#jsmess 2018-09-02,Sun

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Time Nickname Message
00:08 🔗 Sgeo Back
00:09 🔗 Sgeo SketchCow, awesome
00:10 🔗 Sgeo Listening to Break the Chain, this doesn
00:11 🔗 Sgeo this doesn't seem to be in HVSC, unless I'm missing something. Huh.
00:11 🔗 Sgeo n/m found it
00:13 🔗 Sgeo Listen to https://deepsid.chordian.net/?file=MUSICIANS/I/Image/Break_the_Chain.sid vs https://archive.org/details/Break_the_Chain_1990_Dynamix&external_js=1 . It sounds faster than the IA version, because IA defaults to PAL, where here, this song was designed for NTSC. I don't know how to resolve this except maybe metadata, and that would still not help if different ones were on the same disk
00:23 🔗 Sgeo Going to try compile again from v3.2 tag. Maybe that's more stable
00:23 🔗 Sgeo If not, I'm still a fan of using a tag instead of whatever's latest
00:32 🔗 SketchCow I agree
00:32 🔗 SketchCow This sort of stuff comes later
00:33 🔗 SketchCow Sgeo: Did the stuf I link to help?
00:35 🔗 Sgeo Hmm? I saw the message about Wayland not working, but that doesn't seem to apply since I'm on X. (Although you didn't link that, maybe you linked something else I didn't notice?)
00:36 🔗 SketchCow Well, it's an example of it coredumping due to issues against X
00:37 🔗 SketchCow Maybe turn on an Xvb session just to see?
00:40 🔗 Sgeo I have no idea what that is
00:41 🔗 SketchCow Xvfb :1 -screen 0 1280x1280x24 &
00:41 🔗 Sgeo https://i.imgur.com/u9ZXq3O.png
00:41 🔗 SketchCow Well, that's nice. How did it work out
00:41 🔗 Sgeo The switch to v3.2 tag worked
00:41 🔗 SketchCow What does tag mean in this case
00:42 🔗 SketchCow Wait, you compiled the latest beta?
00:42 🔗 Sgeo Yes, and that was a mistake. Tag = specific version in SVN
00:43 🔗 SketchCow OK
00:43 🔗 SketchCow So, we have ourselves a functional little VICE
00:44 🔗 SketchCow I THINK the next thing to do is make it absolutely hate life with an emscripten build
00:44 🔗 SketchCow Unless there's something else
00:45 🔗 Sgeo When you were talking about patches being unnecessary, was that just the patch to Emscripten itself you were referring to? Half of the VICE patch looks important and half looks like decisions I disagree with
00:45 🔗 SketchCow ha ha
00:45 🔗 SketchCow Emscripten.
00:45 🔗 SketchCow We have the creator of Emscripten right here, after all.
00:45 🔗 SketchCow He signed off on "we probably don't need those patches anymore."
00:46 🔗 SketchCow The VICE patches are unquestionably important.
00:46 🔗 SketchCow The main keys are how he re-jiggers the thing to flow so Emscripten won't blow up
00:48 🔗 SketchCow Either bai or DFJustin or Vito` can respond with any questions you have about compiling in Emscripten
00:48 🔗 SketchCow Although there are build scripts and you can see what he was generally going for
00:48 🔗 SketchCow I'm SURE there's cases of him tying off features because it made things complicated
00:48 🔗 SketchCow Features that would no longer be too complicated
00:50 🔗 Sgeo I'm going to read the Emscripten tutorial a bit and then AFK for food, then I'll get started
00:52 🔗 SketchCow A very simple overview is there's em* versions of everything that do the work of compiling out to javascript/webassembly.
00:52 🔗 SketchCow emcc, emconfigure, etc.
00:55 🔗 Sgeo Hmm, can this Emterpreter thing just sort of take care of the SDL_Delay stuff automagically?
00:56 🔗 SketchCow In most cases with Emscripten, assume yes, and then walk it back if an issue arises.
