Merge branch 'promises'

This has been deployed to IA.

Conflicts:
	emdosbox-launcher.js
	emdosbox-loader.js
	jsmess-launcher.js
	jsmess-loader.js
This commit is contained in:
Daniel Brooks
2015-04-02 22:20:45 -07:00
13 changed files with 2397 additions and 1202 deletions
+5
View File
@@ -0,0 +1,5 @@
;;; Directory Local Variables
;;; For more information see (info "(emacs) Directory Variables")
((js-mode
(js2-basic-offset . 2)))
+154
View File
@@ -0,0 +1,154 @@
# Name #
js-emulators
# Synopsis #
The goal of this little project is to make it easy to embed a
javascript-based emulator in your own webpage. It downloads the files
you specify (with aprogress ui to show what is happening), arranges
them to form a filesystem, constructs the necessary arguments for the
emulator, handles transitions to and from full-screen mode, and
detects and enables game pads.
To use this project you'll need to provide it with a canvas element,
styled as necessary so that it has the correct size on screen (the
program will be scaled up automatically to fit, controlling for aspect
ratio). You will also likely want to provide a simple UI for entering
full-screen mode or muting the audio; these can simply call methods on
the emulator when activated.
# Emulator API #
The `Emulator` constructor takes three arguments: a canvas element, an
optional callback (which will be called after fully initializing the
emulator but just before it starts running the emulated program), and
a config (as detailed below) or a function which returns a `Promise`
of a config.
# Configuration #
## Examples ##
### Arcade game ###
Loads the emulator for the arcade game 1943, and gives it a compressed
copy of the rom (which it loads from examples/1943.zip).
var emulator = new Emulator(document.querySelector("#canvas"),
null,
new JSMAMELoader(JSMAMELoader.driver("1943"),
JSMAMELoader.nativeResolution(224, 256),
JSMAMELoader.emulatorJS("emulators/mess1943.js"),
JSMAMELoader.mountFile("1943.zip",
JSMAMELoader.fetchFile("Game File",
"examples/1943.zip"))))
emulator.setScale(3);
emulator.start({ waitAfterDownloading: true });
### Console game for Atari 2600 ###
Loads the emulator for the Atari 2600 console, and an image of a
catridge for Pitfall. Notice how we download the image, storing it in
a file, then set up a "cart" peripheral so that the emulator can find
it. We also load a configuration file that preconfigures some
keybindings needed to use the 2600.
var emulator = new Emulator(document.querySelector("#canvas"),
null,
new JSMESSLoader(JSMESSLoader.driver("a2600"),
JSMESSLoader.nativeResolution(352, 223),
JSMESSLoader.emulatorJS("emulators/messa2600.js"),
JSMESSLoader.mountFile("Pitfall_Activision_1982.bin",
JSMESSLoader.fetchFile("Game File",
"examples/Pitfall_Activision_1982.bin")),
JSMESSLoader.mountFile("a2600.cfg",
JSMESSLoader.fetchFile("Config File",
"examples/a2600.cfg")),
JSMESSLoader.peripheral("cart", "Pitfall_Activision_1982.bin")))
emulator.setScale(3).start({ waitAfterDownloading: true });
### DOS game ###
Here we load the dosbox emulator, and a zip file containing the game
ZZT which we decompress and then mount as the C drive. We also tell
DosBox to immediately start running zzt.exe, which is inside the zip.
var emulator = new Emulator(document.querySelector("#canvas"),
null,
new DosBoxLoader(DosBoxLoader.emulatorJS("emulators/dosbox.js"),
DosBoxLoader.nativeResolution(640, 400),
DosBoxLoader.mountZip("c",
DosBoxLoader.fetchFile("Game File",
"examples/Zzt_1991_Epic_Megagames_Inc.zip")),
DosBoxLoader.startExe("zzt.exe")))
emulator.start({ waitAfterDownloading: true });
## Configuration API ##
Currently there are two supported emulators, JSMESS and
EM-DosBox. JSMESS provides emulation for arcade games, consoles, and
early personal computers. As this emulator supports such a wide
variety of hardware it has been broken up into several dozen emulators
each supporting one machine lest the resulting javascript be
intractably large (60+ megabytes). EM-DosBox provides emulation for
software that runs on x86 PCs using the DOS operating systems common
to the era.
