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GameboyIcon Awesome Game Boy Development

A curated list of awesome Game Boy (Color) Development resources, tools, docs, related projects and open-source ROMs. Inspired by the awesome list thing.

You can find a (way cooler) web version of this list here.

Contents

Introduction

Disambiguation

Game Boy Advance

Game Boy Advance development is covered by another project, the awesome-gbadev list. GBA, however, can run GB/GBC games. It does so in a slightly different way compared to native hardware: this is covered in the Emulator Development section of this list.

Game Boy Color and Super Game Boy

This list is focused on the original Game Boy (GB or DMG, 1989), the Game Boy Color (GBC or CGB) and the Super Game Boy (SGB) are very similar systems, with a few important distinctions, such as:

  • Different hardware specifications;
  • Specific hardware and software features;
  • Specific registers;
  • Specific bugs, quirks and exploitable behaviours.

If you aim to develop your software for SGB or GBC, or you want to know how it runs on the other systems, you may want to take advantage and adapt to these differences, check the Game Boy Color category and look for specific references to GBC/CGB and SGB.

Community

Documentation

Opcodes

  • gb-opcodes - Opcodes table
  • RGBDS opcodes reference - A reference of all instructions, including short descriptions, cycle and byte counts, and explanations of flag modifications.

Game Boy Color

Hardware

  • DMG Schematics - Hardware schematics.
  • The Game Boy Project - Provides a study on the hardware and detailed constructional information for the implementation of three 8-bit bidirectional parallel ports.
  • Related custom hardware - by Gekkio.
  • ESP8266 GB Dev Board - Dev board for Game Boy accessories development, powered by ESP8266.
  • ESP8266 GB Printer - A device that emulates the GB Printer and lets you retrieve images using WiFi.
  • fruttenboel - Page with loads of information on the hardware, custom boards to interface with the console and other related projects.
  • Game Boy hardware database - Data and photos of various types of Game Boy consoles.
  • dmg-schematics - Schematics and annotated overlay for the DMG-CPU B chip, extracted from die photos, made with KiCad. Also contains Electric VLSI library with layouts for some of the cells and memories.

Peripherals

Cartridges

Custom cartridges

Misc

Emulator Development

Testing

Software Development

The Choosing tools for Game Boy development essay provides an overview of the available development tools for Game Boy.

Assemblers

  • RGBDS - Assembler and linker package. Documentation.
  • ASMotor - Assembler engine and development system targeting Game Boy, among other CPUs. Written by the original RGBDS author. Documentation.
  • wla-dx - Yet Another GB-Z80/Z80/... Multi Platform Cross Assembler Package. Documentation.

Compilers

  • GBDK - Maintained and modernized GBDK (Game Boy Development Kit) powered by an updated version of the SDCC toolchain. Provides a C compiler, assembler, linker and a set of libraries.
  • Turbo Rascal Syntax Error - Complete suite (IDE, compiler, programming language, resource editor) intended for developing games/demos for 8 / 16-bit line of computers, including the Game Boy and Game Boy Color.

Experimental/Proof of Concepts

  • RGBDS-Live - In-browser coding environment to try out RGBDS.
  • Wiz - A high-level assembly language for writing homebrew on retro console platforms (Game Boy, NES, Atari 2600, and more).
  • gbforth - A Forth-based Game Boy development kit.
  • gbasm-rs - An opinionated Rust based compiler for Game Boy z80 assembly code.
  • gbasm - A JavaScript based compiler for Game Boy z80 assembly code.
  • tniASM - Macro Assembler.
  • Assembler - Assembler written in Swift.
  • llvm-gbz80 / clang-gbz80 - Clang/LLVM port to the GBZ80 CPU (similar to the deprecated euclio/llvm-gbz80).
  • gbdk-go - A compiler translates Go programs to C code. The output C code is built into GB ROM by GBDK.

Emulators

  • BGB - Powerful emulator and debugger. Provides an accurate hardware emulation.

  • SameBoy - Accurate emulator with a wide range of powerful debugging features.

  • Mooneye GB - Research project and emulator in Rust.

  • mGBA - Modern cross platform GBA emulator which also runs GB/GBC games.

  • Binjgb - 5Kloc emulator that passes most of the tests. *Rewind- feature. Runs in the browser using WebAssembly.

  • Gambatte - Cross-platform and accurate emulator.

  • MetroBoy - A playable, circuit-level simulation of an entire Game Boy.

