#jsmess 2016-07-29,Fri

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Time Nickname Message
00:10 🔗 SketchCow Looks excellent.
00:10 🔗 SketchCow bai and db48x - could you take a look
00:14 🔗 naTmeg i'm just starting with the description of the config-object. that could take a while.
00:24 🔗 SketchCow I suspect the rough edges between the two outlooks won't be so bad.
00:24 🔗 SketchCow By the way, what we do here is concatenate your .js files make them one big one.
00:24 🔗 SketchCow Works fine, obviously would eventually be something else, but that's one of the things done.
00:24 🔗 SketchCow Creating an sae.js
00:26 🔗 naTmeg exactly. i want to do that too some day, but for now it's easier for editing.
00:28 🔗 naTmeg i guess version 1.0 will be a single file then.
00:29 🔗 SketchCow It's an easier thing all around, to have an all-in-one.
00:29 🔗 SketchCow But that said, there's nothing that can't be a script that GENERATES the all-in-one
00:29 🔗 bai yeah just need a simple build script
00:29 🔗 SketchCow Since your code is much more legible and understandable as it is.
00:29 🔗 bai I'll check it out in a bit, prepping for my mother in law's birthday dinner now
00:29 🔗 SketchCow The same way that MAME has its source code, but then does a lua script to make the javascript
00:29 🔗 SketchCow You got it, bai
00:30 🔗 naTmeg yes, right
00:33 🔗 naTmeg i've look for a js replacement for #include. so have one js file, which doe include all the other. but that is not so easy possible it seems..
00:34 🔗 bai yeah it's not something javascript really ever had a concept of, it's normally just handled as a build step, since generally there are other optimizations you want to make when you're pushing it live anyway, like minification
00:40 🔗 naTmeg exactly. for SAE, i did not packed the code so ppl can read it by ctrl+u. also i think most modern browsers does use JIT, so the shape of the source-code should not realy matter.
00:42 🔗 naTmeg but i'm not an expert in these things. i'm relative new to web-stuff.
00:43 🔗 bai it's more about download size but even that is questionable with compression
00:44 🔗 bai closure compiler does some optimizations while minifying but it's hard to say how much effect that actually has these days
00:45 🔗 naTmeg dl-size is definitely a point
00:49 🔗 naTmeg the sae-site should be more a demo-site, showing things in "pain-text". optimizations could always be done, like you are doing now..
00:49 🔗 yipdw does V8 still have the thing where it doesn't JIT methods whose source code exceeds some number of bytes
00:50 🔗 naTmeg dunno
00:50 🔗 yipdw it was just one of those thoughts that popped up re: shape of source code and JIT efficiency
00:52 🔗 naTmeg i found a memory allocation limit of 1gb for a uint8array in chrome. zorro3 could go up to 1,5gb
01:00 🔗 Vito` er
01:00 🔗 Vito` is that the overhead of the emulator?
01:00 🔗 Vito` amiga never had 1GB of RAM or storage, did they?
01:01 🔗 SketchCow hey shut up I'd give amiga 3gb of ram if it asked for it
01:01 🔗 SketchCow at 5am
01:01 🔗 SketchCow from a limo
01:01 🔗 SketchCow while I just got to sleep
01:03 🔗 naTmeg heh, iirc there are some zorro-cards but i could be wrong. at least internally it's supported.
01:04 🔗 Vito` oh it's an expansion card
01:04 🔗 naTmeg yep
01:04 🔗 Vito` thought it was like a game
01:07 🔗 naTmeg maximun onboard-memory was 2mb chip-ram + 1536k slow/bogo ram. more memory was avail via expansion cards, usually called fast-ram (cos 32bit access)
01:10 🔗 naTmeg chip- and bogo-ram are 16bit, but can be accessed from the custom chips while fast-ram can not. but it's different for later models. the aga-chipset also can access bitplane-data in fast-ram...
01:19 🔗 db48x naTmeg: howdy
01:19 🔗 naTmeg db48x: hi
01:24 🔗 db48x SketchCow: does archive.org have an amiga bios kicking around?
01:25 🔗 db48x ah, perhaps http://archive.org/download/Amiga_Demobase_Version_3/Amiga_Demobase_Version_3.zip/Kickstarts%20Winuae%2FKS%20ROM%20v3.1%20%28A1200%29%20rev%2040.68%20%28512k%29.rom
01:26 🔗 naTmeg thats for an a1200 with aga
01:36 🔗 db48x naTmeg: you've got a global called cfg
01:36 🔗 naTmeg yes
01:37 🔗 db48x am I correct in assuming that sae.setModel is what writes to it?