Each of these is configured by calling a constructor function and
providing it with arguments formed by calling static methods on that
same constructor.
### Common ###
* `emulatorJS(url)`
* `mountZip(drive, file)`
* `mountFile(filename, file)`
* `fetchFile(url)`
* `fetchOptionalFile(url)`
* `localFile(data)`
### JSMESS ###
* `driver(driverName)`
* `extraArgs(args)`
* `peripheral(name, filename)`
### JSMAME ###
* `driver(driverName)`
* `extraArgs(args)`
### EM-DosBox ###
* `startExe(filename)`
## Internet Archive ##
There's also a helper for loading software from
[the Internet Archive](https://archive.org/v2), `IALoader`. IALoader
looks at the metadata associated with an Internet Archive item and
uses that to build the configuration for the emulator.
## Examples ##
var emulator = new IALoader(document.querySelector("#canvas"),
"Pitfall_Activision_1982/Pitfall_Activision_1982.bin");
# Runtime API #
Once you have an emulator object, there are several methods you can call.
* `start()`
* `requestFullScreen()`
* `mute()`
* `setSplashColors()`
* others…
# Known Bugs #
* splash screen doesn't always fit inside the canvas
* need to improve the download progress indicators
* browser feature detection for volume/mute/full-screen
* handling of aspect ratios, and their interaction with full-screen mode
* finish API for volume/mute/full-screen requests
+5
View File
File diff suppressed because one or more lines are too long
-191
View File
@@ -1,191 +0,0 @@
var ar = new Array(33,34,35,36,37,38,39,40);
function getfullscreenenabler() {
return canvas.webkitRequestFullScreen || canvas.mozRequestFullScreen || canvas.requestFullScreen;
}
function getpointerlockenabler() {
return canvas.requestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
}
function isfullscreensupported() {
return !!(getfullscreenenabler());
}
function gofullscreen() {
Module.requestFullScreen(1,0);
}
function keypress(e) {
if (typeof(loader_game)=='object' && !loader_game.started)
return true; // Don't ignore certain keys yet (until game started by "click to play")
var key = e.which;
if($.inArray(key,ar) > -1) {
e.preventDefault(); //Don't let arrow, pg up/down, home, end affect page position
return false;
}
return true;
}
window.onkeydown = keypress;
(function() {
function get(name) {
if (typeof(loader_game)=='object')
return loader_game[name]; //alternate case where dont have CGI args to parse...
if ((name = (new RegExp('[?&]'+encodeURIComponent(name)+'=([^&]*)')).exec(location.search))) {
return decodeURIComponent(name[1]);
}
}
var games;
var emulator;
var module;
function getmodule() {
module = get('module');
module = module ? module : 'test';
}
function init() {
getmodule();
ready();
}
function ready() {
var fullscreenbutton = document.getElementById('gofullscreen');
if (fullscreenbutton) {
if (isfullscreensupported()) {
fullscreenbutton.addEventListener('click', gofullscreen);
if ('onfullscreenchange' in document) {
document.addEventListener('fullscreenchange', DOSBOX.fullScreenChangeHandler);
} else if ('onmozfullscreenchange' in document) {
document.addEventListener('mozfullscreenchange', DOSBOX.fullScreenChangeHandler);
} else if ('onwebkitfullscreenchange' in document) {
document.addEventListener('webkitfullscreenchange', DOSBOX.fullScreenChangeHandler);
}
} else {
fullscreenbutton.disabled = true;
}
}
var canvas = document.getElementById('canvas');
emulator = new DOSBOX(canvas).setscale(get('scale') ? parseFloat(get('scale')) : 1)
.setmodule(module)
.setgame(getgameurl(loader_game));
disableRightClickContextMenu(canvas);
// Emscripten doesn't use the proper prefixed functions for fullscreen requests,
// so let's map the prefixed versions to the correct function.
canvas.requestPointerLock = getpointerlockenabler();
if (get('autostart')) {
emulator.start();
}
// Gamepad text
if (detectgamepadsupport()) {
var gamepadDiv = document.getElementById('gamepadtext');
gamepadDiv.innerHTML = "No gamepads detected. Press a button on a gamepad to use it.";
listenforgamepads(function(gamepads, newgamepad) {
var s = (gamepads.length === 1 ? '' : 's');
gamepadDiv.innerHTML = gamepads.length + ' gamepad'+s+' detected. If the game does not ' +
'respond to your gamepad'+s+', refresh the browser and try again.';
if (emulator.hasStarted) {
gamepadDiv.innerHTML += "<br />Restart MESS to use new gamepads.";
}
});
}
}
function getgameurl(game) {
// NOTE: deliberately use cors.archive.org since this will 302 rewrite to iaXXXXX.us.archive.org/XX/items/...