00:56 🔗 SketchCow And we keep the original vice.js to see if there was a hard-won lesson Robert ran into
00:56 🔗 SketchCow The key is never murder yourself over this
00:58 🔗 SketchCow But Emscripten at this point is ridiculously robust, in no small part due to this team of weirdos, who forced MAME through it
01:00 🔗 bai Sgeo: yeah there are three ways to do the emterpretify thing...either "emterpretify all the things" (slow, but best place to start), "emterpretify everything except these blacklisted functions", or "only emterpretify functi9ns on this whitelist"
01:02 🔗 bai the whitelist is the more ideal way of doing it in the long run, basically the process for that is that you have to whitelist every function ij the stack above any place which calls sleep() (or anything that used it)
01:02 🔗 bai really applied to anything that might block synchronously for more than a frame, like file IO
01:03 🔗 bai (not all, just ones which take a long time to return)
01:37 🔗 Sgeo You seem to have bootstrapped Emscripten SDK by cloning from GitHub. In this case, use "git pull" instead of "emsdk update" to update emsdk. (Not doing that automatically in case you have local changes)
01:37 🔗 SketchCow Yes
01:37 🔗 Sgeo Following the instructions on the website gave me that message
01:37 🔗 Sgeo Website might use clarification?
01:37 🔗 SketchCow Yes, use git pull and keep going
01:37 🔗 SketchCow The rest worked fine
01:38 🔗 SketchCow azakai: Bug in the instructions on bootstrapping from the Emscripten site
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01:57 🔗 Sgeo SketchCow, what was your fix for the ar problem?
02:03 🔗 azakai SketchCow: oh, what is the bug?
02:03 🔗 SketchCow Disable it
02:04 🔗 SketchCow Disable the check, it's horseshit
02:04 🔗 Sgeo azakai, http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html
02:04 🔗 SketchCow azakai: It tells you to use emsdk update and it's really git pull
02:05 🔗 azakai oh good point, thanks Sgeo and SketchCow - we changed to git pull but didn't update the later part
02:06 🔗 SketchCow We're here to drag the emscripten wagon into the stratosphere of success
02:06 🔗 SketchCow And play commodore 64
02:10 🔗 Sgeo I don't know how to actually disable stuff. Lemme try deleting the lines from configure.ac and reruning autogen
02:11 🔗 SketchCow I actually took it out of the configure file, yes
02:11 🔗 SketchCow But you got it to compile - how did you make it work
02:12 🔗 Sgeo By not doing anything Emscripten related at that point.
02:12 🔗 Sgeo That was a native build
02:12 🔗 SketchCow I couldn't get the native build to work without removing it
02:12 🔗 Sgeo Oh, huh.
02:12 🔗 SketchCow I think you have a better environment than I did
02:13 🔗 Sgeo What version of VICE were you building? If it was from SVN trunk, issues could be time of checkout related
02:13 🔗 SketchCow 3.2
02:13 🔗 SketchCow Even I knew going later than 3.2 was kray
02:13 🔗 Sgeo I was just following the neocities page's exact instructions >.>
02:14 🔗 SketchCow Well, I was using a much older ubuntu too
02:14 🔗 SketchCow So plenty of room for destruction
02:14 🔗 SketchCow Anyway, you'll note that what he does in the code is a bunch of ifdefs
02:14 🔗 SketchCow We did that in MAME too
02:14 🔗 Sgeo Ah. Yeah I'm using Ubuntu 18.04 LTS
02:16 🔗 SketchCow Unless you think it a bad idea, that main loop mod is critical
02:16 🔗 SketchCow (I'm using https://github.com/rjanicek/vice.js/blob/master/vice/0001-Vice-2.4.4-Emscripten-changes.patch as the critical one)
02:16 🔗 SketchCow There's a 2.4 but that's just one revision back
02:18 🔗 Sgeo I can start playing with it after I see it failing horribly in a browser, I think?
02:18 🔗 Sgeo export ar_check=no is probably the cleanest way to disable the check
02:19 🔗 SketchCow I agree on that workflow
02:19 🔗 SketchCow Just pointing out that's likely the #1 thing that will make it not run
02:19 🔗 SketchCow Unless it magically does
02:20 🔗 Sgeo Ah, ty
02:20 🔗 Sgeo Hmm, when it complains about libpng, is it asking me to install libpng-dev or libpngsomething?