01:38 🔗 naTmeg yep, it writes to SAEV_config. cfg is a reference to it.
01:39 🔗 naTmeg you could also use SAEV_config directly
01:39 🔗 db48x oh, I see
01:39 🔗 db48x in init you set cfg = sae.getConfig()
01:39 🔗 db48x in example.js
01:40 🔗 naTmeg this.getConfig = function() { return SAEV_config; }
01:40 🔗 naTmeg this.getInfo = function() { return SAEC_info; }
01:40 🔗 naTmeg from amiga.js
01:41 🔗 naTmeg cfg is just a shortcut, i i dont have to write SAEV_config each time
01:41 🔗 naTmeg i=so
01:43 🔗 db48x yes
01:44 🔗 naTmeg SAEC_info is a global constant created at page-load. SAEV_config is the global config variable.
01:46 🔗 naTmeg do not alter it while the emul is running, except for disk-change, so for SAEV_config.floppy.drive[<n>].file
01:46 🔗 db48x naturally
01:46 🔗 db48x ok, so we can skip browserfs for this
01:47 🔗 naTmeg if emul is running: set SAEV_config.floppy.drive[<unit>].file, then call sae.insert(<unit>)
01:47 🔗 naTmeg or clr SAEV_config.floppy.drive[<n>].file, then call sae.eject(<n>)
01:48 🔗 naTmeg so the emulator get noticed about the disk-change
01:49 🔗 db48x yes, this may be the first emulator where the user can actually swap disks properlyl
01:49 🔗 naTmeg :)
01:50 🔗 db48x I think that just to keep the changes to emularity small we'll still use browserfs
01:50 🔗 db48x sae won't have to know
01:50 🔗 naTmeg ok
01:53 🔗 naTmeg you can enable up to 4 floppy-units by cfg.floppy.drive[<0-3>].type = SAEC_Config_Floppy_Type_35_DD;
01:54 🔗 naTmeg defaults to 2 (df0-1)
01:54 🔗 db48x nice
01:55 🔗 naTmeg to remove a rom or adf use the clr-function: cfg.floppy.drive[<n>].file.clr();
01:57 🔗 naTmeg it's wise to always have some fast-ram enabled. many demos and games depend on it. at least 512kb-1mb
02:00 🔗 db48x what disk image formats do you support?
02:00 🔗 naTmeg for OSC-stuff i would recommend to use the default settings (A2000). for ECS an A500+ and for AGA an A1200
02:02 🔗 naTmeg ADF, DMS, IMG, EXE and SCP, uncompressed, not zipped-up
02:03 🔗 naTmeg also HDF and VHD
02:06 🔗 naTmeg IMG is insteresing in combination with "crossdos", a amiga-soft to read PC-floppies. it's pretty much untested, even so the SCP-support
02:30 🔗 DFJustin no IPF?
02:30 🔗 naTmeg not yet, many lines of code
02:35 🔗 db48x naTmeg: how does sae handle the canvas dimensions?
02:39 🔗 naTmeg currently it defaults to "modes": 360x284 for lores, 720x568 for hires and 1440x568 for super-hires
02:40 🔗 naTmeg tis controlled via cfg.video.hresolution and cfg.video.hresolution
02:41 🔗 db48x does sae change the inner or outer dimensions (or both) of the canvas when switching modes?
02:42 🔗 naTmeg see in config.js SAEC_Config_Video_HResolution_* and SAEC_Config_Video_VResolution_* for defaults
02:43 🔗 naTmeg the canvas will have e.g. 720x568 pixel for hires
02:44 🔗 naTmeg you could also experiment with cfg.video.size_win.* for a custom dimension and canvas-size
02:47 🔗 naTmeg see default_prefs() in config.js
02:53 🔗 naTmeg it does not change canvas-dimensions. the canvas is created and added to the "myVideo"-div on sae.start(). it gets removed and destroyed at sae.stop()
02:54 🔗 db48x ah
02:56 🔗 db48x https://gist.github.com/db48x/c0c80081fbfa967c648bc219fc99c6cb
02:58 🔗 db48x there are just two complications so far
02:59 🔗 db48x one is that we have to load sae before properly configuring it, and the other is that it creates the canvas element itself
02:59 🔗 db48x the first won't be too much trouble
03:00 🔗 db48x not sure how I will deal with the second
03:00 🔗 db48x I require comestibles
03:00 🔗 db48x back later
03:00 🔗 naTmeg i can make an option so you could pass a canvas
03:01 🔗 naTmeg requires some work on sae. i could do that tomorrow
03:01 🔗 db48x well, that would simplify it for me :)
03:01 🔗 naTmeg but it should have e.s 720x568
03:02 🔗 bai db48x: our first pass attempt is here, https://archive.org/details/broken_on_impact_asteroids - that references some of the bios files which I think SketchCow put in the same place that the machine files go for mame
03:02 🔗 db48x yes, currently it'll get set to the native resolution
03:03 🔗 naTmeg no does not matter, i make some auto-stuff
03:04 🔗 SketchCow Yes, I will need to swap out the emulator to the newer emulator in that structure.
