#jsmess 2018-03-16,Fri

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WhoWhatWhen
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SketchCowOK, I got sidelined with the whole "Citizen Radio" thing, going back to handhelds. [16:40]
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Handhelds over, also adding more driver
DopefishJ: Might need help with some resolution determining
[17:38]
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SketchCowhh_merlin
Can't find resolution request
https://github.com/mamedev/mame/blob/839f9632027fae231edf355bb4b059e169b5de27/src/mame/drivers/hh_tms1k.cpp
Searching
[18:06]
DFJustinit's in the layout file and not the cpp
it's a vector layout so you have to actually run mame to render it and find out what aspect ratio it is I think
[18:08]
SketchCowE-fucking gad
https://archive.org/details/hh_merlin
[18:11]
DFJustinlooks like 400x980 or anything proportional to that [18:14]
SketchCowhttps://archive.org/details/hh_f2pbball [18:14]
DFJustinit might be easier to turn keepaspect back on for the hh systems (we have it turned off so that it does integer scaling on bitmap systems but that doesn't matter here)
that would be an emularity change I think
then you could just say 640x480 or whatever and let mame figure it out from there
db48x: can we have like a vector: "1" flag in the json
or keepaspect:
[18:15]
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SketchCowHey, so, can we make touch work for the Merlin? [19:42]
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db48xDFJustin: sure
keepaspect: true or vector: true, whichever you prefer
[20:11]
DFJustinSketchCow: should Just Work (tm)
I guess keepaspect is better
[20:14]
SketchCowhttps://archive.org/details/hh_simon
That one's a mess.
Won't light up
[20:27]
DFJustinthe artwork is probably from an older version [20:29]
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db48xI guess it would actually be keepaspect: false
since the current default is to add -nokeepaspect to the mame command line
(I hate negative options though)
[21:08]
if ('keepAspect' in modulecfg) {
cfgr.keepAspect(modulecfg.keepAspect);
} else {
cfgr.keepAspect(true);
}
that's not right
the current default is -nokeepaspect, so if it's not specified in the json, that's the same as keepaspect: false, and we don't need the if/else at all
[21:16]
baioh, this discussion reminds me - is there an equivalent set of options for DosBoxLoader? it seems whenever there's a mode change, the canvas is changing size by default too [21:25]
db48xisn't that a feature? :) [21:25]
bainormally yes....but when I'm using the image as a texture in webgl, it would be preferable if I could force it to a power-of-two canvas [21:28]
db48xdb48x nods
we really ought to be running everything in higher-resolution canvases anyway, so that MAME's in-game menus are legible
[21:28]
baiyeah [21:30]
SketchCowSo, I'm dealing with my mistake of screenshotting the handhelds
I'm then going to go through and think if I want to add too many more handhelds.
This is, not surprisingly, a huge pain and a lot of manual work I'm doing.
[21:31]
db48xwhile you think, let me know which json files you've uploaded so far [21:33]
SketchCowI ended up pulling them over and putting them into the glowing box
I mean, maybe some slipped between the cracks
But I think they're mostly all added
https://archive.org/details/hh_packmon
[21:34]
DFJustinthe problem is if we run in a higher-resolution canvas, mame scales up the game bitmap in software, and we're already fighting for cycles as it is [21:44]
db48xindeed [21:45]
SketchCowYeah [21:45]
db48xthe right way to do it, of course, would be to compile MAME without any of that UI at all
and then reimplement it in JS+HTML, around or on top of the canvas
[21:45]
DFJustinwell the right way to do it would be to compile with mame's old pixel font which is on my to-do list
oh that would be even better
[21:46]
db48xbut a lot more work [21:46]
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SketchCowhttps://archive.org/details/hh_cpacman [22:49]

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