02:21 🔗 SketchCow I assume yes unless someone thinks differently
02:21 🔗 SketchCow db48x: This guy's on fire
02:21 🔗 SketchCow sets mode: +o db48x
02:21 🔗 Sgeo Was hoping for something more specific lol. Well, my notes already have a cluttered and probably excessive apt-get install
02:22 🔗 SketchCow I completely cargo cult, I know little
02:22 🔗 SketchCow I just google for errors and then find what people did
02:24 🔗 Sgeo I already have libpng-dev installed, so it's not that (unless it's failing to find it). And there's no "libpng" as such, just a bunch of versioned ones
02:24 🔗 Sgeo Although since it did compile natively, this is odd
02:25 🔗 Sgeo PNG is only used for screenshotting, I can remove it
02:28 🔗 Sgeo Configured
02:35 🔗 Sgeo ../../src/vice_sdl.h:59:14: fatal error: 'SDL/SDL_keysym.h' file not found
02:35 🔗 Sgeo This looks like the issue a part of the VICE patch was supposed to handle, by referencing a different file.
02:35 🔗 Sgeo But is this a VICE issue or an Emscripten problem
02:35 🔗 Sgeo bai is SDL_keysym.h supposed to be in Emscripten somewhere?
02:36 🔗 DFJustin emscripten ships a full sdl port these days so it ought to have everything, but there could be a mismatch if VICE is expecting SDL 1.2 since I think emscripten's is SDL2
02:37 🔗 Sgeo I think VICE can handle both, not sure what it defaults to
02:40 🔗 Sgeo https://github.com/svn2github/vice-emu/blob/eb067976054d83631788968a42d140ec8cccbd4d/vice/doc/readmes/Readme-SDL2.txt#L44
02:41 🔗 Sgeo So I'm not sure if I should try to hack together the SDL version to work, or try using SDL2 and encountering such annoying bugs
02:50 🔗 Sgeo I'm now getting spammed with identical warnings about unused command line arguments
02:53 🔗 Sgeo Oh the Emscripten website has stuff about SDL1, I should look into that
03:01 🔗 Sgeo I have an a.out.js now and I'm not totally sure where it came from. I did an emmake but the build script in the vice.js repo has more steps after it, which I haven't successfully performed yet
03:02 🔗 SketchCow It probably explodes
03:06 🔗 bai sdl2 is probably the better target, unless their native sdl2 implementation has its own set of problems
03:07 🔗 SketchCow https://retropie.org.uk/forum/topic/3972/vice-c64-emulator-now-supports-sdl2
03:07 🔗 SketchCow https://pyra-handheld.com/boards/threads/vice-3-2-sdl1-and-sdl2.77520/
03:08 🔗 SketchCow Two cites they definitely do sdl2.0
03:08 🔗 Sgeo There's some bugs though I think
03:13 🔗 Sgeo ERROR:root:Compiler settings error: forced aligned memory is not supported in fastcomp
03:13 🔗 Sgeo ERROR:root:Compiler settings are incompatible with fastcomp. You can fall back to the older compiler core, although that is not recommended, see http://kripken.github.io/emscripten-site/docs/building_from_source/LLVM-Backend.html
03:13 🔗 Sgeo The build script from the vice.js repo sets forced aligned memory
03:13 🔗 SketchCow azakai: Thoughts
03:15 🔗 Sgeo Removed that option from the script, and now getting this issue. There is nothing after the last colon
03:15 🔗 Sgeo error: Linking globals named 'console_open': symbol multiply defined!
03:15 🔗 Sgeo WARNING:root:Note: Input file "@/tmp/tmpjxAxMB.response" did not exist.
03:15 🔗 Sgeo ERROR:root:Failed to run llvm optimizations:
03:18 🔗 SketchCow "EMCC_DEBUG=1 in the env should show more detailed logging, and might help figure this out."
03:19 🔗 Sgeo Thansk
03:19 🔗 Sgeo Well, that's more detailed. None of it after the colon where the wording makes me expect there to be something, but a LOT before that
03:30 🔗 Sgeo bai, help/
03:37 🔗 SketchCow bai will see you but he has a kid and has to hop between that low priority issue and this
03:37 🔗 SketchCow db48x and DFJustin - if you have any other thoughts on this
03:37 🔗 SketchCow Is the error the same
03:37 🔗 Sgeo Yes. I can send the other output but it doesn't look useful
03:39 🔗 Sgeo https://hastebin.com/oyahacupoc
03:43 🔗 db48x sounds like there's more than one definition for console_open
03:48 🔗 Sgeo Going to try a make clean then emmake make x64 then the build script
03:56 🔗 bai :D
03:56 🔗 bai not sure about that particular issue. is console_open a vice function?