03:05 🔗 db48x bai: I don't see any changes in the loaderlab
03:05 🔗 SketchCow https://ia801506.us.archive.org/9/items/emularity_engine_v1/scriptedamigaemulator.json
03:05 🔗 bai in that build we basically got to the part where I could call SAE({cmd: 'init'}) and AMIGA.start() and all that was missing with the config stuff
03:05 🔗 SketchCow db48x: No, no, this was all a "fuck it, throw it in, see if it explodes or does something"
03:05 🔗 db48x :)
03:06 🔗 SketchCow We were just trying a blind setup.
03:07 🔗 SketchCow But it was time to get a test case up. (Make a .json, make an item, shove in the bios into the bios item, etc.)
03:08 🔗 db48x yep, that helps
03:08 🔗 SketchCow I'm confortable with sae-a1200, sae-a500, sae-a500-1mg and so on
03:08 🔗 SketchCow In the future.
03:08 🔗 naTmeg heh, that was the old 0.8.3 "api", quite a mess
03:08 🔗 SketchCow naTmeg will be like a classy gentleman watching us run around like butchers
03:08 🔗 SketchCow but he'll respond
03:09 🔗 bai naTmeg: yeah we literally just grabbed what was on the site and tried to shoehorn it in, heh
03:09 🔗 SketchCow I wanted to see if it would throw up into console
03:09 🔗 bai it was not an elegant and coordinated effort :D
03:10 🔗 bai basically imagine sketchcow doing this while I watched over his shoulder and shouted unix commands at random https://geekhack.org/index.php?action=dlattach;attach=115685;type=avatar
03:12 🔗 SketchCow I'm happy to regenerate the scriptedamigaemulator.js.gz I did before.
03:12 🔗 SketchCow Basically, I take the includes, in the order you had them, smoosh them together.
03:12 🔗 SketchCow (Since that's the load order)
03:13 🔗 naTmeg yes
03:15 🔗 SketchCow cat script.txt | grep script | cut -f4 -d'"' | sed 's/sae\///g'
03:16 🔗 SketchCow cat `cat script.txt | grep script | cut -f4 -d'"' | sed 's/sae\///g'` > scriptedamigaemulator.js
03:16 🔗 SketchCow naTmeg: We forgot to mention the part where we make it so fascinating you never sleep
03:17 🔗 SketchCow root@teamarchive0:/1/SAE# ia upload emularity_engine_v1 scriptedamigaemulator.js.gz
03:17 🔗 SketchCow emularity_engine_v1: uploading scriptedamigaemulator.js.gz: [################################] 1/1 - 00:00:00
03:17 🔗 SketchCow Emulator went from 120k compressed to 353k
03:18 🔗 naTmeg SketchCow: heh, only a few minutes left :)
03:18 🔗 SketchCow https://archive.org/details/broken_on_impact_asteroids
03:18 🔗 SketchCow jquery-1.10.2.min.js?v1.10.2:4 Uncaught TypeError: Q[a].exec is not a functionmt @ jquery-1.10.2.min.js?v1.10.2:4kt @ jquery-1.10.2.min.js?v1.10.2:4at @ jquery-1.10.2.min.js?v1.10.2:4find @ jquery-1.10.2.min.js?v1.10.2:5init @ jquery-1.10.2.min.js?v1.10.2:4x @ jquery-1.10.2.min.js?v1.10.2:4(anonymous function) @ archive.min.js?v=ae78563:317handle @ jquery-1.10.2.min.js?v1.10.2:5dispatch @ jquery-1.10.2.m
03:18 🔗 SketchCow in.js?v1.10.2:5v.handle @ jquery-1.10.2.min.js?v1.10.2:5
03:18 🔗 SketchCow jquery-1.10.2.min.js?v1.10.2:4 Uncaught TypeError: Q[a].exec is not a functionmt @ jquery-1.10.2.min.js?v1.10.2:4kt @ jquery-1.10.2.min.js?v1.10.2:4at @ jquery-1.10.2.min.js?v1.10.2:4handlers @ jquery-1.10.2.min.js?v1.10.2:5dispatch @ jquery-1.10.2.min.js?v1.10.2:5v.handle @ jquery-1.10.2.min.js?v1.10.2:5
03:18 🔗 SketchCow jquery-1.10.2.min.js?v1.10.2:4 Uncaught TypeError: Q[a].exec is not a function
03:18 🔗 SketchCow BOOM
03:19 🔗 bai where do you get that?
