Time |
Nickname |
Message |
00:06
🔗
|
oscar |
Or really, better yet, a way to properly access the FileFlag class. |
00:30
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|
oscar |
Well, I patched it over by hardcoding the number like we always do, but that's obviously non-ideal. |
00:37
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|
SketchCow |
OK, to my best of ability, I've split out the CDs for Playstation and those are all being uploaded. (It's, like, 300 more CD-ROMs and we're down to the D's as it goes in.) |
00:38
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|
SketchCow |
But these are all the ones, ironically, so popular that they ended up getting multiple versions and revisions and so on. |
00:56
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SketchCow |
db48x: Are you about |
01:07
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01:07
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SketchCow |
bai: ted Vito` Ops please |
01:07
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|
SketchCow |
db48x: When you wake up - the compilation job upgraded the mamepsx to 0.196, but that needs another patch from DFJustin that makes it work right. |
01:08
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|
SketchCow |
So as a result the PSX stuff stopped working (which is fine, it's not announced and still uploading anyway) |
01:08
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|
SketchCow |
But here's the relevant line. I don't want to just step in and mess things up. |
01:08
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SketchCow |
11:29 < DFJustin> git cherry-pick 50c373be6f730eb3d1dc5efa20952fbc208a1cc2 |
01:08
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|
SketchCow |
That fixes main.lua to load properly. |
01:11
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bai sets mode: +o SketchCow |
01:11
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01:17
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DFJustin |
0.196 should be a major improvement on the spectrum collection |
01:20
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SketchCow |
That's the hope |
01:20
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|
SketchCow |
Seems it |
01:20
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|
SketchCow |
But yeah, PSX is dead right now until we re-compile |
01:20
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|
SketchCow |
But I really don't want to mess up db48x life |
02:21
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|
SketchCow |
Uploader is down to the N's. |
02:23
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02:32
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04:14
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04:34
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04:45
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SketchCow |
It's at the Z's. |
04:45
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SketchCow |
And no db48x |
04:45
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SketchCow sets mode: +oooo arkiver azakai balrog db48x |
04:45
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SketchCow sets mode: +oooo DFJustin godane hook54321 jvilk |
04:45
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SketchCow sets mode: +oo Lord_Nigh oscar |
04:53
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04:53
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SketchCow |
I can't seem to build it to put in a replacement. |
05:01
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06:00
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06:18
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06:18
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SketchCow |
OK, I've got to hit bed. If you get a chance, db48x - throw in the updated PSX with the fix |
06:18
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|
SketchCow |
<3 |
06:18
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|
SketchCow |
So many PSX games!! |
08:10
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08:12
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db48x |
odd |
08:12
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db48x |
I kept the change to main.lua that you're talking about |
08:13
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08:49
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11:09
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SketchCow |
So, I guess we need to track that down. |
11:11
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|
SketchCow |
https://archive.org/details/psx_dinocrisd as usual is the easiest one to check (12mb, fastish load) |
11:11
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|
SketchCow |
Absolutely crashes out. |
11:12
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|
SketchCow |
exception thrown: 15989528 mamepsx_wasm.js.gz:17437:4 |
11:12
🔗
|
SketchCow |
failed to asynchronously prepare wasm: 15989528 mamepsx_wasm.js.gz:2117:5 |
11:12
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|
SketchCow |
15989528 loader.js:1153:42 |
11:12
🔗
|
SketchCow |
15989528 mamepsx_wasm.js.gz:17536:3 |
11:12
🔗
|
SketchCow |
Unhandled promise rejection abort(15989528) at jsStackTrace@https://cors.archive.org/cors/emularity_engine_v1/mamepsx_wasm.js.gz:1734:12 |
11:12
🔗
|
SketchCow |
stackTrace@https://cors.archive.org/cors/emularity_engine_v1/mamepsx_wasm.js.gz:1748:11 |
11:12
🔗
|
SketchCow |
abort@https://cors.archive.org/cors/emularity_engine_v1/mamepsx_wasm.js.gz:17544:43 |
11:12
🔗
|
SketchCow |
instantiateArrayBuffer/<@https://cors.archive.org/cors/emularity_engine_v1/mamepsx_wasm.js.gz:2118:5 |
11:12
🔗
|
SketchCow |
u@https://archive.org/includes/polyfill.min.js?v=62577d7:2:26885 |
11:12
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|
SketchCow |
I/<@https://archive.org/includes/polyfill.min.js?v=62577d7:2:27007 |
11:12
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|
SketchCow |
a@https://archive.org/includes/polyfill.min.js?v=62577d7:1:18228 |
11:13
🔗
|
SketchCow |
DFJustin: If you get a chance, can you see if anything steps out |
11:18
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|
SketchCow |
db48x: So, the new versions of things are not showing up at the archive - I see the zxspectrum is, for example, 0.195 |
11:30
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|
SketchCow |
Also, I see the PSX emulator is also 0.195 |
11:30
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11:30
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SketchCow |
So I think something's weird with the update |
11:32
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11:49
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db48x |
yea, I reuploaded the previous version of psx |
12:09
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|
db48x |
ok, I rebuilt psx and now it works |
12:13
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|
db48x |
as for the others, the upload didn't work, and they weren't replaced |
12:26
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12:38
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12:46
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oscar |
Hey db48x: when you get a chance, is there a reason flag_w in loader.js doesn't have the files open as truncating? I assume it was an oversight, but wanted to make sure before I made an obscure, possibly breaking change. |
12:48
🔗
|
oscar |