03:58 🔗 azakai SketchCow: it's ok to ignore the "force aligned memory" warning. the flag is no longer relevant (can stop sending it to emcc)
03:58 🔗 Sgeo Yes
03:58 🔗 Sgeo Hmm, there's a console_unix.o that has one definition
03:58 🔗 Sgeo Not sure where another would come from
03:59 🔗 Sgeo There's also a console.o
03:59 🔗 azakai for the console_open duplicate symbol, you can debug that by running llvm-nm on the input files (listed in the debug output there). you should see that it appears in more than one - perhaps the same library is statically linked in twice
03:59 🔗 Sgeo There's no console.c, but there is a console.h
04:01 🔗 azakai i have to go, but if you get stuck on this, i can help debug it tomorrow
04:05 🔗 Sgeo Ok, thanks
04:24 🔗 Sgeo Ignore the message "There's no console.c"
04:26 🔗 Sgeo Trying native build with SDL2
04:37 🔗 Sgeo Native SDL2 build compiled but is segfaulting
04:57 🔗 Sgeo https://docs.google.com/document/d/e/2PACX-1vRdZrs8HYEqL5AoQ9Au9R1RTFEff0-FDp36N2p3k8ln5_XyyypSKMhu6nAz0EWPLF_sTRjJGmAyYhCo/pub is where I'm keeping my notes btw, until success and I can post them somewhere more accessible
05:08 🔗 Sgeo I now have x64.js and x64.wasm files
05:09 🔗 Sgeo Out of laziness I'm changing the build script to make a html file
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05:16 🔗 Sgeo_ There's a nonzero chance my computer dying just now affected files on the VM. The HTML file seems to be empty, despite it not being empty before computer died
05:16 🔗 Sgeo_ I should just superglue the power cord in or something
05:20 🔗 Sgeo_ It's blowing up, but with "LinkError: import object field '__mouse_enabled' is not a Number"
05:20 🔗 Sgeo_ Not sure why it would blow up with that
05:34 🔗 SketchCow How big is x64.js
05:38 🔗 Sgeo_ 1.6mb, and there's a 2.6mb wasm file
05:47 🔗 Sgeo_ Going to try adding joyport
05:51 🔗 Sgeo_ Fixed that linker error, now weirder stuff is blowing up
05:52 🔗 bai fun :D
05:53 🔗 bai sorry I haven't been around to help much, just dealing with baby stuff
05:57 🔗 Sgeo_ Currently caught in an endless loop of there are 20 million new directories the old build script didn't know about
05:58 🔗 bai oh, I know in the past, sometumes emscripten would get stuck in a bad state if a build was interrupted and you tried to resume
05:58 🔗 Sgeo_ ...I think the script is wrong
05:58 🔗 bai not always, but sometimes, it would just chew through disk space until you did a make clean
05:58 🔗 Sgeo_ It's using --embed-file to include .o files
05:58 🔗 bai or, emmake make clean really
05:58 🔗 Sgeo_ Is that correct or incorrect usage of emcc?
05:58 🔗 Sgeo_ https://github.com/rjanicek/vice.js/blob/master/build-x64#L29
05:59 🔗 Sgeo_ What's the right way to do this?
06:00 🔗 bai hmm. I've never used it like that no
06:00 🔗 bai I don't know what --embed-file does
06:01 🔗 Sgeo_ Embeds a resource into the compiled result. But .o files should be LLVM code, right? So I'm confused
06:02 🔗 bai normally it's the same as gcc, emcc <list of .o files> -o <binaryname>
06:05 🔗 Sgeo_ Ah, ty
06:05 🔗 Sgeo_ Let me get the bulk of these new imports in before I start messing with that
06:08 🔗 Sgeo_ I do wonder if I should be replacing it with a listing of all .o files
06:09 🔗 Sgeo_ Now it's complaining about a missing SDL_SetRelativeMouseMode, which I can confirm is NOT a part of VICE
06:13 🔗 Sgeo_ Maybe I was misreading the script before
06:13 🔗 bai yeah that's an sdl function...it should trigger pointerlock in emscripten-conpiled apps, I believe
06:16 🔗 bai https://github.com/emscripten-ports/SDL2/blob/1d03c6824752d71d44c7e7ea3dd28909deda9659/include/SDL_mouse.h#L162
06:16 🔗 bai that's for sdl2
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06:19 🔗 Sgeo_ Ugh I screwed something up and now it's complaining at me about functions that I know should be there
06:26 🔗 Sgeo_ WARNING:root:emcc: cannot find library "SDL2"
06:27 🔗 Sgeo_ Oh I need a change in the build script
06:27 🔗 Sgeo_ -s USE_SDL=2
06:28 🔗 SketchCow There you go!
