#jsmess 2020-02-07,Fri

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Time Nickname Message
00:46 🔗 SketchCow Hey gang.
00:46 🔗 SketchCow Where's the new pal
01:10 🔗 SketchCow drk||razi: Was it you?
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02:29 🔗 SketchCow Anyway, bai and DFJustin
02:29 🔗 SketchCow files.korny.cc/reicastjs2/
02:29 🔗 SketchCow Click on ct.rom
02:30 🔗 SketchCow x and return and c and v are all valid keys
02:49 🔗 bai I'll check it out tonight, I'm on daddy duty until 10pm or so
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03:11 🔗 SketchCow It's pretty inspiring
03:11 🔗 SketchCow He's revising and revising
03:12 🔗 SketchCow He wants to know if he can join with the archive.
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12:17 🔗 drk||razi hello!
12:17 🔗 drk||razi yes, that's my teenage-era nick :P
12:17 🔗 drk||razi since this is EFNET and all
12:18 🔗 drk||razi the js2 version has baked in pre-compiled segments of the game, to make sure performance doesn't drop without the JIT
12:18 🔗 drk||razi (20 megs of WASM to compile 10K game blocks)
12:19 🔗 * drk||razi waves at Lord_Nigh
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16:35 🔗 SketchCow drk||razi: So, let's talk about things.
16:35 🔗 drk||razi yes?
16:36 🔗 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?
16:36 🔗 SketchCow Like, is it simply a dreamcast emulator, or a crazy taxi emulator
16:36 🔗 drk||razi the last version is per-program
16:36 🔗 drk||razi or rather
16:36 🔗 drk||razi it includes optimizations for crazy-taxi
16:36 🔗 drk||razi (will run everything)
16:37 🔗 drk||razi without implementing a wasm-jit, this is the fastest way we have right now
16:38 🔗 SketchCow here is what we'd be shooting for:
16:38 🔗 SketchCow https://archive.org/details/psxgames
16:40 🔗 SketchCow I would be taking this: https://archive.org/details/tosecdcus20190822
16:40 🔗 SketchCow And doing similar with it.
16:42 🔗 drk||razi that seems totally do-able
16:42 🔗 drk||razi you might want to optimize per-game, or include a huge binary that optimizes for many games
16:43 🔗 SketchCow Well, So, I'm not against that solution, although it sounds like something only you'd be able to do.
16:45 🔗 SketchCow Usually, we have just one binary and then it kind of does the job, just works.
16:46 🔗 drk||razi It's not a complex procedure, but it does require running the games once on PC
17:02 🔗 drk||razi the files are downloaded every time?
17:13 🔗 SketchCow Yes.
17:13 🔗 SketchCow Oh yeah.
17:21 🔗 SketchCow So, really, it seems like which the work you've done, the non-3d stuff just sizzles.
17:25 🔗 SketchCow Moving forward before I get distracted
17:25 🔗 SketchCow The way it would work with our loader would be a consistent, clear command-line structure.
17:26 🔗 SketchCow i.e. dreamcastemulator.wasm ROMNAME -setting SETTING -setting SETTING
17:26 🔗 SketchCow And so on
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18:25 🔗 drk||razi this already exists
18:25 🔗 drk||razi how do you download the roms though?
18:25 🔗 drk||razi atm I bake them in the data section
18:26 🔗 drk||razi are there some docs / src for the psx page?
18:26 🔗 drk||razi many 3d games like thps2 fly on my machine w/ webgl
18:26 🔗 drk||razi many games will be glitchy though, is that alright?
18:27 🔗 SketchCow I expect they will be.
18:27 🔗 SketchCow The question is how glitchy
18:27 🔗 SketchCow So, to be clear
18:28 🔗 drk||razi mostly texture mixups (teccache invalidation is disabled)
18:28 🔗 SketchCow - I am sure most of this has been done by you already
18:28 🔗 drk||razi it uses segfaults for tracking normally
18:28 🔗 SketchCow - We will move fast AND slow on this, just due to some organization
18:28 🔗 drk||razi but those aren't available
18:34 🔗 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
18:40 🔗 drk||razi in that case reicast needs to be updated to use that
18:40 🔗 drk||razi instead of the built in fs?
18:40 🔗 drk||razi is there some sync read for the BrowerFS?
18:41 🔗 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
18:42 🔗 bai filesystems in BrowserFS can be either synchronous or asynchronous, in our case we're generally limited to ONLY using synchronous filesystems though
18:42 🔗 bai zip and any of the other in-memory or localstorage-based filesystems are synchronous, but we can't use things like, eg, dropbox
18:45 🔗 drk||razi also reicast is multi threaded
18:45 🔗 drk||razi that means chrome only for now
18:45 🔗 drk||razi firefox and such are working to re-enable multi threading
18:45 🔗 bai ah, dependent on the SharedWorker stuff?
18:45 🔗 bai I thought firefox had unlocked that again but I haven't been following closely
18:48 🔗 drk||razi I don't know how it works on the lower level
18:48 🔗 drk||razi when I did the last port threads were not an option
18:48 🔗 drk||razi and the code diff was quite ugly
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19:10 🔗 drk||razi in the future, I can probably make the optimized chunks a separate .wasm
19:10 🔗 drk||razi would that be better @SketchCow ?
19:13 🔗 SketchCow I'd ask bai, he knows better than I
19:13 🔗 SketchCow There is always a possibility we can't do this yet, by the way
19:15 🔗 bai oh, is this about what you said before, you have build that have tweaks for specific games?
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20:46 🔗 drk||razi yeah
20:46 🔗 drk||razi well, not tweaks
20:47 🔗 drk||razi just an AOT precompiled cache
20:47 🔗 drk||razi since wasm is hard to jit for
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