#jsmess 2016-08-01,Mon

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Time Nickname Message
00:02 🔗 db48x not that I can think of
00:03 🔗 db48x I have to tie up a few loose ends in the code, but I think it will all just work now
00:04 🔗 db48x though I do need to think about the metadata we put on the items
00:04 🔗 db48x specifically, we need to be able to reliably tell the difference between dosbox, mame, and sae items
00:05 🔗 db48x the easiest way to do it would just be to compare the emulator value against the list of amigas supported by sae
00:05 🔗 db48x which isn't very long
00:06 🔗 db48x (A500, A500P, A600, A1000, A1200, A2000, A3000, A4000, A4000T, CDTV and CD32)
00:06 🔗 db48x but that's not very extensible, in the long term
00:06 🔗 SketchCow I'd say make it sae-*
00:06 🔗 SketchCow Then that.
00:07 🔗 db48x yea, that'd be easy
00:07 🔗 db48x or we could have another metadata property
00:08 🔗 db48x emulator-type: sae, emulator: a1000
00:08 🔗 SketchCow In my heart, sae-* is easier
00:08 🔗 db48x also easy to implement, but maybe not as easy for uploaders?
00:08 🔗 db48x ok
00:08 🔗 SketchCow I don't like adding metadata pairs, it's just more gotchas
00:08 🔗 db48x yea
00:09 🔗 db48x oh, there is one question naTmeg might know the answer for
00:10 🔗 db48x did all of the amiga systems support all three video modes (low res, high res and super high-res)?
00:10 🔗 db48x and did all amiga programs support all three modes?
00:16 🔗 db48x seems like it's more complicated than just three modes
00:19 🔗 naTmeg OCS was the first chipset, then ECS and AGA was the last. SuperHires is >= ECS. most old demos and games use OCS. ECS is not often mandatory. only the latest games depend on AGA
00:22 🔗 naTmeg btw CD32 and CDTV are not supported
00:23 🔗 naTmeg basically you just need two configs. an A500/A550+ with OCS/ECS for the old stuff (90%) and an A1200 with AGA for the rest
00:24 🔗 naTmeg A3000, A4000(T) are kinds experimental
00:32 🔗 naTmeg see http://wiki.classicamiga.com/Amiga_models for a chronological order
00:34 🔗 db48x ok, so we would want sae-a500-highres.json and sae-a1200-highres.json and sae-a1200-superres.json as our config files?
00:34 🔗 naTmeg forget superhires
00:35 🔗 db48x why?
00:35 🔗 db48x wouldn't that look the best?
00:35 🔗 naTmeg that just another screenmode, 99% use hires
00:35 🔗 naTmeg or lores
00:36 🔗 naTmeg superhire may be usefull in apps
00:36 🔗 naTmeg like dpaint, lightwave, read3d
00:37 🔗 db48x so we would want to make it available
00:37 🔗 db48x even if few things would need it
00:38 🔗 naTmeg just use Hires. If a prog doe use another mode it will scale automatically to Hires, w/o changing the size of canvas
00:38 🔗 db48x ok
00:38 🔗 db48x so I guess we just need two different config files then; that's easy
00:39 🔗 db48x SketchCow: I was thinking that we would want at least a handfull, plus the option to override the resolution on individual items
00:39 🔗 naTmeg yes. you may consider to split ECS into another one
00:39 🔗 db48x but two options is trivial :)
00:39 🔗 db48x naTmeg: any suggestions?
00:40 🔗 db48x a500, a1500, and a1200 perhaps?
00:40 🔗 db48x or a500, a600 and a1200?
00:41 🔗 naTmeg well an A500 for OCS, and A500+ for ECS and A1200 for AGA, use Hires, give at least 512kb zorro2fast-mem, better 1-2mb
00:41 🔗 db48x that works for me
00:42 🔗 db48x should the fast ram be in the config file, or in the per-item metadata?
00:42 🔗 naTmeg the A500/OCS will do for 95% of you stuff
00:42 🔗 db48x or I could just default to 2mb across the board
00:43 🔗 naTmeg do sae.setModel(A500...) and then tweak cfg.memory.z2fastsize = 2 << 20
00:43 🔗 naTmeg then sae.start()
00:44 🔗 naTmeg setModel() should always be the first command, then optionally tweak
00:45 🔗 db48x naTmeg: will SketchCow want the ability to give some programs he uploads to IA more fast ram than others, or will the same amount be good for all of them?
00:45 🔗 naTmeg just give 2mb
00:46 🔗 naTmeg should work on every config
00:46 🔗 db48x ok, that's easy as well :)
00:47 🔗 naTmeg many demos and games does require at least 1mb total, eraly A500 has 512kb. so a memory-expansion was required :)
00:50 🔗 db48x naTmeg: should they have different kickstart images?
00:50 🔗 db48x or is there a common one that we can use?
00:51 🔗 naTmeg absolutely, see http://wiki.classicamiga.com/Kickstart_Roms_Explained
00:51 🔗 naTmeg it's best to use the right roms for each config
00:53 🔗 naTmeg 1.3 (34.5) for A500, 2.04 (37.175) for A500+, 3.0 (39.106) for A1200
00:53 🔗 naTmeg thats the ver/subver for the original kickstart-roms
00:54 🔗 naTmeg if you want to use the AROS-kickstart repalcement, like i do on the SAE-site, it does not matter. use it for all models
00:55 🔗 db48x ah, that's what we were provisionally doing
00:55 🔗 db48x (see https://ia801506.us.archive.org/9/items/emularity_engine_v1/scriptedamigaemulator.json)
00:56 🔗 naTmeg ah yes
01:14 🔗 SketchCow db48x: All 3 added
01:14 🔗 db48x thanks
01:16 🔗 SketchCow .cfg files in place
01:19 🔗 db48x you know the emulator won't break if you leave those out where they're not needed :)
01:19 🔗 SketchCow I am not sure of that
01:19 🔗 db48x I am :)
01:19 🔗 db48x files.push(cfgr.mountFile('/'+ modulecfg['driver'] + '.cfg',
01:19 🔗 db48x cfgr.fetchOptionalFile("CFG File",
01:19 🔗 db48x get_other_emulator_config_url(module))));
01:19 🔗 SketchCow What else is needed?
01:20 🔗 db48x note how it's optional :)
01:21 🔗 SketchCow Anything else we need to add?