  • gbe-plus - A recently rewritten emulator that has a large effort in preserving the functions of obscure accessories (such as IR link, Mobile Network GB, Barcode Boy, GB Printer, local and online GB Serial Link Cable, ... )

  • Emulicious - Provides accurate emulation and includes powerful tools such as a profiler and source-level debugging for ASM and C via a VS Code debug adapter.

Complete list of open source emulators

Tools

Engines

  • ZGB - A little engine for creating games for the original Game Boy (expands gbdk, more info here).
  • Retr0 GB - An engine for creating games (expands GBDK).

Development tools

  • GBExtended - C library extending gbdk.
  • gbdk-lib-extension - A small set of sources and tools for the Game Boy Development Kit by Michael Hope.
  • Dot Matrix Game Editor - An IDE for Game Boy programming in a C-like language called GBL, with many other features like tile and map extraction, WLA-DX assembly, and more.
  • mgbdis - Game Boy ROM disassembler with RGBDS compatible output.
  • ROM Header Utility - An online tool to inspect and modify a ROM's header data, including the logo.
  • romusage - Command line tool for estimating usage (free space) of Game Boy ROMs from a .map, .noi or ihx file. Works with GBDK-2020 and RGBDS.
  • awake - Game Boy decompiler.
  • Game Boy Text Tools - Set of tools for text manipulation and translation of Game Boy ROMs written in Node.js.
  • evscript - A scripting language for the Game Boy, useful for enemy AI, dialogue, animations, and coroutines.
  • evunit - A unit testing program for assembly code.
  • opcode_count - Generates statistics on which CPU instructions are run the most often using Python and Emulicious

Graphics utilities

  • Game Boy Tile Data Generator - HTML5 / JS web application that will convert bitmap images to hexadecimal data appropriate for use in tile based graphical applications, specifically GB.
  • Harry Mulder's GB Development - Some sources and home of Game Boy Tile Designer (GBTD) and Game Boy Map Builder (GBMB) tools.
  • GBTiles - Converts .GBR files created with Harry Mulder's Tile Designer (GBTD) and .GBM files created with Harry Mulder's Map Builder (GBMB) to different formats for use with the Game Boy and GBDK.
  • bmp2cgb - Graphics converter for Game Boy Color development providing real time palette adjustments.
  • png2gb - CLI tool to convert image file to game boy .c array.
  • GB-convert - Game Boy tile conversion and map editor tool (converts to assembly).
  • brewtool - A collection of primitive editor/converter tools for making assets used with homebrew ROM development.
  • vtGBte - A minimalistic ncurses tile editor.
  • tpp1 - Definition and specification of a custom GB/GBC memory/hardware mapper, as a functional superset of MBC.
  • libstdgb - A C library of useful Game Boy operations (SDCC).
  • Tilemap GB - GIMP image editor plug-in for importing & exporting GBMB and GBTD tilemaps and tilesets (as bitmap images or .GBM/.GBR files).
  • Tilemap Helper - GIMP image editor plug-in for optimizing tile maps and tile sets.
  • Tilemap Studio - A tilemap editor for Game Boy, Color, Advance, and SNES projects. Written in C++ with FLTK.
  • Superfamiconv - Flexible and composable tile graphics converter supporting Super Nintendo, Game Boy, Game Boy Color, Game Boy Advance, Mega Drive and PC Engine formats.

Hardware and ROM utilities

Music drivers and trackers

  • DevSound - Sound driver embeddable in homebrews which supports pulse width manipulation, arpeggios, and multiple waveforms.
  • Carillon Player - Music Engine.
  • GBT PLAYER - A music player library and converter kit.
  • mmlgb - A MML parser and GBDK sound driver for the Nintendo Game Boy.
  • XPMCK - An MML based music compiler with support for Game Boy & Game Boy Color.
  • GBSoundSystem - A modernized audio driver for GameBoy Tracker (aka the Paragon 5 music player).
  • hUGETracker - A music tracker based on OpenMPT, focused on ease of use, compact output, and embeddability in homebrew games.
  • CBT-FX - A GBDK-2020 sound effect driver compatible with FX-Hammer sound effects.

Programming

Guides, tutorials and tools to develop software for Game Boy using the development toolchains described in the Software Development chapter.

ASM

Sources

Fragments of code, effects, proof of concepts and generally non complete games.

  • dev'rs ASM section - A lot of working demos and sources.
  • EmmaEwert's experiments - A collection of prototype programs, mostly just toying around. Among others, a daylight effect, transparency and a weather effect.
  • DeadCScroll - A detailed tutorial on how to make the screen wobble, among other "raster effects"

Timings

Boilerplates and libraries

Syntax highlighting packages

C

Homebrews

Complete and open source games.