06:29 🔗 Sgeo_ LEss pleasantly, why is it STILL warning me about a boatload of missing functions? They shouldn't be missing
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06:36 🔗 Sgeo_ ERROR:root:vice/src/*.o: No such file or directory ("vice/src/*.o" was expected to be an input file, based on the commandline arguments provided)
06:36 🔗 Sgeo_ It's... supposed to understand *, right?
06:43 🔗 Sgeo_ Found the problem. Bash is VERY sensitive to spaces following \ line continuations
06:47 🔗 bai ahh, interesting
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17:50 🔗 SketchCow Continuing my uploads of C64 loveliness
17:51 🔗 SketchCow Commodore C64 - Applications - Test Disks - [D64] Commodore C64 - Docs - [D64]
17:51 🔗 SketchCow Commodore C64 - Applications - [D64] Commodore C64 - Educational - [D64]
17:51 🔗 SketchCow Commodore C64 - Collections - Derbyshire Ram - [D64] Commodore C64 - GEOS - [D64]
17:51 🔗 SketchCow Commodore C64 - Compilations - Games - [D64] Commodore C64 - Games - Boulder Dash - [D64]
17:51 🔗 SketchCow Commodore C64 - Coverdisks - [D64] Commodore C64 - Games - Previews - [D64]
17:51 🔗 SketchCow Commodore C64 - Cracktros - [D64] Commodore C64 - Games - SEUCK - [D64]
17:51 🔗 SketchCow Commodore C64 - Demos - Collections - [D64] Commodore C64 - Games - [D64]
17:51 🔗 SketchCow Commodore C64 - Demos - [D64] Commodore C64 - Music - [D64]
17:51 🔗 SketchCow Commodore C64 - Diskmags - Commercial - [D64] Commodore C64 - Public Domain - [D64]
17:51 🔗 SketchCow Commodore C64 - Diskmags - Scene - [D64]
17:51 🔗 SketchCow Sticking with D64 for now because it basically works.
17:53 🔗 Sgeo What other formats do you have?
17:53 🔗 SketchCow Oh god, many.
17:53 🔗 SketchCow And in theory it will take them all
17:53 🔗 SketchCow But for the moment, let's move incrementally.
17:54 🔗 SketchCow For example, before I remove duplicates, there are 184,314 C64 .d64 images
17:54 🔗 SketchCow That's... a lot man
17:54 🔗 Sgeo Hmm, GEOS is going to be unpleasant for users without some configuration. Maybe the best way is to be able to specify custom configuration files.
17:54 🔗 SketchCow Well, we will be able to do that going forward.
17:54 🔗 SketchCow We do it now.
17:54 🔗 SketchCow a800 vs a800cart etc.
17:54 🔗 SketchCow Boots off the cartridge slot instead of the disk
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17:58 🔗 SketchCow How goes the attack, sgeo
18:00 🔗 Sgeo I just woke up, need to eat first
18:00 🔗 SketchCow You went to SLEEP
18:00 🔗 SketchCow In a BED
18:00 🔗 SketchCow What THE
18:00 🔗 SketchCow When he was working on our first massive round of adaptable response to MAME upgrads, Vito` rested for 5-10 minutes hanging upside down on a rod outside
18:02 🔗 SketchCow Now removing all the [a2], [a], [b] stuff from this list.
18:02 🔗 SketchCow [a2] was 20,000 items, for example.
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18:10 🔗 SketchCow So, in the TOSEC Naming Convention, if something is the same-but-different, like a sector layout or some other aspect, it gets a [a] designation.
18:10 🔗 SketchCow If another copy shows up like this, it gets [a2]
18:10 🔗 SketchCow [a3]. [a4].