03:19 🔗 SketchCow Console
03:19 🔗 SketchCow naTmeg: Do NOT burn brain power on this
03:19 🔗 SketchCow Burn it on your updates for tomorrow.
03:20 🔗 bai hmm, I'm not getting those errors in chrome but lemme try a hard refresh
03:20 🔗 bai yeah for me it's just doing the same it did before, where it loads but is waiting for all the init stuff to run
03:21 🔗 bai no errors in console, ff or chrome
03:21 🔗 SketchCow Huh.
03:21 🔗 bai (after starting it, of course)
03:21 🔗 bai there's a 403 of some weird image filename but I figure that has nothing to do with this
03:21 🔗 bai oh, hold on a second, I moved my mouse over something int he window and got the Q[a].exec error
03:22 🔗 bai ah, it's onfocus
03:22 🔗 bai something specifically with the archive logo in the bar at the top???
03:23 🔗 bai the archive logo and the dark gray bar around i cause the error to throw when you enter or exit it
03:23 🔗 bai weird.
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03:26 🔗 bai oh yeah, there's a whole sub-dropdown menu bar that shows up sporadically
03:26 🔗 bai derp
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06:09 🔗 SketchCow (Well, that was productive)
06:24 🔗 bai go efnet go
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07:22 🔗 db48x ow
07:22 🔗 db48x emacs actually crashed
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14:27 🔗 DFJustin ok it was pointed out to me that I was using the wrong model for state of the art, it does work http://fos.textfiles.com/dfjustin/amiga/a2000/
17:50 🔗 SketchCow I hope the nice amiga guy comes back!
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20:06 🔗 naTmeg hi guys
20:07 🔗 SketchCow Hi! How is it going?
20:07 🔗 naTmeg good. i have something ready to test: http://scriptedamigaemulator.net/example2.htm
20:08 🔗 naTmeg now, a canvas can be passed directly.
20:08 🔗 SketchCow bai and db48x
20:09 🔗 naTmeg i also updated the example with a resolution-selector and more comments
20:14 🔗 naTmeg i've updated "amiga.js, config.js, m68k.js, video.js". they are live on sae.net the files on github are old and does not work.
20:19 🔗 naTmeg basically it does not change alot for you: instead in <div id="myVideo"></div> you can do a <canvas id="myVideo"></canvas> now. SAE does notice the difference and (should) act accordingly.
20:20 🔗 naTmeg it does change the size of the canvas according the the config. see example.js
20:21 🔗 bai is http://scriptedamigaemulator.net/example.js what we should be looking at for our integration?
20:22 🔗 naTmeg jep
20:22 🔗 naTmeg example.htm for div-style, example2.htm for canvas-style
20:23 🔗 bai hmm, alright. guess it's just a matter of slicing it up and putting it in the right places in AmigaLoader or whatever db48x has going
20:23 🔗 bai it all looks relatively straightforward, just a decent chunk of stuff that has to be set up before we call start
20:24 🔗 naTmeg example.htm and example2.htm are nearly the same. they just differ at one line (bottom)
20:27 🔗 naTmeg i also added a new feature: there are 4 new event-hooks now. started, stopped, reseted, paused. they get called after one of those requests is complete. see example.js
20:29 🔗 bai yeah, saw those. for the archive.org case 'started' is probably the most important one - within that ecosystem you're gonna unload the whole page to get to a different game/app
20:29 🔗 naTmeg ic
20:30 🔗 bai but might be good to expose some buttons for pause and reset
20:31 🔗 naTmeg sae does add onMouse*, onKey* handlers to the canvas. also it does ocument.addEventListener(keyup, keydown)
20:32 🔗 naTmeg -onKey* for canvas
20:33 🔗 naTmeg correct, mouse-handlers are added to the canvas
20:34 🔗 bai what function do they call to pass thr handlers through to the emulator? we have some use cases where we like to inject "synthetic" key presses to trigger certain behaviors, that's generally easier if we can inject directly rather than synthesizing DOM events
20:35 🔗 bai guess that's all handled here right? http://scriptedamigaemulator.net/sae/input.js
20:35 🔗 naTmeg right
20:35 🔗 naTmeg thats the only old file i used from 0.8.3 i should be reworked
20:35 🔗 naTmeg it
20:39 🔗 bai looks like SAEO_Keyboard.handleKey() can be called to inject keydown/keyup events easily enough. Is the running emulator's SAE_Keyboard instance stored somewhere that can be accessed easily?
