@manybitsbyte/nesplayer-svelte 0.8.0

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package/README.md ADDED
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+ # @manybitsbyte/nesplayer-svelte
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+
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+ A self-contained NES emulator component for Svelte 5 / SvelteKit 2+ projects. Drop it in, pass a ROM, and play.
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+
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+ ## Install
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+
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+ ```sh
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+ npm install @manybitsbyte/nesplayer-svelte
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+ ```
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+
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+ ## Basic usage
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+
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+ ```svelte
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+ <script>
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+ import { Screen } from '@manybitsbyte/nesplayer-svelte';
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+
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+ let romBytes = $state(null); // Uint8Array of a .nes file
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+
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+ async function loadRom() {
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+ const res = await fetch('/roms/game.nes');
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+ romBytes = new Uint8Array(await res.arrayBuffer());
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+ }
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+ </script>
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+
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+ <button onclick={loadRom}>Load ROM</button>
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+
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+ <Screen rom={romBytes} romName="game" style="width: 512px; height: 480px;" />
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+ ```
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+
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+ The component fills its container. Set width/height on the element or a wrapping div. The canvas maintains the correct NES aspect ratio (8:7 pixel, ~1.167:1) and letter-boxes within the available space.
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+
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+ ## Props
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+
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+ | Prop | Type | Default | Bindable | Description |
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+ |------|------|---------|----------|-------------|
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+ | `rom` | `Uint8Array \| undefined` | — | no | Raw bytes of a `.nes` ROM. Changing this value loads the new ROM. Leave unset to let the user open one via the built-in file picker. |
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+ | `romName` | `string \| undefined` | — | no | Identifier used as the localStorage key for SRAM and quick-save state. Should be unique per game. Falls back to the filename when using the file picker. |
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+ | `volume` | `number` | `1` | yes | Master volume, `0`–`1`. |
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+ | `muted` | `boolean` | `false` | yes | Mute audio without changing the volume value. |
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+ | `sampleRate` | `48000 \| 44100` | `48000` | yes | Audio output sample rate. |
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+
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+ ## Features
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+
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+ ### Controls overlay
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+
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+ Hovering the right edge of the player reveals a vertical strip of controls. All buttons show a tooltip on hover.
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+
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+ | Button | Action |
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+ |--------|--------|
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+ | Power | Toggle power on/off |
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+ | Play / Pause | Resume or pause emulation |
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+ | Reset | Soft reset (power stays on) |
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+ | Volume slider | Drag to adjust master volume |
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+ | Mute | Toggle mute |
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+ | Insert ROM | Open a `.nes` file from disk |
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+ | Controllers | Open the input-mapping panel |
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+ | Region | Cycle Auto → NTSC → PAL |
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+ | Fullscreen | Enter/exit browser fullscreen |
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+
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+ ### Input
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+
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+ Player 1 defaults to keyboard. Player 2 defaults to none (unassigned). Both can be switched to any connected gamepad.
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+
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+ **Default keyboard bindings (Player 1)**
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+
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+ | Key | NES button |
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+ |-----|-----------|
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+ | Z | B |
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+ | X | A |
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+ | Right Shift | Select |
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+ | Enter | Start |
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+ | Arrow keys | D-Pad |
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+ | F5 | Quick Save |
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+ | F7 | Quick Load |
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+
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+ All bindings are fully remappable per-player from the Controllers panel. Settings persist to `localStorage`.
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+
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+ ### Gamepad support
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+
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+ - Connects any Gamepad API controller automatically when it is used in-game.
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+ - Supports two players simultaneously on separate controllers.
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+ - Each controller gets its own button mapping profile, persisted to `localStorage`.
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+ - Quick Save and Quick Load can each be bound to a gamepad button.
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+ - If a controller disconnects mid-game, emulation pauses and a dialog prompts the player to switch to keyboard or wait for reconnect.
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+
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+ ### Save states (quick save / load)
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+
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+ Press **F5** to save the current emulator state to memory and to `localStorage`. Press **F7** to restore it. The saved state survives page reloads. A toast notification confirms each operation.
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+
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+ The state is stored under the key `nesplayer-<romName>.state`, where `romName` is the value passed to the `romName` prop (or the filename when the user opens a ROM via the file picker). Use a consistent, URL-safe string as `romName` so saves persist across sessions reliably.