18:10 🔗 SketchCow In most, like, at the worst, it gets to [a5]
18:11 🔗 SketchCow In C64 land, though.... I'm at [a31] and climbing
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18:16 🔗 SketchCow Damn, past [a39]
18:17 🔗 SketchCow 15 items have 50 variations
18:19 🔗 SketchCow ./Commodore C64 - Games - [D64]/Beach Head 2 (1985)(Access Software)[cr XCS][a65].zip
18:19 🔗 SketchCow ./Commodore C64 - Games - [D64]/California Games (1987)(Epyx)(Disk 1 of 2 Side A)[cr ESI][a65].zip
18:20 🔗 SketchCow ./Commodore C64 - Games - [D64]/California Games (1987)(Epyx)(Disk 1 of 2 Side B)[cr ESI][a65].zip
18:20 🔗 SketchCow ./Commodore C64 - Games - [D64]/Caveman Ugh-lympics (1988)(Electronic Arts)(Disk 1 of 2 Side B)[cr ATC][a65].zip
18:20 🔗 SketchCow ./Commodore C64 - Games - [D64]/Dallas Quest, The (1984)(Datasoft)[a65].zip
18:20 🔗 SketchCow ./Commodore C64 - Games - [D64]/G.I. Joe (1985)(Epyx)(Side B)[cr ESI][a65].zip
18:20 🔗 SketchCow ./Commodore C64 - Games - [D64]/Little Computer People (1985)(Activision)[a65].zip
18:20 🔗 SketchCow We're at 65!
18:24 🔗 SketchCow We're at 128.
18:29 🔗 SketchCow Well, the winner was Little Computer People.
18:29 🔗 SketchCow ./Commodore C64 - Games - [D64]/Little Computer People (1985)(Activision)[a289].zip
18:31 🔗 SketchCow Yeah, see, I've already got it down to 86,814. Down from 184,314.
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18:44 🔗 SketchCow Sgeo__: Just for trivia's sake - my goal will be to move the vice.js.gz into a second js, and we'll add a version called vice-24 as a potential emulator string, so that in the future, we can mess around with choosing the 3.2 or 2.4 variants to see if there's improvements in emulation
18:45 🔗 SketchCow The way our system works, we can keep adding vice-*.cfg and vice-*.json files called against the vice.js.gz (and vice.wasm) that will account for having certain cards in, certain approaches, etc.
19:07 🔗 SketchCow https://archive.org/details/helloFRIEND_2005_Fairlight&external_js=1
19:07 🔗 SketchCow Beauty
19:09 🔗 SketchCow Uploading 20,000 demos now
19:46 🔗 Sgeo__ sid_quad_address_start doesn't seem to be in the warnings of unresolved symbols
19:52 🔗 Sgeo__ I just refreshed the page without doing anything and am now getting a totally different error
19:53 🔗 Sgeo__ C64MEM: Error - Couldn't load kernal ROM `kernal'.
19:53 🔗 Sgeo__ Error - Machine initialization failed.
19:53 🔗 SketchCow Oh, so things we learned
19:53 🔗 Sgeo__ I'm fine with working on fixing that, less fine with the fact that the prior error disappeared into the aether without me doing anything
19:53 🔗 SketchCow Always use incognito mode
19:53 🔗 Sgeo__ Maybe a file was cached in the browser
19:53 🔗 SketchCow Or whatever the browser calls it
19:53 🔗 SketchCow Always use it, then crush the incognito mode, then bring it back for each try
19:54 🔗 SketchCow Because yes, that will eat your life otherwise
20:20 🔗 Sgeo__ Looks like the build process is including the kernal, I guess VICE just isn't finding it, like it's not where it expects it to be
20:21 🔗 Sgeo__ Or could be something wrong with the file
20:22 🔗 Sgeo__ ...or file loading could be a sync issue? Hey bai, would trying to load a file be the sort of thing that I should be putting through emterpreter? I might just go ahead and add that setting to the build script now and see what happens
20:23 🔗 SketchCow My suggestion, as always, is to see what the other thing did
20:24 🔗 SketchCow https://archive.org/details/softwarelibrary_c64
20:25 🔗 SketchCow Going to let that run. Once the loader is put into the system (the updated one), that's 40,000 items
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20:41 🔗 Sgeo_ Got past that issue, now at the point where it's complaining about the main loop function being missing
20:45 🔗 Sgeo_ ROFL the reason that VICE.js constantly shouts perkele is that the setting wasn't set to stop the code after the main loop from running
20:48 🔗 SketchCow Are your tests browsable from outside?