// and need to keep that "artificial" extra domain-ish name to avoid CORS issues with IE/Safari
return (game === 'NONE') ? undefined
: ('//cors.archive.org/cors/'+ game);
}
/**
* Disables the right click menu for the given element.
*/
function disableRightClickContextMenu(element) {
element.addEventListener('contextmenu', function(e) {
if (e.button == 2) {
// Block right-click menu thru preventing default action.
e.preventDefault();
}
});
}
function switchgame(e) {
emulator.setgame(getgameurl(e.target.value));
}
// Firefox will not give us Joystick data unless we register this NOP
// callback.
// https://bugzilla.mozilla.org/show_bug.cgi?id=936104
addEventListener("gamepadconnected", function() {});
var getgamepads = navigator.getGamepads || navigator.webkitGamepads ||
navigator.mozGamepads || navigator.gamepads || navigator.webkitGetGamepads;
/**
* Does the current browser support the Gamepad API?
* Returns a boolean.
*/
function detectgamepadsupport() {
return typeof getgamepads === 'function';
}
// The timer that listens for gamepads, in case we ever want to stop it.
var gamepadlistener;
/**
* Listens for new gamepads, and triggers the callback when it detects a
* change.
* The callback is passed an array of active gamepads.
*/
function listenforgamepads(cb, freq) {
// NOP if the browser doesn't support gamepads.
if (!detectgamepadsupport()) return;
// Map from gamepad id to gamepad information.
var prevgamepads = {};
// DEFAULT: Check gamepads every second.
if (typeof freq === 'undefined') freq = 1000;
gamepadlistener = setInterval(function() {
// Browsers get cranky when you don't apply this on the navigator object.
var gamepads = getgamepads.apply(navigator);
var currentgamepads = {};
var i;
var hasChanged = false;
for (i = 0; i < gamepads.length; i++) {
var gamepad = gamepads[i];
if (gamepad != null) {
currentgamepads[gamepad.id] = gamepad;
if (!prevgamepads.hasOwnProperty(gamepad.id)) {
// Gamepad has been added.
hasChanged = true;
}
}
}
// Has a gamepad been removed?
if (!hasChanged) {
for (var gamepadid in prevgamepads) {
if (!currentgamepads.hasOwnProperty(gamepadid)) {
hasChanged = true;
}
}
}
prevgamepads = currentgamepads;
if (hasChanged) {
// Actual gamepads, filtered from gamepads. Chrome puts empty items into
// its gamepadlist.
var actualgamepads = [];
for (i = 0; i < gamepads.length; i++) {
if (gamepads[i] != null) actualgamepads.push(gamepads[i]);
}
cb(actualgamepads);
}
}, freq);
}
window.addEventListener('load', init);
})();
-437
View File
@@ -1,437 +0,0 @@
var Module = null;
function DOSBOX(canvas, module, game, precallback, callback, scale) {
var js_url;
var moduledata;
var requests = [];
var drawloadingtimer;
var file_countdown;
var spinnerrot = 0;
var splashimg = new Image();
var spinnerimg = new Image();
// TODO: Have an enum value that communicates the current state of DOSBOX, e.g. 'initializing', 'loading', 'running'.