  • Homebrew Hub - A community-led attempt to collect, archive and preserve every unlicensed and homebrew game released for Game Boy. Entries are playable online.

ASM

C

GB Studio

Demos

Reverse Engineering

Game Disassemblies

Game Boy Camera

Retrieving images

Game Boy Printer emulation (e.g. to retrieve images from the camera):

Changing the camera's behavior

Methods to improve and/or manipulate the camera's quality and behavior:

Post processing

Related projects

Directories

Websites

  • devrs.com/gb - Old home of the scene: examples, sources, complete documentation, guides, tutorials and various tools.
  • pdroms.de - Game Boy releases.
  • Handheld Underground - Unlicensed games, blog posts about Game Boy, home of the hhugboy emulator.

About

Contribute

Take a look at Contribution Guidelines.

License

Licensed under GPLv3. See LICENSE for more information.

Acknowledgements

Thanks to every contributor of this project, Jeff Frohwein, Pascal Felber, KOOPa, Pan of Anthrox, GABY, Marat Fayzullin, Paul Robson, BOWSER, neviksti, Martin "nocash" Korth, Nitro2k01, Duo, Chris Antonellis, Michael Hope, Beware, Jonathan “Lord Nightmare” Gevaryahu, Carsten Sorense, Sindre Aamås, Otaku No Zoku, GeeBee.

Sponsors

Special thanks to our friends at DigitalOcean and Incube8 Games, sponsoring the open source activites of our Game Boy Development community.

awesome-gbdev's People

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awesome-gbdev's Issues

Game Boy Advance

  • Mention somewhere (maybe in the "disambiguation" box?) that GBA is a completely difference story, not covered here. Link to awesome-gbadev.
  • Describe the intersection of GBA and GB/GBC: GBA running on CGB mode (different colors, different registers init, APU quirks). Maybe @LIJI32 or @endrift can describe this briefly (or point me to some documentation describing GBA in CGB mode) ?

Re-order emulators into their own section?

Going through the list I noticed a few places where emulators are mentioned amongst tools, but also some in the misc-like section at the bottom.

I feel that there are enough links, that are also nicely varied, to belong in their own section.

Again, I'd be happy to do this.

List review and overhaul

Game Boy related content is growing fast recently and this list needs some skimming.

We have to review the structure and every link of the list, with the purpose to clean it up and make sure every resource satisfies the "awesome standard" (#96):

  • We will be doing this revising blocks of 3-4 links, this thread tracks and links the single github issues about this.
  • MORE.md will be the place for everything we remove from the main list.
  • Every thread will stay up for 10 days then if there's no opposition or ongoing talk the modifications will be merged in the review2020 branch
  • Once 50% of the thread are closed, we start merging the review2020 branch into master and the progressively integrate everything

Everyone is invited to partecipate in giving feedback on this.


Review threads:

List Review: (4) Documentation > Misc

See #158 for context

1 - Introduction to Game Boy Hacking - Workshop introducing basic assembly, debugging and reverse engineering.
2 - Everything You Always Wanted To Know About GAME BOY - but were afraid to ask
3 - GBSOUND.txt - A document detailing the Game Boy sound engine.
4 - GB Instructions Game Boy Assembly commands.
5 - GB ASM Tips - Some tips for coding in Assembly by Jeff Frohwein.
6 - gbdev FAQs - Must read by Jeff Frohwein.
7 - Game Boy Bootrom - Commented dump of the DMG bootrom.
8 - GB Technical Information - Some old code resources.
9 - Differences between the Z80 and the gameboy's processor
10 - Gameboy 2BPP Graphics Format - Information on how the Game Boy interprets VRAM tile data to color pixels.

"Errata" for the Ben Heck video of the GB Printer

He uses expired thermal paper, so he ends the video believing that the GB Printer only prints 2 colors. I don't think we should get rid of the video but we definitely need to mention it with the video.

Many links broken by search/replace

Looks like in 573b31c, there was a search/replace from "gameboy" to "Game Boy" in README.md, which broke many links, such as Game Boy Demospotting (should be http://gameboy.modermodemet.se/), etc. I don't want to just revert the commit and fix those as it looks like there were a lot of other useful changes in that commit, but it needs to be gone through so these links can be fixed. I suggest the commit author take this task, but I wouldn't mind doing it myself either :)

Possible addition gbz80-pseudoOps

I have been working on a library that I think other Game Boy developers could make use of. It is hosted here https://github.com/joeldipops/gbz80-pseudoOps

I'm spruiking my own work so I don't feel qualified to answer the question "Is it awesome" but I think it fits the three criteria

It must be in a minimal working state;
Although I intend for the library to continue to grow and improve, I believe in its current state it is already useful. The 20 or so macros already written are working and reasonably well documented.