20:53 🔗 Sgeo_ Not at the moment, I'm testing from Python's simplehttpserver on the machine
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20:59 🔗 Sgeo_ Hey, did old Emscripten stuff recommend coroutine libraries, and is that still applicable?
21:03 🔗 bai we didn't do any coroutine library stuff for mame or dosbox, to my knowledge - might have just been path of least resistance for whoever did vice.js stuff to make the main loop async
21:03 🔗 Sgeo_ I would think the path of least resistance is usually to use Emterpreter? Maybe that's newer?
21:05 🔗 bai emterpreter was a later addition yeah
21:05 🔗 bai but doing it yourself may still be faster
21:06 🔗 bai it's hard to say really. with dosbox I know we were really paranoid about how much it would slow things down and were pleasantly surprised to find out that it was a non-issue
21:06 🔗 bai but it may be the kind of thing where it's fine for most emulated systems/games but it moves the cap on which ones we can run at 100% a bit lower
21:11 🔗 Sgeo_ emscripten_set_main_loop_timing: Cannot set timing mode for main loop since a main loop does not exist! Call emscripten_set_main_loop first to set one up.
21:12 🔗 SketchCow Sgeo_: Just as a VERY INSIGNIFICANT side thing, I'm (temporarily) turning off sound at archive.
21:12 🔗 Sgeo_ I added the emscripten_set_main_loop to the same place vice.js did. And I added a log, that's showing up, so its not like the new code isn't being used
21:13 🔗 SketchCow The sound buffer overflows on the firefox instance and I just want to screenshot the planet while we work on things
21:19 🔗 SketchCow Yeah, fixed it
21:19 🔗 SketchCow OKAY THIS NEXT IMPROVEMENT GOES OUT TO DFJUSTIN fingerguns
21:21 🔗 DFJustin who what where
21:21 🔗 SketchCow I'm doing the C64 from scratch
21:21 🔗 SketchCow No legacy, no previous work
21:21 🔗 SketchCow Therefore.... switching to PNG
21:22 🔗 DFJustin \o/
21:24 🔗 DFJustin so there is the the c64 preservation collection set of .g64 images which is like the commodore 64 .woz https://archive.org/details/C64_Preservation_Project_10th_Anniversary_Collection
21:29 🔗 SketchCow Well, one insane set at a time
21:29 🔗 Sgeo_ AFK
22:06 🔗 Vito` When MAME emulates a machine that's in a text mode, like the C64 boot screen, does it still require a graphics display to do so? Or can that be seen in a terminal?
22:20 🔗 DFJustin graphics display only
22:20 🔗 DFJustin if it's a machine that does rs232 output you can direct that out to a terminal program though
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22:55 🔗 Sgeo_ back
22:56 🔗 shattere1 or to built-in terminal emulator
22:56 🔗 shattere1 is now known as shattered
22:56 🔗 Sgeo_ I wonder if theres certain points where Emscripten assumes emscripten_set_main_loop won't be called, and it's too late to call it after that?
23:03 🔗 Sgeo_ Hmm, actually, shouldn't Emterpretify_async make the whole thing not needed? Maybe something's calling emscripten_set_main_loop_timing which breaks without that main loop
23:05 🔗 bai hmm. I'm not sure if I've ever done anything PURELY with emterpretify, I've always worked with systems which did the requisite emscripten_set_main_loop stuff
23:06 🔗 bai which basically just involves breaking out of the typical native while (true) { doGameStuff(); } loop and letting emscripten call doGameStuff()
23:06 🔗 bai ("just")
23:22 🔗 Sgeo_ Is there an easy way to trace what's making the call to emscripten_set_main_loop_timing ?
23:22 🔗 Sgeo_ Or maybe I should make a dummy main loop
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23:46 🔗 Sgeo_ Wonder what happens if I disable sound, considering the VICE error I keep seeing about configuring sound
23:55 🔗 Sgeo_ As a last resort I might try massaging the 2.4.4 patch into the VICE 3.2 codebase. I'd rather not, I like the thought of tampering with VICE as little as possible

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