01:21 🔗 * SketchCow fires up 10,000 ADFs
01:22 🔗 db48x naTmeg: oh, what about NTSC vs PAL?
01:22 🔗 SketchCow THAT is going to be a nightmare of all nightmares
01:22 🔗 db48x if we leave it unset, will the emulator do the right thing?
01:22 🔗 SketchCow But I will deal with that
01:23 🔗 naTmeg it default to PAL. leave that. most stuff use PAL anyways
01:23 🔗 db48x works for me
01:23 🔗 SketchCow Disagreee but a default of PAL works for me too.
01:24 🔗 db48x oh, we'll want an SAE logo for the splash screen
01:25 🔗 SketchCow http://scriptedamigaemulator.net/images/logo.png
01:25 🔗 SketchCow It's not a great logo but it is his current one
01:26 🔗 db48x shall we call it 'sae.png'?
01:26 🔗 db48x or something longer and more obvious, for when someone sees it in IA's images directory
01:27 🔗 naTmeg i would suggest to use http://i1.wp.com/geekometry.com/wp-content/uploads/2015/03/amiga_check_logo_transparent_bkgrnd.png or the commodore-logo
01:27 🔗 SketchCow We can't
01:27 🔗 SketchCow owned
01:27 🔗 SketchCow But I have something shortly.
01:28 🔗 naTmeg oh
01:29 🔗 db48x naTmeg: we use the MAME logo for things emulated by MAME, and the DosBox logo for things emulated by DosBox, so we should use the SAE logo for this stuff :)
01:29 🔗 naTmeg ok
01:30 🔗 naTmeg it's not a piece of art
01:30 🔗 db48x if you could make one for a black (or transparent) background, that would fit better
01:31 🔗 naTmeg just uses the same font like the "AMIGA" on the original 500 case :)
01:31 🔗 db48x :)
01:32 🔗 naTmeg too bad i did remember what font that was. i got it from some online-libs, but i will see what i can do
01:32 🔗 naTmeg didn't
01:33 🔗 db48x in a pinch I bet you could just invert the colors
01:33 🔗 naTmeg it's not just b/w
01:33 🔗 SketchCow http://fos.textfiles.com/sae.png
01:35 🔗 naTmeg look goood :)
01:35 🔗 db48x nice
01:35 🔗 SketchCow Reload. Black background.
01:36 🔗 naTmeg the 'U' is a little too wide or it that just here
01:37 🔗 db48x hinting does look a little off on the U
01:37 🔗 db48x but only if I zoom in
01:38 🔗 SketchCow Reload now
01:39 🔗 naTmeg nice
01:39 🔗 SketchCow Anyway, use that
01:40 🔗 naTmeg align AMIGA to left and color S,A,E chars to blue?
01:41 🔗 db48x ok, I uploaded a provisional loader.js to the loaderlab
01:41 🔗 db48x naTmeg: that's https://archive.org/details/loaderlab, in case you don't know the url yet
01:42 🔗 db48x it's where we put test versions of this script
01:42 🔗 db48x we can then put external_js=1 on an item to test using the script from the loaderlab
01:43 🔗 db48x such as https://archive.org/details/broken_on_impact_asteroids?external_js=1
01:43 🔗 naTmeg just saw it, thx
01:43 🔗 SketchCow What emulator and emulator_ext settings should we do
01:44 🔗 SketchCow http://fos.textfiles.com/sae.png has the changes set now
01:44 🔗 naTmeg SketchCow: nice
01:45 🔗 db48x emulator: sae-a500, I suppose
01:45 🔗 db48x emulator_ext is fine
01:45 🔗 SketchCow Done and done
01:45 🔗 SketchCow https://archive.org/details/broken_on_impact_asteroids&external_js=1 does not seem to work
01:46 🔗 SketchCow Visiting my old friend incognito mode
01:46 🔗 db48x ahem
01:46 🔗 db48x you didn't see that
01:46 🔗 SketchCow I remember how much pain before we did incognito mode
01:47 🔗 bai Uncaught (in promise) a {type: 1, code: "ENOENT", message: "Path /undefined does not exist."}code: "ENOENT"message: "Path /undefined does not exist."type: 1__proto__: Object
01:47 🔗 db48x yea, I think I forgot to tell it where the rom is
01:50 🔗 db48x apparently we don't explicitly tell MAME where the bios is; it just looks for it by the name or something
01:50 🔗 bai yeah, mame has crazy "look in all the places" code
01:51 🔗 SketchCow MAME is by maniacs for the ungrateful
01:51 🔗 bai you give it a name and it basically search every dir it knows about for every variant of that, .zip .rom no extension whatever
01:52 🔗 bai which was fun when I was trying to debug a specific "file not found" and I had to step through like 300 breakpoints every time I booted
01:52 🔗 SketchCow So, sae.png not there, that's fine.
01:53 🔗 SketchCow It's still blowing up a tad in Chrome.
01:54 🔗 db48x bai: heh
01:55 🔗 naTmeg SAERunner loader.js:572 Cannot read property '0' of undefined
01:55 🔗 SketchCow It's using scriptedamigaemulator.js.gz and maybe I need to be using something different? What are you using, db48x?
01:56 🔗 SketchCow That's a Jason special sitting there
01:56 🔗 db48x oh, you just need to update scriptedamigaemulator.js.gz; I found a minor bug in it which naTmeg has already fixed
01:57 🔗 db48x just pull from the repository and run make
01:57 🔗 naTmeg :)
02:02 🔗 SketchCow Great assumption I have closure installed. One moment.
02:03 🔗 db48x heh
02:04 🔗 SketchCow Jesus christ, these pre-reqs
02:04 🔗 SketchCow Just... just put it somewhere for me
02:04 🔗 db48x sudo apt install closure-compiler
02:04 🔗 db48x one sec
02:04 🔗 SketchCow root@teamarchive0:/1/SAE/ScriptedAmigaEmulator-master# apt-get install closure-compiler
02:04 🔗 SketchCow Reading package lists... Done
02:05 🔗 SketchCow Building dependency tree
02:05 🔗 SketchCow Reading state information... Done
02:05 🔗 SketchCow E: Unable to locate package closure-compiler
02:05 🔗 db48x sent
02:07 🔗 SketchCow No URL?
