Next-Gen Retro Emulation & Engine SDKs
A suite of high-performance WebAssembly game engines, emulators, and client-side ROM collection tools. Standardized with unified SDK contracts and zero server overhead.
Flagship Applications & Specifications
ROM Manager
A client-side web application ("mp3tag for retro games") that organizes your ROM collection using the File System Access API. Groups variants by DAT hash matching (No-Intro / Redump), attaches cover art, and manages local metadata with zero server upload.
Engine Specs SDK
The unified contract surface for the entire ecosystem (`@wasm-gaming/engine-specs`). Guarantees every emulator and game engine exposes a strict `EngineSDK` = `{ manifest, load }` interface with typed options, VFS asset mounting, and audio-clocked lifecycle APIs.
WebAssembly Engine Catalog
Built for Performance & Privacy
Audio-Clocked Frame Loop
No ASYNCIFY bloat or emulated GL. Frame pacing is driven by AudioWorklet ring buffers (~90ms queued), locking emulator speed precisely to audio hardware with zero pitch drift.
100% Client-Side Privacy
Your games and files stay on your machine. Using WebAssembly and the File System Access API, zero ROM bytes or user telemetry are ever uploaded to an external server.
Unified Engine SDK Contract
All engines conform to @wasm-gaming/engine-specs. Switch between Snes9x, mGBA, FBNeo, or RSDKv4 without changing host application control code.
Dynamic Asset Mounting
Engines do not bake game data into WASM binaries. Hosts supply game ROMs or Data.rsdk files dynamically into Virtual Filesystems (VFS/OPFS) at runtime.
Consuming WASM Engines in JavaScript / TypeScript
// Select a snippet above