It must have a clear purpose or provide something interesting
The purpose is to
a) polyfill operations that feel like they could exist on the gameboy CPU but don't, for example moving data from one memory address to another ldAny [LcdControl], LCD_ON or 16 bit subtraction sub16 HL, BC
b) Make rgbasm code more readable, through the above polyfills and intuitive constant names.

It must provide a minimal documentation briefly describing what is the project and how to make use of it.
There's a README.md with instructions for including the library and documenting most of the macros, including size, cycle counts and flags affected.

My only concern is that I'm worried I'm the only person that would find this stuff useful. I haven't seen anyone else that dislikes gbhw.inc and it's "rSCY" style naming, and I've completely ignored some advice I've read not to indent asm code as I would an OOP language.

z88dk C compiler

I noticed the z88dk C compiler isn't mentioned. It can target the GameBoy.

https://github.com/z88dk/z88dk

I can't comment on its quality. It's released under the the obscure Clarified Artistic License, which is a Free and Open Source licence.

vtGBte tile editor

vtGBte - A raw-binary format tile editor for Unix systems.

What I'm supposed to write here?

Peripherals and Hardware sections

We have:

  • Schematics, documentation and research on the Game Boy (main console, cartridges)
  • Schematics, documentation and research on the less known hardware accessories and cartridges (sometimes, software emulating/technical investigations)
  • Projects hardware-emulating an accessory (like the GB Printer)

They are under the Peripherals , Cartridges and Hardware sections confused and without a serious and enforced criteria.

Licensing

This project is licensed under the GPL-3.0. That's fine in itself, but there's a big issue with this choice.

We don't have the legal right to license the salvaged articles under GPL. (We don't really have the right to distribute them either, but I think that's of lesser consequence than licensing them with a copyleft license.)

Solving this is probably as simple as writing somewhere (in LICENSE, maybe) that the files in the articles/salvage/ directory are not licensed under GPL. We never had the right to license them, so clarifying that fact should really be all that's needed. I think.

Y2Dmg Emulator

Description notes that the emulator passes (all) of Blarggs test roms, it however only passes a couple. From the comments left in DmgSystem.cs, only 15 roms were tested out of the total 46.
Until we have a method of quantifiably measuring any particular emulator's accuracy (with a number for instance), I think we should avoid qualitative descriptions.
Only raising this as an issue as many devs are looking for a readable accurate emulator (including myself) and we shouldn't waste their time.

Merge the "emulators" and "open-source emulators" sections

The two sections are far apart from each other, which makes things confusing. Moreover, Gambatte should also be in the open-source section, and having a section for one item, IMO, isn't a good idea.
Alternatively, the more noteworthy emulators like SameBoy, mGBA and mooneye-gb should be moved to the main emulators section, and everything else should be moved to MORE.md.

Should we honor misspelled website titles?

I just opened #33 which changes "Gameboy" to the correct "Game Boy" throughout the list, as a continuation of 573b31c and #8.

However, it does not take misspelled website titles into consideration. If someone has called their website something with "Gameboy" in it, I have changed that to the correct spelling in my pull request.

Do we want to honor people's misspellings or have the correct spelling consistently throughout?

Assembly course from Withicha State Universiy

Original link:

http://cratel.wichita.edu/cratel/ECE238Spr08 ⋅ Center for Research in Arts, Technology, Education, and Learning (CRATEL) at Withicha State Universiy ⋅ ECE 238 ⋅ Spring 2008 ⋅ Machine and assembly language programming concepts that illustrate basic principles and techniques. Application through study of the Z80 chip and Gameboy programming assignments.

The entire site cratel.wichita.edu is down. I've tried to recover it from Archive.org (here) but the navigation is broken.

Emux emulator addition

I would like to add an emulator that is in active development.
Currently it can play most games with some graphical glitches, does not yet pass all of Blargg's tests but should soon.
I'm not sure if there are requirements for emulator completeness with the Awesome Standard.

Move the repo to a neutral namespace

I remember this already coming up and today someone pinged me about this.

Should we move this repository to a (more) neutral organization instead of being under the namespace of my personal GitHub account?