02:07 🔗 SketchCow It's easier for me, I swear
02:07 🔗 db48x oh, one second :)
02:08 🔗 SketchCow Otherwise I'm in gmail, download to my machine, scp to the machine, then install
02:08 🔗 SketchCow It's like....
02:08 🔗 db48x http://erebor.db48x.net:8000/emulators/sae/scriptedamigaemulator.js
02:08 🔗 db48x I forget that most people don't use emacs for their email
02:08 🔗 db48x which means that they can't save a file to any machine in one step
02:08 🔗 SketchCow s/most/almostnobdy/
02:08 🔗 db48x :)
02:09 🔗 SketchCow Also, I would give a thousand billion dollars for us not to have the "loading x of x" on emularity not split to two lines
02:09 🔗 SketchCow I THINK I loaded it in...
02:09 🔗 db48x you need a bigger screen?
02:10 🔗 SketchCow I am on a 4K monitor, dave
02:10 🔗 SketchCow I would literally need to knock out a wall
02:10 🔗 SketchCow It does this everywhere
02:11 🔗 SketchCow I do like we're working hard to bring to life this incredibly shitty game of asteroids
02:11 🔗 naTmeg error 31, SAEE_Memory_NoExtendedRom
02:11 🔗 db48x well, I get a different error, at least
02:11 🔗 SketchCow Hello, ONLY TWO PEOPLE IN THE PLANET WHO COULD DIAGNOSE THIS
02:12 🔗 * SketchCow leer
02:12 🔗 db48x the rom is a zip
02:12 🔗 naTmeg you need to specify aros-ect to cfg.memory.extRom
02:12 🔗 db48x I bet that's bad
02:12 🔗 SketchCow Literally the only two, do not go inside the same plane
02:12 🔗 db48x SketchCow: heh
02:12 🔗 naTmeg oh you have the 1mb aros image?
02:13 🔗 naTmeg thats not working, you need 2x 512k
02:13 🔗 SketchCow Tell me where to get
02:13 🔗 SketchCow I'll shove it in
02:13 🔗 naTmeg w8
02:13 🔗 SketchCow u wot m8
02:14 🔗 naTmeg http://netcologne.dl.sourceforge.net/project/aros/nightly2/20160730/Binaries/AROS-20160730-amiga-m68k-boot.lha
02:14 🔗 SketchCow Realize db48x's face
02:14 🔗 SketchCow when he finds out
02:14 🔗 SketchCow I can unpack a lha
02:14 🔗 db48x :)
02:14 🔗 SketchCow but can't install closure
02:16 🔗 naTmeg aros-amiga-m68k-rom.bin -> cfg.memory.rom, aros-amiga-m68k-ext.bin -> cfg.memory.extRom
02:16 🔗 db48x hrm
02:17 🔗 SketchCow what do here, db48x
02:17 🔗 SketchCow I have them
02:17 🔗 SketchCow I could zip them
02:17 🔗 SketchCow I could compress them
02:17 🔗 SketchCow I could dance on their little skulls
02:18 🔗 db48x SketchCow: list them both in the bios_filenames array
02:18 🔗 SketchCow And just upload as uncompresed?
02:18 🔗 db48x sure
02:18 🔗 db48x or zip them, I guess
02:18 🔗 SketchCow oof
02:19 🔗 SketchCow zip preferred
02:19 🔗 SketchCow zip together or not
02:19 🔗 db48x individually
02:22 🔗 SketchCow My favorite thing for me is "this sort of work... UPLOAD 10,000 THINGS"
02:22 🔗 db48x :)
02:22 🔗 db48x ok, I updated the loader to deal with two bioses
02:22 🔗 SketchCow I saw!
02:23 🔗 SketchCow Makes the wrap issue more prominent but we'll burn that bridge when we come to it
02:23 🔗 SketchCow When the big problem is "ohhhh it's a little ugly" I'll be very happy.
02:23 🔗 SketchCow OK, so I THINK I did it right?
02:23 🔗 db48x oh, but maybe not quite right
02:23 🔗 SketchCow Erroring out
02:23 🔗 db48x yea, you did your part right
02:25 🔗 db48x oh, minor details
02:26 🔗 db48x it's doing some things...
02:27 🔗 db48x cpu.illegal() op 00ff, pc 01a00102 -> ff3ad9cf scriptedamigaemulator.js.gz:1263:145
02:27 🔗 db48x cpu.exception() 3 (ff3ad9cf) at 1a00102 -> 149dd26! scriptedamigaemulator.js.gz:1263:145
02:27 🔗 db48x cpu.illegal() op 00ff, pc 01a00102 -> ff3ad9cf scriptedamigaemulator.js.gz:1263:145
02:27 🔗 db48x cpu.exception() 3 (ff3ad9cf) at 1a00102 -> 149dd26!
02:27 🔗 SketchCow Now, remember, I threw a completely random-ass ADF
02:27 🔗 SketchCow Let's throw another up
02:28 🔗 db48x it starts with an 'A', so it's not that random
02:28 🔗 SketchCow Don't judge me!
02:28 🔗 db48x :)
02:29 🔗 db48x SketchCow: https://xkcd.com/221/
02:29 🔗 naTmeg did you pass a the roms zipped?
02:29 🔗 db48x yes
02:29 🔗 naTmeg nope :)
02:29 🔗 db48x I guess I can unzip them
02:30 🔗 db48x I meant to ask
02:30 🔗 bai shouldn't they be unzipped when mounted with browserfs?
02:30 🔗 SketchCow Version whatever should accept them zip or not zip
02:30 🔗 bai or is it a zip in a zip?
02:31 🔗 naTmeg ADFs must also be unzipped (880k)
02:31 🔗 bai ah ok
02:31 🔗 db48x bai: yes, but only if I actually use a zipfs
02:31 🔗 naTmeg z.js did not exist yet :)
02:31 🔗 bai oh you're just doing a file mount, ok
02:32 🔗 SketchCow I'm keeping it to asteroids until we know it's not the file
02:32 🔗 bai it's a real shame browsers don't just expose gzip via an API. would be nice to have a bunch of comon stuff like gzip, md5, crc32, etc
02:32 🔗 naTmeg sounds legit
02:36 🔗 naTmeg there should be an error if sea detects a zipped file. i'll add that...
02:46 🔗 SketchCow Bad news is db48x hasn't come back
02:46 🔗 SketchCow good news is because he's getting a new high score on shitty asteroids
02:47 🔗 db48x no, it's because something is off
02:53 🔗 db48x well
02:53 🔗 db48x it's not actually unzipping them, and I don't see why
02:53 🔗 db48x SketchCow: for the moment, could you just leave the kickstart files unzipped?