20:40 🔗 bai I should just find a kickstart rom and poke around I guess, heh
20:40 🔗 naTmeg i can make a maethod in amiga
20:40 🔗 naTmeg lemme check this..
20:43 🔗 naTmeg you want to pass an event right?
20:44 🔗 bai yeah
20:44 🔗 naTmeg w8
20:45 🔗 bai basically for certain machines which may be missing keys that are available on common modern keyboards, we have an on-screen virtual keyboard that lets us expose that functionality
20:45 🔗 bai not sure if amiga really falls into that category though, they had pretty standard keyboards right?
20:47 🔗 bai and I guess you have another mechanism for hooking buttons?
20:47 🔗 bai the LED indicator hooks are neat, we've talked about having indicators for other machines but don't have any kind of UI for that yet
20:50 🔗 naTmeg ok. updated amiga.js and input.js. you can use sae.keyPress(event, down) now.
20:50 🔗 naTmeg untested
20:51 🔗 bai cool, thanks
20:53 🔗 naTmeg ahm, buttons are defined via cfg.ports[<0-1>].move and cfg.ports[<0-1>].fire see config.js
20:56 🔗 bai ok cool. and gamepads...I see support for joysticks and such here, are those bound to the gamepad events anywhere?
20:57 🔗 naTmeg im not sure now. are gameoads a unique class of input-event on amiga? if so, thea are not supported
20:58 🔗 bai I really don't know much about amiga to be honest. I'm just running through a checklist of things we normally need to consider when we hook up new machines, basically how to match up the inputs and outputs between the two systems
20:58 🔗 naTmeg a joystik is emulated over keyboard
20:58 🔗 naTmeg exactly
20:59 🔗 bai oh ok. if you're currently emulating it with the keyboard we might be able to map basic HTML5 gamepad events to those same functions you're calling
20:59 🔗 naTmeg ok
21:00 🔗 naTmeg ahm, you could take a look at http://scriptedamigaemulator.net click Config -> Port here you see all possible configurations
21:02 🔗 bai ah nice, lots of options here
21:02 🔗 naTmeg that whole input part would require a rework. the original file from winuae is >10k lines. had not the time for that yet..
21:03 🔗 naTmeg you can also use the predefined-constants SAEC_Config_Ports_*, defined in config.js
21:05 🔗 naTmeg there are basically two ports, 0-1. port 0 can be empty, mouse or joystick. port 1 can only be empty or joystick
21:06 🔗 naTmeg joystick-move can be assign to WASD, arrow keys and numpad 8426
21:06 🔗 bai ok. those represent physical ports on the amiga right?
21:06 🔗 naTmeg right
21:09 🔗 naTmeg is the canvas-thing like what you meant yesterday?
21:10 🔗 bai hmm, I wasn't here for that discussion, I guess db48x wanted to be able to pass a canvas in directly rather than using one that you were managing internally?
21:10 🔗 naTmeg oh sorry, that was db48x :)
21:11 🔗 bai we are a collective, we speak as one :D
21:11 🔗 naTmeg :)
21:15 🔗 naTmeg regarding your question about the keyboard. it's pretty much the standard-layout. some keys are missing or differ.
21:17 🔗 bai yeah, looked at a keymap and the only thing I see that I don't recognize are the little alphabet key and the help key next to delete
21:18 🔗 bai and I guess the alphabet key is just meta, and help could just be mapped to whatever
21:19 🔗 naTmeg they are actually called amiga-keys :)
21:19 🔗 naTmeg they serve like alt
21:21 🔗 naTmeg i mean like the win-key
21:22 🔗 bai hah, like I said, I'm not familiar with amiga aat all :) one of my friends had one but I never owned one myself
21:22 🔗 bai but yeah, nothing there that causes us any difficulties
21:23 🔗 naTmeg it was my first computer ~25 years ago. i own serval :)
21:33 🔗 naTmeg i bug in example.js/hook_log_error(), line ~420 you do not have to call stop(). i deleted that line.
