I'll need to read up on Emscripten.
Really, I think we need more time to attract people to develop this thing, before we do anything this grandiose. Of the people who have been doing anything with the source outside the two internal devs, @Tamamo and I have the most comprehension of it, and I for one am not ready to commit to anything in the way of huge rewrites. As I've said before, i think we should try to get some new, fresh stuff out, lure in some more coders who can work on it, and see how things progress.
Beyond that, it doesn't matter to me what back end we use. I do fear that some allegro things mayn't carry over, and that's my largest concern.
i would however, always offer a platform-specific binary. If we can do that for the three main desktop OSes, plus Android and iOS, fantastic. A broswer version should be in addition to these. For one thing, we can;t control browser stability.
I know that ZC crashes have always been a user fear, and browser crashes are pretty common. If we do a browser version, we would really be best off investing in some kind of memory state management, so that if the player crashes, or if the browser crashes, the user can resume where they left off, rather than their last in-game save.
IDK. There are so many tiny patches to handle quirks from past versions, up to and including 2.50.0, 2.50.1, and 2.50.2 differences, that mapping them all outside of allegro would be a pain. Not impossible probably, but who's going to do it?
While there aren't yet a significant number of quests that use huge soundtracks, many now do. Yuurei, Panolopy of Calatia, Isle of Rebirth. The quests that are the most popular these days, often have enhanced music. Really, the lack of it in the past is primarily because users have nowhere to upload it with the quest files. Again, a live play site would need to permit it, and then we might get into copyright issues. Hell, I'm shocked that we haven't yet.
It's something to consider, but I suppose making the system run in a browser, and offering the service, are ultimately separate topics. I remember making an Apple Ii emulator that could run in a browser, and run game images, and that was a Java applet. It wasn't fun, but it was a closed feature; this meaning that only members of the BBS knew it existed at all. It also didn't work too well, as handling images on a per-user basis was a huge pain to get right.
I pretty much laid it out that when a user selected an image, it copied it over to user space, and ran it, so that saving was per-user. We'd need to do that with .sav files.
If we do manage this at some point, I would like to see cooperative/multiplayer net-play as an option.
If we were to do this, rebadging it would be wise. That way, the only actual 'Zelda' infringement is from fan-made quests. But again, a solid business model for supporting the bandwidth would be in order.
I don't think I completely buy this argument. It's true that Nintendo could issue a takedown notice at any time (and has done so for fan games even less popular than ZC). This is a good reason to think about segregating the core game code from the Zelda-branded art, music, and gameplay mechanics to as great an extent as possible. But "keep ZC obscure and difficult to use in the hopes that Nintendo leaves us alone" is self-defeating in the long term.