02:53 🔗 SketchCow Yes, for your sanity.
02:54 🔗 SketchCow Should I set them in the json as not?
02:54 🔗 db48x yes
02:59 🔗 naTmeg does mame and dos accept zipped files? i could add support for that, but i think native-unpacking is more preferable here
02:59 🔗 db48x mame does
02:59 🔗 db48x for dosbox we're treating each zip file as a drive
02:59 🔗 SketchCow All of it done, and it does something and by something I mean not throw up errors.
02:59 🔗 naTmeg db48x: ic
03:01 🔗 db48x well, I guess that's progress
03:01 🔗 naTmeg hm, it's frozzen and does eat cpu-time
03:01 🔗 naTmeg seems running to me, just no picture?
03:01 🔗 db48x same here
03:02 🔗 SketchCow Allow me to make a second item.
03:03 🔗 db48x SketchCow: might use one of the ones naTmeg already has on his site
03:03 🔗 db48x since we know they work
03:04 🔗 naTmeg project-x demo-rolling.adf good for testing
03:07 🔗 SketchCow http://archive.org/details/Astronut_Days_of_Thunder_Blinkys_Scary_School_Pac-Man_19xx_Valhalla.adf&external_js=1
03:08 🔗 db48x well, that's slightly different
03:08 🔗 SketchCow Agreed
03:09 🔗 SketchCow http://archive.org/details/Zany_Golf_1988_Electronic_Arts_a2&external_js=1 same
03:09 🔗 SketchCow Fine, fine, URL to known working one
03:09 🔗 SketchCow (adf file)
03:10 🔗 bai asteroids was grabbed from the sae site
03:10 🔗 bai so it should be in the "known working" category
03:10 🔗 bai at least, known working with 0.8.3 or whatever it was when we ganked it
03:12 🔗 naTmeg there seems to a memory problem
03:12 🔗 naTmeg fast-ram get not configured
03:14 🔗 naTmeg cfg.memory.z2FastAutoConfig == true ?
03:14 🔗 db48x this._cfg.memory.z2FastSize = game_data.fastMemory || 2 << 20;
03:14 🔗 db48x naTmeg: yes
03:15 🔗 naTmeg hmm
03:22 🔗 SketchCow Who needs info from who
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03:27 🔗 naTmeg no its not a ram thing. just veryfied it, must be something else
03:32 🔗 naTmeg cpu seems not working. after the last line there should come cpu.illegal() op 4e7b
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03:38 🔗 * db48x yawns
03:38 🔗 db48x time to sleep
03:38 🔗 SketchCow We'll pick up when we can.
03:38 🔗 SketchCow naTmeg: If you can get some ideas for us, it'd be good
03:39 🔗 db48x naTmeg will probably find the bug in loader.js 5 minutes after I'm asleep
03:39 🔗 naTmeg i'm on it, but soon bed time for me too
03:43 🔗 naTmeg hmm, here's a log of how it should look like for an A500 http://scriptedamigaemulator.net/127.0.0.1-1470022867656.log
03:43 🔗 naTmeg set cfg.serial.enabled to true for testing
03:44 🔗 naTmeg i'll test more tommorw. too tired now
03:51 🔗 naTmeg i'm out n8
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14:33 🔗 naTmeg db48x: hi, https://archive.org/download/loaderlab/joader.js gone?
14:34 🔗 naTmeg loader.js
14:35 🔗 db48x hmm, it is missing
14:35 🔗 db48x odd. apparently I was the last to touch it...
14:35 🔗 naTmeg domes don't load at all now
14:35 🔗 naTmeg demos
14:35 🔗 db48x try now
14:36 🔗 naTmeg now "wroks" again
14:37 🔗 naTmeg works
14:37 🔗 naTmeg stuck on the white screen
14:38 🔗 db48x not sure how I managed to delete the file
14:38 🔗 naTmeg but the logo get displayed now :)
14:39 🔗 db48x progress!
14:39 🔗 naTmeg could happen
14:40 🔗 naTmeg ah you added serial.enabled
14:41 🔗 naTmeg no output, so the cpu does not run it seems
14:41 🔗 db48x yea, I think maybe I messed up the upload right after I did that
14:41 🔗 naTmeg is http://erebor.db48x.net:8000/example_amiga.html ver 0.8.3?
14:42 🔗 naTmeg because thats working
14:46 🔗 db48x no, it's 0.9.0
14:46 🔗 naTmeg oh
14:46 🔗 db48x it must be something I'm doing wrong when loading it from IA
14:47 🔗 naTmeg could it be an endian-issue?
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14:47 🔗 db48x because example_amiga.html inits the metadata manually (view the source and you'll see it), while loading it from IA inits it from the metadata on the item and from the json file
14:48 🔗 db48x shouldn't be
14:51 🔗 naTmeg ok ic
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15:26 🔗 db48x but it seems to be exactly the same
15:27 🔗 db48x model, memory, resolution, rom and floppy images
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15:58 🔗 naTmeg i've edited .gitignore by hand. now i have a confict, arg
16:11 🔗 naTmeg i i think i've fixed it
16:12 🔗 naTmeg added more debug output of the files passed
16:12 🔗 naTmeg also added an error if a ZIP get detected
16:21 🔗 naTmeg db48x: could you run makefile
16:29 🔗 db48x done
16:29 🔗 db48x but only locally; I can't update the one on IA, if that's what you were asking
16:33 🔗 naTmeg yes, so i could test too
16:33 🔗 SketchCow If you give it to me to upload, it'll go.
16:35 🔗 naTmeg there should lines like SAEF_ZFile_fopen_file() opening 'aros-amiga-m68k-ext.bin', 524288/524288 bytes, crc32 0x5c39d820, magic 11144ef9
16:38 🔗 db48x SketchCow: same url as before, on erebor
16:39 🔗 SketchCow Found
16:41 🔗 SketchCow I think replaced?