That cost me a day or so until I actually looked at the contents of the mame.lua that was being loaded and found that it was a jumble of previous versions because it was opening in overwrite mode. |
14:46
🔗
|
SketchCow |
thank you very much |
14:46
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|
SketchCow |
I have a psx in my phone |
15:33
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15:33
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15:52
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db48x |
oscar: no reason that I can think of; probably just an oversight |
15:53
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|
oscar |
OK, cool. |
15:53
🔗
|
db48x |
I did have a report of something similar happening, but hadn't been able to track it down |
15:54
🔗
|
oscar |
It's truncate now. Pity there doesn't seem to be a good way to get at the proper classes with our current method... perhaps that's something that can be updated in BrowserFS to at least export that interface. |
15:54
🔗
|
oscar |
Anyway, I have the socket interface mostly working between JS and Lua now, so depending on workload/family stuff today, I should have something to demo tonight or tomorrow. |
15:55
🔗
|
oscar |
I'd like to make it something that would also work locally on Lua, but there doesn't seem to be a Lua-native way to open a socket non-blocking, and the Lua backend expects not to block. |
16:02
🔗
|
db48x |
yea, jvilk was horrified when I wrote that |
17:35
🔗
|
oscar |
Haha, well, perhaps the enums for file flags should have been exposed to the outside. ;-) |
17:39
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|
db48x |
indeed :) |
17:39
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|
db48x |
I'm also misusing the API in other, less obvious ways |
18:30
🔗
|
SketchCow |
I've got someone worming on PSX covers |
18:30
🔗
|
SketchCow |
I will work woth dopefish to make the other region psx games and crossref them in |
19:09
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|
DFJustin |
it's pretty simple, psu = usa, psj = japan, pse = europe, psa = asia-pacific |
19:31
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|
SketchCow |
Well, THAT's easy, but I mean the json files. |
19:31
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|
SketchCow |
Like do we need special BIOS zips, etc. |
19:36
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|
DFJustin |
yes each one has a bios zip |
20:02
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20:06
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20:24
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SketchCow |
OK, with luck I can do this tonight |
20:34
🔗
|
SketchCow |
Duncan the Metadata Machine has added 1,505 mobygame links to the collection |
20:34
🔗
|
SketchCow |
And has sent me 100 cover links, and I have a script that is doing all the right work |
20:34
🔗
|
SketchCow |
So these covers are just BLASTING in |
21:01
🔗
|
SketchCow |
db48x: While I'm here, there's no library/technology out there we can use for "download multiple chunks at once if available", is there |
21:06
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|
bai |
like multistream downloading of the same file? |
21:21
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|
SketchCow |
YEah |
21:22
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|
SketchCow |
I'm just trying to figure out if there's a way to speed up a download. |
21:22
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|
SketchCow |
I don't even know the name for the method we do a download with now, so I can't look up "multi-threaded version of _______" |
21:25
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|
bai |
well...if everything's operating properly, network-wise, it shouldn't be a problem to max out your connection on a single stream |
21:25
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|
bai |
I have noticed that streams coming out of IA tend to cap around 1 MB/s each, though |
21:26
🔗
|
bai |
I know I can pull 6 MB/s on a single stream pretty easily on this connection, and I know IA has a nice fat connection, which is why I was wondering if there's any intentional QoS stuff going on on that end |
21:28
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|
bai |
the 1MB/s thing from IA has been consistent for me from a number of different networks, too |
21:28
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|
bai |
at least, over the past few days when I was really looking at it |
21:33
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|
DFJustin |
yeah my connection can do 20 MB/s and I'm not getting even close to that from IA |
21:33
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|
SketchCow |
It's likely a switch |
21:33
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|
SketchCow |
I have something from Jonah about it. |
21:35
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|
SketchCow |
After he does a switch replacement soon, we can find where it is. |
21:38
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21:38
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21:38
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21:38
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21:40
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21:42
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22:09
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Vito` |
mm |
22:09
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Vito` |
can you web torrent from the IA web seeds? |
22:12
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bai |
ipfs :D |
22:40
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22:45
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23:00
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Vito` |
I didn't think ipfs was supported in browser-only JS |
23:00
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bai |
there is js-ipfs but I haven't actually looked at it in a while |
23:01
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|
Vito` |
but if you make IA's emularity-related torrents discoverable over the webtorrent webrtc network or whatever, you should be able to download from their webseeds |
23:01
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|
Vito` |
it's a different tracker but I think normal webseeds work |
23:01
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|
bai |
yeah, maybe that would be a cool module for BrowserFS |
23:01
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|
Vito` |
or a different swarm? I don't know the terms any more |
23:09
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|
Vito` |
oh hm |
23:10
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|
Vito` |
it looks like webtorrent can just take a normal torrent file that specifies webseeds and figure it out |
23:10
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|
Vito` |
so maybe you wouldn't need to do anything at all |
23:42
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23:42
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23:44
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23:58
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Vito` |
okay |
23:59
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|
Vito` |
the torrent file won't download in the browser without using the CORS proxy URL |
23:59
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|
Vito` |
but when it does, it seems to parse it and work |
23:59
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|
Vito` |
except then all the files it tries to piece together fail because of CORS |