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+
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+ ### Battery save (SRAM)
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+
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+ ROMs with battery-backed RAM (e.g. Zelda, Metroid) automatically save SRAM to `localStorage` on page unload and restore it when the same ROM is loaded again. Keys used:
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+
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+ | Key | Contents |
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+ |-----|----------|
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+ | `nesplayer-<romName>.sram` | Battery-backed RAM (iNES mapper SRAM) |
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+ | `nesplayer-<romName>.flash` | Mapper 30 flash storage |
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+ | `nesplayer-<romName>.state` | Quick-save state snapshot |
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+
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+ ### Supported mappers
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+
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+ | Mapper | Common boards / games |
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+ |--------|-----------------------|
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+ | NROM (0) | Super Mario Bros., Donkey Kong, most early titles |
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+ | MMC1 (1) | Mega Man 2, Zelda, Metroid, Castlevania II |
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+ | MMC3 (4) | Super Mario Bros. 3, Mega Man 3–6, Kirby's Adventure |
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+ | AXROM / ANROM (7) | Battletoads, Rare titles ⚠️ |
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+ | Mapper 30 | UNROM 512 — homebrew and modern NES releases |
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+
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+ ROMs using other mappers will not load correctly. Famicom-specific features (expansion audio, Famicom Disk System, four-player adapters) are not currently supported.
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+
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+ > ⚠️ **Battletoads** and **Wizards & Warriors** are currently affected by a sprite-zero hit detection bug. Battletoads hangs on the title screen before the first level; Wizards & Warriors exhibits screen flickering. Both use Mapper 7 and share the same underlying PPU timing issue, which is under active investigation.
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+
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+ ### Region
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+
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+ The Region button cycles **Auto → NTSC → PAL**.
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+
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+ - **Auto** reads the region field from the ROM header. iNES 2.0 ROMs include this field and will be detected correctly. iNES 1.0 ROMs do not include a region field, so Auto will default to NTSC — PAL games distributed as iNES 1.0 need to be set manually.
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+ - **NTSC** and **PAL** force the region regardless of what the header says.
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+
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+ ---
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+
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+ ## Server requirements
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+
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+ ### Audio
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+
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+ Audio uses the Web Audio API with `SharedArrayBuffer` for a lock-free ring buffer between the emulator and the audio worklet. `SharedArrayBuffer` requires cross-origin isolation headers on every page that embeds the player:
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+
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+ ```
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+ Cross-Origin-Opener-Policy: same-origin
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+ Cross-Origin-Embedder-Policy: require-corp
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+ ```
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+
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+ Without these headers the component still works — the screen renders and input is accepted — but audio is silently disabled and a warning is logged to the console.
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+
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+ **SvelteKit / Vite dev server** — add to `vite.config.ts`:
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+
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+ ```ts
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+ server: {
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+ headers: {
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+ 'Cross-Origin-Opener-Policy': 'same-origin',
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+ 'Cross-Origin-Embedder-Policy': 'require-corp',
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+ },
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+ },
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+ ```
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+
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+ **Netlify** — add to `netlify.toml`:
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+
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+ ```toml
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+ [[headers]]
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+ for = "/*"
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+ [headers.values]
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+ Cross-Origin-Opener-Policy = "same-origin"
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+ Cross-Origin-Embedder-Policy = "require-corp"
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+ ```
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+
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+ **Vercel** — add to `vercel.json`:
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+
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+ ```json
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+ {
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+ "headers": [
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+ {
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+ "source": "/(.*)",
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+ "headers": [
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+ { "key": "Cross-Origin-Opener-Policy", "value": "same-origin" },
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+ { "key": "Cross-Origin-Embedder-Policy", "value": "require-corp" }
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+ ]
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+ }
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+ ]
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+ }
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+ ```
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+
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+ > **Note:** These headers restrict how your page can interact with cross-origin resources (iframes, popups, etc.). If your site relies on OAuth redirects, embedded third-party iframes, or similar cross-origin communication, audit the impact before enabling them.
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+
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+ ### WebGL
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+
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+ The screen is rendered with WebGL (WebGL 1). Any browser that supports Svelte 5 supports WebGL, so no additional configuration is needed.
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+
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+ ---
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+
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+ ## Browser support
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+
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+ Requires Chrome 85+, Firefox 79+, or Safari 15+. These are the minimum versions supported by the underlying WASM runtime.