16:41 🔗 db48x SAEF_ZFile_fopen_file() opening 'Asteroids.adf', 901120/901120 bytes, crc32 0x00000000, magic 444f5303
16:41 🔗 naTmeg look good
16:41 🔗 db48x SAEF_ZFile_fopen_file() opening 'aros-amiga-m68k-ext.bin', 524288/524288 bytes, crc32 0x00000000, magic 11144ef9
16:41 🔗 db48x SAEF_ZFile_fopen_file() opening 'aros-amiga-m68k-rom.bin', 524288/524288 bytes, crc32 0x00000000, magic 11114ef9
16:42 🔗 naTmeg all ok, is that from IA?
16:42 🔗 db48x yes
16:43 🔗 naTmeg get that too
16:43 🔗 naTmeg so rom and file-data is valid
16:45 🔗 naTmeg is the use of setTimout() limited in some way?
16:46 🔗 db48x the minimum timeout is 4ms
16:46 🔗 naTmeg it seems the cpu is not working, does not get recalled
16:47 🔗 naTmeg how you check that? i have a setTimeout(func, 0) somewhere
16:48 🔗 db48x that's fine, it's clamped to 4ms
16:53 🔗 naTmeg i've updated m68k.js, adding debug-output
16:54 🔗 db48x built
16:54 🔗 db48x SketchCow: want to update it?
16:54 🔗 naTmeg should count to ~300 till booting is done
17:01 🔗 SketchCow On it
17:21 🔗 naTmeg db48x: how do you clamp setTimeout()? do you overwrite setTimeout() with ustom code?
17:22 🔗 naTmeg +c
17:23 🔗 SketchCow I THINK the new one is in
17:24 🔗 naTmeg does not count at all here
17:25 🔗 naTmeg i think there's some problem with setTimeout
17:26 🔗 SketchCow Is the new version working in the system?
17:28 🔗 naTmeg internaly, there is a global variable defined in ScriptedAmigaEmulator() first line: SAER = this; and later setTimeout(function() { SAER.m68k.m68k_cycle(hardboot, startup); }, 0);
17:30 🔗 naTmeg maybe it doe not like the global
17:34 🔗 SketchCow So, here's the thing
17:34 🔗 SketchCow There's always a chance something in the IA environment resets a variable.
17:35 🔗 SketchCow Anyway, I believe I shoved it in right.
17:36 🔗 naTmeg how, aren't variables accessed by their name?
17:37 🔗 SketchCow Yes.
17:38 🔗 SketchCow I'm just saying, it's an odd framework, if we're hunting for problems.
17:38 🔗 SketchCow I suspect you're moving along it well, though.
17:38 🔗 SketchCow We're close!
17:38 🔗 naTmeg ic :)
17:50 🔗 SketchCow Is someone waiting on someone?
17:51 🔗 naTmeg dunno
17:54 🔗 naTmeg it the new code on IA? i just reloaded https://archive.org/details/broken_on_impact_asteroids&external_js=1 and it does not count. cpu is not working. i think it's a setTimout() problem.
17:54 🔗 naTmeg is
17:55 🔗 SketchCow Let me try
18:05 🔗 naTmeg SketchCow: i've just added more debug-output, could you rebuild
18:20 🔗 SketchCow I can't, db48x has to
18:20 🔗 SketchCow If you're able to do a closure
18:23 🔗 SketchCow Are you able to do a make and then hand me the output?
18:30 🔗 naTmeg you mean running makefile? i can't
18:30 🔗 SketchCow :)
18:31 🔗 SketchCow **************** CAN ANYONE IN THE CHANNEL DO THIS ******************************
18:33 🔗 bai hi what are we doing?
18:34 🔗 naTmeg debugging :)
18:35 🔗 SketchCow Vito` and arkiver - please message each other to discuss stuff
18:35 🔗 SketchCow bai: We can't compile the closure
18:35 🔗 SketchCow Could you do it?
18:35 🔗 SketchCow Use the makefile to build?
18:36 🔗 bai which project, sae?
18:36 🔗 SketchCow Yes
18:36 🔗 SketchCow It's in the github
18:36 🔗 SketchCow needs closure-compile
18:36 🔗 bai hmm, lemme see if any of my systems have that readily available
18:37 🔗 bai well, 5 million java dependencies, but it's installing in my vm right now
18:38 🔗 naTmeg it got stuck somewhere. i've added debug-code..
18:39 🔗 bai hmm
18:39 🔗 bai closure bails with an error
18:39 🔗 bai "--language_out is not a valid option"
18:40 🔗 bai maybe this depends on a newer version of closure than I have, removed that option and it says "unknown lanuage ECMASCRIPT6 specified"
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18:54 🔗 yipdw where's the repository? I've got a closure build with --language_out handy
18:54 🔗 yipdw no idea if any of the other prereqs are ok
18:54 🔗 yipdw but we'll find out
18:54 🔗 bai https://github.com/naTmeg/ScriptedAmigaEmulator
18:54 🔗 yipdw ah cool
18:55 🔗 bai yeah lovely, the version of closure ubuntu installed was from 2013
18:55 🔗 bai computers are great
18:55 🔗 yipdw same on Debian jessie
18:55 🔗 yipdw I had to hijack JAVA_JARPATH
18:55 🔗 yipdw is the source map also needed as an artifact or is it just the js?
18:56 🔗 bai the source map is useful for debugging but isn't necessary for runtime
18:56 🔗 bai so maybe it would be useful right now while things are still in flux
18:57 🔗 yipdw http://depot.ninjawedding.org/scriptedamigaemulator.js
18:57 🔗 yipdw http://depot.ninjawedding.org/scriptedamigaemulator.js.map
18:57 🔗 yipdw that's from commit 83e9dbd1e604f5fb912c1cdf3da8e4a000f41fc1
19:02 🔗 SketchCow the js.gz is now installed
19:06 🔗 SketchCow It's doing SOMETHING
19:06 🔗 naTmeg too strange
19:12 🔗 yipdw I gotta run, bbl
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19:18 🔗 SketchCow naTmeg: Confused?
19:19 🔗 naTmeg cpu gets called running, but does not progress. the error must be somewhere else
19:19 🔗 naTmeg -running
19:26 🔗 SketchCow bai: Maybe you might have some ideas here
19:30 🔗 bai well, not being familiar with the inner workings of the emulator yet...I can say that it is definitely running the loop (console log printing an incrementing number)...a timeline capture shows that it is getting through to SAE_M68K.m68k_cycle()
19:30 🔗 naTmeg SketchCow: erebor.db48x.net:8000/example_amiga.html does work, so it should be something in combination with the framework
19:30 🔗 bai that's calling SAEO_Events.do_cycles() which calls SAEO_Playfield.hsync_handler which calls SAEO_Events.framewait which calls SAEF_sleep
19:30 🔗 bai so it almost seems like it's just waiting for something
19:31 🔗 bai something which never comes
19:31 🔗 naTmeg it gets stuck in SAEF_sleep?