21:33 🔗 naTmeg i=a
21:33 🔗 SketchCow bai: What's the action here; do we wait for db48x ?
21:34 🔗 SketchCow sets mode: +oooo bai balrog Coderjoe db48x
21:34 🔗 SketchCow sets mode: +oooo devesine GLaDOS godane naTmeg
21:34 🔗 SketchCow sets mode: +o yipdw
21:35 🔗 naTmeg im here at least 6 more hours
21:36 🔗 bai I think db48x had started figuring out how the AmigaLoader stuff should work, now that he's got the canvas fix from naTmeg hopefully we're not far from having a basic bootable system, I'm just pumping naTmeg for info right now so once we get the basic system booting we can run through all the different systems and wire them up
21:36 🔗 naTmeg yea, he already made some progress yesterday
21:37 🔗 bai I mean I think it's basically gonna be similar to the apple situation where we should pick the config that's gonna serve the most amount of content as you slam things in, then we go back and tweak different peripherals or memory settings or whatever for specific items
21:38 🔗 naTmeg yes, best to use a sae.setConfig() and then tweak
21:38 🔗 naTmeg ups, i meant sae.setModel()
21:39 🔗 bai stuff like the gamepads I figure we'll treat as lower priority but wanted to get an idea of how it all ties in so if we need any tweaks we can get them in up front
21:39 🔗 bai naTmeg: what would be the best model to choose for broadest software compatibility?
21:41 🔗 naTmeg for OCS an A2000 or A500+, for ECS an A500+ and for AGA an A1200. make sure to always use the right roms. do not use e.g. an A1200-rom on a A2000 config
21:42 🔗 naTmeg OCS/ECS/AGA are the differnet chipsets, of the amiga generations
21:43 🔗 naTmeg OCS was first, most games and demos use that. then came ECS and later AGA. AGA does require about 2-5x the processing power over OCS
21:44 🔗 bai ok. I guess that's more for sketchcow since he's the man with the content firehose
21:44 🔗 naTmeg yea
21:45 🔗 bai maybe we'll pick 3 or 4 different machine configs and make them available via a metadata field on each item
21:47 🔗 naTmeg yes, different configs for titles. an AGA-title will not work in an OCS/ECS-config, while an OCS/ECS-title should work under AGA.
21:50 🔗 bai yeah, makes sense
22:03 🔗 naTmeg ok i'm back, just made another pot of coffee.
22:03 🔗 naTmeg so where's db48x?
22:04 🔗 * naTmeg passes SketchCow a bucket of water to wake db48x up
22:17 🔗 naTmeg i just noticed that the SuperHires screen-mode does not work in combination with AGA. i does want a genlock drawing-mode. i'll check that..
22:18 🔗 naTmeg it
22:23 🔗 db48x evening
22:23 🔗 naTmeg hi db48x
22:24 🔗 db48x howdy
22:24 🔗 db48x canvas is good; thanks
22:26 🔗 naTmeg ok just fix another bug in winuae, updaed playfield.js.
22:27 🔗 naTmeg db48x: great
22:27 🔗 naTmeg SuperHires in combination with AGA does not work.
22:28 🔗 naTmeg db48x: i've updated example2.hml today. some new featrues, see log
22:30 🔗 naTmeg damn what a mess: not=now
22:31 🔗 db48x :)
22:31 🔗 naTmeg need more coffee
23:08 🔗 db48x pretty tired myself
23:10 🔗 db48x I'm at the point where I can start testing my changes to emularity
23:11 🔗 db48x I feel like I should sleep first, though
23:15 🔗 naTmeg nah :)
23:19 🔗 db48x the code I've written in the last hour is probably full of bugs
23:21 🔗 naTmeg ok :)
23:23 🔗 naTmeg i'm here tomorrow same time
23:24 🔗 db48x I pulled updated script files from your site
23:24 🔗 db48x prefer to use github, of course
23:25 🔗 db48x s/github/version control/
23:25 🔗 naTmeg do not,files on gibhub are old
23:26 🔗 db48x I wrote a makefile that runs them through the closure compiler
23:26 🔗 naTmeg i can sync them now if you want
23:26 🔗 naTmeg ic
23:26 🔗 db48x I should send that to you as a pull request
23:28 🔗 naTmeg i'm not very familiar with github, i mainly use it to host files
23:32 🔗 naTmeg ok, github is up to date
23:39 🔗 naTmeg one moment
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23:41 🔗 naTmeg merged
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