even then, only really small games would fit. There was a flash optimizer app called Eltima Flash Optimizer that greatly helped with that but the app is completely gone and trial version only outputs B&W graphics. Gnash could not even compile last time i tried for Dreamcast due to missing C++ features in KallistiOS. Things have improved slightly since then but i'm afraid most of the stuff will only work on 32MB Dreamcast without a major source code change (including taking better advantage of VRAM). That ignoring the fact that it might end up being very slow anyway. (I didn't try the OpenGL backend in depth however, i removed it from my fork but perhaps i should bring it back)
If it doesn't fit, it's time to quit !
- OatBob
- St.Jimmy
- Posts: 385
- Location: Minnesota, USA
Re: Adobe Flash Player Support/Flashpoint Support
The browsers do have some flash support for web. These are early-2000s tech, so it may not support all the browser games as you may hope.
Take this page for example. The archived version is converted to ruffle for modern PC browsers.
https://web.archive.org/web/20000815081 ... .jp/cyber/
I have stripped it down to function as it originally did. Try viewing with Dream Passport.
https://shinjitsunayu.me/sega_co_jp/cyber/index.html
Take this page for example. The archived version is converted to ruffle for modern PC browsers.
https://web.archive.org/web/20000815081 ... .jp/cyber/
I have stripped it down to function as it originally did. Try viewing with Dream Passport.
https://shinjitsunayu.me/sega_co_jp/cyber/index.html
kamui.cool/ - web content for DC.
- gameblabla
- lithium
- Posts: 40
Re: Adobe Flash Player Support/Flashpoint Support
Yes but unfortunately they only support up to Flash 3-4 and have basically no actionscript support, you can't do much interaction. I believe only Pico's school ever targeted such an old Flash version. On top of that, there's still memory restrictions (the web browser engine on its own takes up RAM) and it's quite slow. Not saying Gnash would be much faster but its a problem.
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