19:31 🔗 bai it's calling SAEO_Video.render_screen which is uploading a texture to the gpu
19:31 🔗 bai no I don't think it's stuck
19:32 🔗 bai it's just sleeping for its prescribed time, and then the next frame starts
19:32 🔗 naTmeg yes
19:32 🔗 bai the profile all seems to be doing what you'd expect...lemme see what the textures look like on the gpu
19:33 🔗 bai oh wait a minute, I do see this in the console
19:33 🔗 bai WARNING: Too many active WebGL contexts. Oldest context will be lost.
19:33 🔗 bai several times
19:34 🔗 bai so maybe we're creating new webgl contexts every frame rather than one at the beginning?
19:34 🔗 bai maybe something related to the change where we pass in a canvas instead of letting SAE handle its own
19:34 🔗 bai the canvas we pass in already has an active context, I believe
19:35 🔗 bai since we're using it to draw logos
19:35 🔗 db48x I'm back
19:35 🔗 db48x emularity doesn't draw on the canvas any more
19:35 🔗 bai oh ok, so the canvas we pass in is fresh and clean, no active contexts?
19:35 🔗 db48x correct
19:37 🔗 db48x naTmeg: you don't have to clamp setTimeouts; what I meant was that when you pass in a zero timeout, the browser doesn't try to activate your timeout until at least 4ms have passed
19:37 🔗 bai yeah we're not overriding setTimeout(), the "clamping" is just default browser behavior
19:38 🔗 naTmeg ah ok
19:38 🔗 bai (btw if you're using setTimeout() to run your emulator's main loop, it might run a bit smoother if you use requestAnimationFrame)
19:44 🔗 bai naTmeg: where is the canvas context handling happening in the code?
19:44 🔗 bai like when we pass in a canvas, where does that go?
19:44 🔗 naTmeg bai: video.js line 200
19:44 🔗 db48x SketchCow: could you upload the source map and the original source for SAE as well as the compiled script?
19:44 🔗 db48x basically scriptedamigaemulator.js.map and the whole sae directory from git
19:45 🔗 db48x it'll make debugging easier
19:46 🔗 bai naTmeg: can you think of any reason why the context would be recreated every frame?
19:46 🔗 bai only place I see contexts being created is in CreateWindow
19:46 🔗 naTmeg is document.getElementById(SAEV_config.video.id).nodeName == "CANVAS" ?
19:46 🔗 SketchCow Wait, put the map into the site?
19:46 🔗 bai which I'm guessing is only called once right?
19:46 🔗 naTmeg bai: yes
19:47 🔗 SketchCow Give me the instruction directly, because I'm not sure the best way to do this
19:47 🔗 SketchCow I've uploaded .map
19:49 🔗 naTmeg bai: maybe video.js line 201 failed and it does line 204?
19:49 🔗 db48x SketchCow: good, now the sae directory
19:50 🔗 db48x so that the browser can download emularity_engine_v1/sae/amiga.js, emularity_engine_v1/sae/video.js, etc
19:51 🔗 naTmeg bai: point is, you could also give DIV to cfg.video.id if so, sae will create a canvas and add it to the div
19:52 🔗 SketchCow Uploading
19:53 🔗 bai naTmeg: looks like that part is ok
19:53 🔗 bai document.getElementById(SAEV_config.video.id).nodeName
19:53 🔗 bai "CANVAS"
19:53 🔗 naTmeg ok
19:55 🔗 bai hmm, the webgl context eror doesn't show up at all when I'm not trying to use WebGL Inspector. maybe that's a red herring
19:55 🔗 bai but WebGL inspector kind of freaks out about something we're doing
19:56 🔗 SketchCow sae directory uploaded
19:56 🔗 naTmeg you could try cfg.video.api = SAEC_Config_Video_API_Canvas; to switch to canvas 2d rendering
19:58 🔗 db48x SketchCow: thanks :)
20:04 🔗 SketchCow Nobody should be waiting on anyone; let me know if you're waiting on something.
20:06 🔗 bai hmm
20:06 🔗 bai SketchCow: we're all just digging through code right now I think
20:07 🔗 bai naTmeg / db48x - one major difference I see in the configs between ours and the one on scriptedamigaemulator.net is that floppy.drive.0.file.data in ours is a Uint8Array whereas the official one is a binary string
20:07 🔗 bai is that ok?
20:08 🔗 naTmeg it does convert the string to a Uint8Array
20:09 🔗 naTmeg utils.js 485
20:10 🔗 naTmeg but i've alredy checked that, should be okay
20:10 🔗 bai ok
20:11 🔗 naTmeg have you tried cfg.video.api = SAEC_Config_Video_API_Canvas; so it does not use WegGL at all?
20:12 🔗 bai hard for me to do that test, db48x or SketchCow would have to put those changes in the config - I'm just poking around in the running instance with dev tools
20:12 🔗 db48x easy enough to test
20:12 🔗 naTmeg ok
20:14 🔗 db48x no change
20:14 🔗 db48x (I just broke at loader.js:568, set this._cfg.video.api = ..., and continued)
20:16 🔗 naTmeg hmm, ok
20:17 🔗 bai it does seem to get into some sort of busy-wait, like it sort of locks that tab
20:20 🔗 naTmeg yes. cpu does work, but the PC does not increase somehow
20:23 🔗 naTmeg do you have an original rom at hand?
20:23 🔗 naTmeg maybe some problem with AROS
20:24 🔗 bai hmm, was just gonna say the same thing about the floppies for the aros rom, but with one additional change here
20:24 🔗 bai our version is a Uint8Array vs a binary string, and yours has a crc32 value while ours does not
20:26 🔗 naTmeg the crc32 is optional. you could pre-calculate it (like i do) for a faster start. if crc32===false, sae will calc it laster
20:26 🔗 bai oh, also - maybe we have our roms mixed up?
20:26 🔗 naTmeg ?
20:26 🔗 bai looks like two files, aros-amiga-m68k-ext.bin and aros-amiga-m69k-rom.bin right?