The obvious choice would be our gbdev organization.

Why Sonic 1?

Even if you ignore the graphics hardware differences, it doesn't even run on the same processor!

List Review: (7) Hardware

-1 DMG Schematics - Hardware schematics.
-2 The Game Boy Project - Provides a study on the hardware and detailed constructional information for the implementation of three 8-bit bidirectional parallel ports.
-3 Related custom hardware - by Gekkio.
-4 ESP8266 GB Dev Board - Dev board for Game Boy accessories development, powered by ESP8266.
-5 ESP8266 GB Printer - A device that emulates the GB Printer and lets you retrieve images using WiFi.
-6 fruttenboel - Page with loads of information on the hardware, custom boards to interface with the console and other related projects.
-7 Game Boy hardware database - Data and photos of various types of Game Boy consoles.
-8 DMG-CPU-Inside - Schematics and annotated overlay for the DMG-CPU-B chip, extracted from die photos.

Remove `Glitches and exploits` sub category

discord thread

[3:50 PM] luckytyphlosion: pls remove asm hacks
[3:50 PM] luckytyphlosion: like the ACE shit
[3:50 PM] avivace: Why it doesn't fit, for you?
[3:51 PM] avivace: The list has plenty of not stritcly "development" resources targeted on hacking the console, the existing software/hardware
[3:51 PM] avivace: And I think it makes sense
[3:53 PM] luckytyphlosion: the yellow debug asm hack isn't even a glitch/exploit
[3:53 PM] luckytyphlosion: it's a binary romhack
[3:53 PM] luckytyphlosion: DMA hijacking is modern enough to go under the radar
[3:54 PM] luckytyphlosion: but the point is, this really doesn't fit on gbdev
[3:54 PM] luckytyphlosion: what counts as Glitches and exploits
[3:54 PM] luckytyphlosion: do we need to link all the pokemon TASes or other game boy TASes which use ACE
[3:55 PM] luckytyphlosion: most of the glitchy ACE stuff you will see will mostly be from pokemon, since that's the most understood GB game
[3:55 PM] avivace: I was sure the Yellow Hack was injecting something, and not editing the ROM before
[3:55 PM] luckytyphlosion: it is an edit
[3:55 PM] avivace: I see, you are indeed right
[3:56 PM] luckytyphlosion:

[3:58 PM] luckytyphlosion: anyway, if Glitches and exploits stay, then I want to use that section to advertise my two ACE setups that have gotten no attention because having them get attention would require growing a youtube channel and people are too drunk on 8F
[3:59 PM] avivace: I'll move it in MORE and in case we can remove it from there, too. (Also cc-ing @ISSOtm for an opinion on this)
[4:05 PM] avivace: At this point that section makes no sense
[4:05 PM] avivace: IF we don't start listing ACE techniques(edited)
[4:05 PM] luckytyphlosion: it will just turn into a pokemon glitch section
[4:06 PM] luckytyphlosion: there are like 3000 ways to get ACE in pokemon
[4:06 PM] avivace: I mean, acquiring ACE, as in ACE setups
[4:09 PM] luckytyphlosion: yes, still 3000
[4:12 PM] avivace: If this is true, no sense in keeping them (not in the main list)
[4:12 PM] avivace: I'll just keep the article by ISSO

Reiner Ziegler

Does anyone have a backup of the page w/ photos? The website has sadly gone offlisn

"Awesome" quality standard

Context: The list started as a collection of "awesome" resources and ended up in being a raw list of everything related to Game Boy (Development) in general. The idea is to thin the main list a bit, moving the WIP, incomplete, not documented and generally not providing a real contribution entries to another page, called MORE.md.

I think that they need to reach a certain "quality standard":

  • Be in a minimal working state
  • Have a clear purpose and/or provide something different
  • Have a minimal documentation/README providing at least a brief overview of the project

How do you think we should discriminate the resources? What makes a resource "awesome"? What is a perfect example of an "awesome" resource and what is not?

Note the accuracy of documentation listed

Some of the resources listed in the Documentation section do not contain accurate information about the Game Boy (Color). It would be helpful to note how accurate each document is. Possibly having an errata section for each document that isn't open for editing.

For example, it was noted that the document at http://marc.rawer.de/Gameboy/Docs/GBCPUman.pdf had inaccuracies throughout. It may be helpful to note what the issues are, or remove a link to the file if it's not usable at all for GB development.

Thanks.

List Review (8): Peripherals

Check #124

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