| Time |
Nickname |
Message |
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00:46
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SketchCow |
Hey gang. |
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00:46
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SketchCow |
Where's the new pal |
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01:10
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SketchCow |
drk||razi: Was it you? |
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01:44
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02:01
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02:29
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SketchCow |
Anyway, bai and DFJustin |
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02:29
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SketchCow |
files.korny.cc/reicastjs2/ |
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02:29
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SketchCow |
Click on ct.rom |
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02:30
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SketchCow |
x and return and c and v are all valid keys |
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02:49
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bai |
I'll check it out tonight, I'm on daddy duty until 10pm or so |
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02:58
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03:11
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SketchCow |
It's pretty inspiring |
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03:11
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SketchCow |
He's revising and revising |
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03:12
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SketchCow |
He wants to know if he can join with the archive. |
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12:17
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drk||razi |
hello! |
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12:17
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drk||razi |
yes, that's my teenage-era nick :P |
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12:17
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drk||razi |
since this is EFNET and all |
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12:18
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drk||razi |
the js2 version has baked in pre-compiled segments of the game, to make sure performance doesn't drop without the JIT |
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12:18
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drk||razi |
(20 megs of WASM to compile 10K game blocks) |
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12:19
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* |
drk||razi waves at Lord_Nigh |
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14:15
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14:45
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14:45
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14:45
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15:02
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15:21
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15:22
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15:40
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16:35
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SketchCow |
drk||razi: So, let's talk about things. |
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16:35
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drk||razi |
yes? |
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16:36
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SketchCow |
When you say "pre-compiled". What do you mean in this case? More accurately - is the WASM/Javascript emulator you've got there a general emulator or is it compiled per program? |
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16:36
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SketchCow |
Like, is it simply a dreamcast emulator, or a crazy taxi emulator |
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16:36
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drk||razi |
the last version is per-program |
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16:36
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drk||razi |
or rather |
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16:36
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drk||razi |
it includes optimizations for crazy-taxi |
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16:36
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drk||razi |
(will run everything) |
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16:37
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drk||razi |
without implementing a wasm-jit, this is the fastest way we have right now |
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16:38
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SketchCow |
here is what we'd be shooting for: |
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16:38
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SketchCow |
https://archive.org/details/psxgames |
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16:40
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SketchCow |
I would be taking this: https://archive.org/details/tosecdcus20190822 |
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16:40
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SketchCow |
And doing similar with it. |
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16:42
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drk||razi |
that seems totally do-able |
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16:42
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drk||razi |
you might want to optimize per-game, or include a huge binary that optimizes for many games |
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16:43
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SketchCow |
Well, So, I'm not against that solution, although it sounds like something only you'd be able to do. |
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16:45
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SketchCow |
Usually, we have just one binary and then it kind of does the job, just works. |
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16:46
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drk||razi |
It's not a complex procedure, but it does require running the games once on PC |
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17:02
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drk||razi |
the files are downloaded every time? |
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17:13
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SketchCow |
Yes. |
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17:13
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SketchCow |
Oh yeah. |
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17:21
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SketchCow |
So, really, it seems like which the work you've done, the non-3d stuff just sizzles. |
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17:25
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SketchCow |
Moving forward before I get distracted |
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17:25
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SketchCow |
The way it would work with our loader would be a consistent, clear command-line structure. |
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17:26
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SketchCow |
i.e. dreamcastemulator.wasm ROMNAME -setting SETTING -setting SETTING |
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17:26
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SketchCow |
And so on |
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17:27
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17:28
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17:28
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18:16
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18:18
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18:25
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drk||razi |
this already exists |
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18:25
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drk||razi |
how do you download the roms though? |
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18:25
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drk||razi |
atm I bake them in the data section |
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18:26
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drk||razi |
are there some docs / src for the psx page? |
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18:26
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drk||razi |
many 3d games like thps2 fly on my machine w/ webgl |
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18:26
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drk||razi |
many games will be glitchy though, is that alright? |
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18:27
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SketchCow |
I expect they will be. |
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18:27
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SketchCow |
The question is how glitchy |
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18:27
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SketchCow |
So, to be clear |
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18:28
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drk||razi |
mostly texture mixups (teccache invalidation is disabled) |
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18:28
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SketchCow |
- I am sure most of this has been done by you already |
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18:28
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drk||razi |
it uses segfaults for tracking normally |
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18:28
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SketchCow |
- We will move fast AND slow on this, just due to some organization |
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18:28
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drk||razi |
but those aren't available |
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18:34
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bai |
drk||razi: we usually deliver the app contents up as a .zip and then use BrowserFS to organize that along with some UnionFS and a localStorage backed FS to save changes for each user |
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18:40
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drk||razi |
in that case reicast needs to be updated to use that |
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18:40
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drk||razi |
instead of the built in fs? |
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18:40
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drk||razi |
is there some sync read for the BrowerFS? |
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18:41
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bai |
that's the part I'm not 100% clear about, someone else did that work for Emularity, but I don't think the underlying emulator needs to be modified to support it, no |
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18:42
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bai |
filesystems in BrowserFS can be either synchronous or asynchronous, in our case we're generally limited to ONLY using synchronous filesystems though |
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18:42
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bai |
zip and any of the other in-memory or localstorage-based filesystems are synchronous, but we can't use things like, eg, dropbox |
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18:45
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drk||razi |
also reicast is multi threaded |
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18:45
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drk||razi |
that means chrome only for now |
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18:45
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drk||razi |
firefox and such are working to re-enable multi threading |
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18:45
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bai |
ah, dependent on the SharedWorker stuff? |
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18:45
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bai |
I thought firefox had unlocked that again but I haven't been following closely |
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18:48
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drk||razi |
I don't know how it works on the lower level |
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18:48
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drk||razi |
when I did the last port threads were not an option |
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18:48
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drk||razi |
and the code diff was quite ugly |
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18:53
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19:10
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drk||razi |
in the future, I can probably make the optimized chunks a separate .wasm |
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19:10
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drk||razi |
would that be better @SketchCow ? |
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19:13
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SketchCow |
I'd ask bai, he knows better than I |
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19:13
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SketchCow |
There is always a possibility we can't do this yet, by the way |
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19:15
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bai |
oh, is this about what you said before, you have build that have tweaks for specific games? |
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19:44
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19:48
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20:46
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drk||razi |
yeah |
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20:46
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drk||razi |
well, not tweaks |
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20:47
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drk||razi |
just an AOT precompiled cache |
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20:47
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drk||razi |
since wasm is hard to jit for |
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