20:27 🔗 bai in our case, memory.extRom.name = aros-amiga-m69k-rom.bin
20:27 🔗 bai and memory.rom.name = aros-amiga-m68k-ext.bin
20:27 🔗 naTmeg aros-amiga-m68k-rom.bin -> cfg.memory.rom, aros-amiga-m68k-ext.bin -> cfg.memory.extRom
20:27 🔗 bai yeah, I think we have them backwards
20:27 🔗 naTmeg oh :)
20:30 🔗 bai db48x: where does game_data come from?
20:32 🔗 db48x gets built in the loader
20:32 🔗 bai ah there it is, https://ia801506.us.archive.org/cors_get.php?path=%2F9%2Fitems%2Femularity_engine_v1%2Fsae-a500.json
20:32 🔗 bai I think we need to swap the bios_filenames
20:33 🔗 bai -rom first then -ext
20:33 🔗 db48x hah
20:33 🔗 db48x yes
20:33 🔗 naTmeg ok, i removed all debug output, since we found the bug
20:33 🔗 bai well, we found *A* bug :P
20:33 🔗 naTmeg :)
20:34 🔗 naTmeg i'm pretty sure that was the reason
20:34 🔗 db48x easy to test
20:36 🔗 db48x aha, it changed the color of the canvas!
20:36 🔗 naTmeg a cosmetic tip for loader: move line 568 after setModel(), like to line 588. you can also disable serial.enbaled
20:36 🔗 db48x ah, and it drew a window
20:36 🔗 db48x ok
20:37 🔗 SketchCow OK, one moment
20:38 🔗 db48x bai: I can't believe I didn't notice that myself
20:38 🔗 SketchCow That's why I like throwing people at the problem
20:38 🔗 SketchCow hundreds
20:39 🔗 db48x yep, more eyeballs
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20:39 🔗 bai db48x: only way I found it was a side by side comparison with a known-working config, heh
20:39 🔗 naTmeg sae does try to accept every rom you throw at it, so thats why :)
20:40 🔗 SketchCow I'm redoing the logo
20:40 🔗 db48x bai: that was a good idea
20:40 🔗 SketchCow (Because too big)
20:40 🔗 SketchCow https://archive.org/details/Zany_Golf_1988_Electronic_Arts_a2&external_js=1
20:41 🔗 naTmeg yeah! :)
20:42 🔗 naTmeg the game seems not compatible with AROS :)
20:42 🔗 SketchCow That's fine
20:43 🔗 naTmeg i'm stuck an a grey screen
20:43 🔗 naTmeg but it does work now
20:44 🔗 SketchCow I think I need to be handed the "old" loader now.
20:44 🔗 SketchCow Old javascript, I mean
20:44 🔗 SketchCow And not the debug insanity
20:44 🔗 naTmeg you may run makefile once again to get rid of the debug output
20:46 🔗 SketchCow https://archive.org/details/Astronut_Days_of_Thunder_Blinkys_Scary_School_Pac-Man_19xx_Valhalla.adf&external_js=1
20:48 🔗 naTmeg also not compaible. beleve me, you want to get those original roms asap
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20:50 🔗 SketchCow Working fine for me
20:52 🔗 bai I get "S/Astro: file is not executable" after it draws a menu
20:52 🔗 SketchCow Then enter 3
20:52 🔗 bai object not found
20:53 🔗 naTmeg bai: same here, type "execute s:astro" in the aros-shell :)
20:53 🔗 bai it works in firefox. maybe this is our old friend chrome 51
20:54 🔗 naTmeg i'm also testing on chrome
20:55 🔗 bai oh no - it does work in chrome if I type 3 first
20:55 🔗 naTmeg ahh and then press the LMB
20:55 🔗 bai if I first try 1, then do 3, it doesn't work
20:55 🔗 naTmeg it works :)
20:55 🔗 db48x SketchCow: I built it
20:56 🔗 db48x rebuilt, I suppose I should say
20:56 🔗 SketchCow What's your URL again?
20:58 🔗 db48x http://erebor.db48x.net:8000/emulators/sae/scriptedamigaemulator.js
20:58 🔗 db48x grab the map as well
20:58 🔗 SketchCow https://archive.org/details/Killing_Game_Show_The_demo-playable_1990_Psygnosis_cr_Conqueror_Zike&external_js=1
20:59 🔗 SketchCow Done, done, done.
21:02 🔗 bai looks good. and yeah db48x the loading always wraps for me too, heh...the KiB does it
21:02 🔗 SketchCow We can screenshot and show.
21:03 🔗 naTmeg nice
21:04 🔗 db48x good crowd noise
21:04 🔗 db48x bai: what do you mean?
21:05 🔗 bai db48x: when it's loading files, it frequently wraps to the next line, and the only thing on the next line is the "KiB" in the loding indicator
21:05 🔗 SketchCow db48x: We can do a screenshot, I'll show you.
21:05 🔗 bai just throw a white-space: nowrap; on that element
21:08 🔗 db48x oh, I suppose
21:09 🔗 DFJustin gg
21:11 🔗 bai I love that I can change the pitch of the music in this demo by scrolling the page :P
21:11 🔗 naTmeg that's a feature :)
21:14 🔗 SketchCow https://archive.org/details/Gods_demo-playable_1991_Renegade&external_js=1
21:14 🔗 SketchCow I've got a new sae logo, waiting for an op to shove it in
21:19 🔗 naTmeg the gods demo does not work for me. stuck at the color-stripes
21:19 🔗 SketchCow It does work.
21:20 🔗 SketchCow Eventually.
21:20 🔗 SketchCow Takes a while.
21:20 🔗 naTmeg oh :)
21:20 🔗 bai yeah it eventually started playing music for me
21:23 🔗 naTmeg after you think your done, comment-out line 624 in loader.js this._cfg.debug.level = SAEC_Config_Debug_Level_Log;
21:24 🔗 db48x good idea
21:25 🔗 naTmeg common user doesn't need to see uninteresting debug-stuff
21:27 🔗 naTmeg standard level is "warn", so warning will still get printed. soo config.js for possible levels..
21:27 🔗 naTmeg see
21:27 🔗 db48x SketchCow: looks like you forgot to fix sae-a1200.json
21:28 🔗 SketchCow Am.
21:29 🔗 SketchCow Fixed
21:30 🔗 SketchCow Is the loader static, or are you still doing things, db48x?
21:31 🔗 db48x I just tweaked it, but there's one thing I still need to do
21:31 🔗 SketchCow The wrap!!
21:39 🔗 db48x but the one thing I have to do won't affect how it works
21:39 🔗 db48x just how nice the code is
21:43 🔗 SketchCow So you consider the loader static, or should I wait to push it in?
21:43 🔗 db48x naTmeg: oh, btw
21:43 🔗 SketchCow I may just demand repo access going forward to push our code in in the future.
21:43 🔗 db48x I noticed that the resolution of the canvas is wrong
21:44 🔗 naTmeg db48x: why do you mean?
21:44 🔗 naTmeg how
21:44 🔗 db48x might just be me though; I might have zoomed out or something
21:46 🔗 naTmeg should be 720x568 for hires
21:48 🔗 db48x I'm getting 560x384
21:48 🔗 SketchCow { "name": "Scripted Amiga Emulator, A1200", "js_filename": "scriptedamigaemulator.js.gz", "bios_filenames": [ "aros-amiga-m68k-rom.bin", "aros-amiga-m68k-ext.bin" ], "native_resolution": [720,568], "driver": "A1200"
21:48 🔗 SketchCow }
21:48 🔗 SketchCow Definitely right there
21:49 🔗 SketchCow naTmeg: Do you have joystick mapped anywhere?
21:50 🔗 naTmeg db48x: see console line ~10. sae.video() WebGL mode, 720x568 pixels, 16 bpp
21:51 🔗 db48x yes, but the canvas itself is too small
21:51 🔗 db48x so the browser scales it down
21:51 🔗 db48x I must not be resizing it
21:51 🔗 naTmeg SketchCow: shift/ctrl=fire0/1 arrows=move
21:52 🔗 SketchCow Thank youuuuu
21:54 🔗 SketchCow I'm trying a screenshotting.
21:54 🔗 SketchCow 50-50 THIS works out the first time.
21:54 🔗 naTmeg db48x: oh ic what you mean
21:55 🔗 naTmeg db48x: maybe i should do canvas.style.width = ... ?
21:55 🔗 SketchCow New logo is in. Looks nice.
21:56 🔗 db48x SketchCow: yes, it does
21:57 🔗 db48x naTmeg: yes. specifically, I should call resizeCanvas
21:57 🔗 db48x I do in the MAME/DosBox case, but not in the SAE case
21:57 🔗 db48x partly because I forgot, and partly because I haven't fixed the split between them
21:57 🔗 SketchCow ReferenceError: nativeResolution is not defined(.)
21:58 🔗 naTmeg SketchCow: nice work! additionally, you may write SAE in the blank area of the disk?
21:58 🔗 SketchCow nah
21:58 🔗 SketchCow It's pleasant this way
21:58 🔗 SketchCow Gotta keep it classy
21:58 🔗 SketchCow Notice the SAE on the letting
21:58 🔗 naTmeg :)
21:58 🔗 naTmeg i like it
22:03 🔗 db48x better
22:05 🔗 naTmeg db48x: i've updated video.js, maybe it does the job
22:05 🔗 db48x ok, but I just had to tweak the loader
22:13 🔗 SketchCow https://archive.org/details/softwarelibrary_amiga
22:21 🔗 db48x SketchCow: I don't seem to have broken any other systems, and I fixed the scaling issue for SAE (although with a slight hack)
22:21 🔗 db48x so I guess you can promote it if you want
22:21 🔗 db48x I should get back to real work for a bit; I can do some factoring later to make the code better
22:22 🔗 SketchCow OK. Let's do that.
22:22 🔗 SketchCow Oh, can you do the nowrap thing?
22:22 🔗 SketchCow That would really really really make a difference
22:23 🔗 SketchCow I can show what I'm seeing if you want
22:24 🔗 naTmeg ok guys, i'm out for today. have to work in 5h. and sorry SketchCow for being such a style-nazi, your logo-work is fine, thanks for that!
22:24 🔗 naTmeg has quit IRC (Leaving)
22:24 🔗 SketchCow Thanks for making this thing, naT...
22:24 🔗 SketchCow (Gone)
22:24 🔗 SketchCow I like that
22:36 🔗 SketchCow db48x: Did you want to attack the wrap thing now or later
22:36 🔗 SketchCow (I've got people ready to do the loader switch)
22:54 🔗 db48x sure, let me try it
23:01 🔗 db48x SketchCow: I don't like the result any better
23:01 🔗 db48x (I'm testing on https://archive.org/details/msdos_Dragons_Lair_1993_1993&external_js=1)
23:03 🔗 SketchCow Still doing the same thing here.
23:03 🔗 db48x shift-reload
23:03 🔗 SketchCow Ah, working.
23:03 🔗 SketchCow I'm not saying it's perfect, but it's better.
23:04 🔗 SketchCow And we both agree the whole thing needs cleanup ultimately
23:04 🔗 db48x I'm not sure it is
23:04 🔗 SketchCow Looks fine over here
23:04 🔗 db48x the way the size wobbles back and forth like that
23:04 🔗 SketchCow I think having the size wobble is better than where it's shooting below the black line of the division
23:05 🔗 SketchCow Oh yeah, a lot better.
23:05 🔗 SketchCow (Using it on amiga)
23:05 🔗 SketchCow It's a fine enough tie-off... for now.
23:05 🔗 SketchCow You got work and I got to stop having a breakdown
23:07 🔗 SketchCow This is an excellent point!
23:07 🔗 SketchCow This was a very complicated thing
23:11 🔗 db48x ok, I tweaked it again
23:11 🔗 db48x what do you think now?
23:11 🔗 db48x it still wobbles back and forth, but it should be a little less
23:12 🔗 SketchCow Looks great
23:12 🔗 bai looks good. if you want less wobbling maybe a monospace font?
23:12 🔗 bai I don't really see much wobble here though
23:14 🔗 db48x yea, monospace would fix it
23:14 🔗 db48x but monospace isn't very nice, typographically
23:15 🔗 db48x aww
23:15 🔗 db48x I just got an email about the Emularity, but it's from some company wanting me to sign it up for some service
23:16 🔗 bai eh, monospace looks nice enough when used in the right places. not for everything, yeah
23:27 🔗 SketchCow I can't do screenshots (and see what works) until they snap in the updated loader.
23:27 🔗 SketchCow Waiting on them

irclogger-viewer