var has_started = false;
var loading = false;
var LOADING_TEXT;
var splash_inverse = getComputedStyle(document.getElementsByTagName("body")[0]).backgroundColor === 'rgb(0, 0, 0)';
var SAMPLE_RATE = (function () {
var audio_ctx = window.AudioContext || window.webkitAudioContext || false;
if (!audio_ctx) {
return false;
}
var sample = new audio_ctx;
return sample.sampleRate.toString();
}());
// right off the bat we set the canvas's inner dimensions to
// whatever it's current css dimensions are; this isn't likely to be
// the same size that dosbox/jsmess will set it to, but it avoids
// the case where the size was left at the default 300x150
if (!canvas.hasAttribute("width")) {
canvas.width = parseInt(getComputedStyle(canvas).width, 10);
canvas.height = parseInt(getComputedStyle(canvas).height, 10);
}
var can_start = function () {
return !!canvas && !!module && !!game && !!scale && !has_started;
};
this.setscale = function(_scale) {
scale = _scale;
try_start();
return this;
};
this.setprecallback = function(_precallback) {
precallback = _precallback;
return this;
};
this.setcallback = function(_callback) {
callback = _callback;
return this;
};
this.setmodule = function(_module) {
module = _module;
try_start();
return this;
};
this.setgame = function(_game) {
game = _game;
try_start();
return this;
};
var draw_loading_status = function() {
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(splashimg, canvas.width / 2 - (splashimg.width / 2), canvas.height / 3 - (splashimg.height / 2));
var spinnerpos = (canvas.height / 2 + splashimg.height / 2) + 16;
context.save();
context.translate((canvas.width / 2), spinnerpos);
context.rotate(spinnerrot);
context.drawImage(spinnerimg, -(64/2), -(64/2), 64, 64);
context.restore();
context.save();
context.font = '18px sans-serif';
context.fillStyle = splash_inverse ? 'white' : 'black';
context.textAlign = 'center';
context.fillText(LOADING_TEXT, canvas.width / 2, (canvas.height / 2) + (splashimg.height / 4));
context.restore();
spinnerrot += .25;
};
var progress_fetch_file = function(e) {
if (e.lengthComputable) {
e.target.progress = e.loaded / e.total;
e.target.loaded = e.loaded;
e.target.total = e.total;
e.target.lengthComputable = e.lengthComputable;
}
};
var fetch_file = function(title, url, cb, rt, raw, unmanaged) {
var xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.responseType = rt ? rt : 'arraybuffer';
xhr.onload = function(e) {
if (xhr.status != 200) {
return;
}
if (!unmanaged) {
xhr.progress = 1.0;
}
var ints = raw ? xhr.response : new Int8Array(xhr.response);
cb(ints);
};
if (!unmanaged) {
xhr.onprogress = progress_fetch_file;
xhr.title = title;
xhr.progress = 0;
xhr.total = 0;
xhr.loaded = 0;
xhr.lengthComputable = false;
requests.push(xhr);
}
xhr.send();
};
var update_countdown = function() {
file_countdown -= 1;
if (file_countdown <= 0) {
loading = false;
if (js_url) {
var head = document.getElementsByTagName('head')[0];
var newScript = document.createElement('script');
newScript.type = 'text/javascript';
newScript.src = get_js_url(js_url);
head.appendChild(newScript);
}
// see archive.js for the mute/unmute button/JS
if (!($.cookie && $.cookie('unmute'))){
setTimeout(function(){
// someone moved it from 1st to 2nd!
if (DOSBOX && typeof(DOSBOX.sdl_pauseaudio)!='undefined')
DOSBOX.sdl_pauseaudio(1);
else if (typeof _SDL_PauseAudio !== "undefined")
_SDL_PauseAudio(1);
}, 3000);
}
}
};
var build_dosbox_arguments = function (config, emulator_start) {
LOADING_TEXT = 'Building arguments';
return ['/dosprogram/'+ emulator_start];
};
var get_game_name = function (game_path) {
return game_path.split('/').pop();
};
var get_meta_url = function (game_path) {
var path = game_path.split('/');
// NOTE: deliberately use cors.archive.org since this will 302 rewrite to iaXXXXX.us.archive.org/XX/items/...
// and need to keep that "artificial" extra domain-ish name to avoid CORS issues with IE/Safari
return "//cors.archive.org/cors/"+ path[4] +"/"+ path[4] +"_meta.xml";
};
var get_js_url = function (js_filename) {
// NOTE: deliberately use cors.archive.org since this will 302 rewrite to iaXXXXX.us.archive.org/XX/items/...
// and need to keep that "artificial" extra domain-ish name to avoid CORS issues with IE/Safari
return "//cors.archive.org/cors/jsmess_engine_v2/"+ js_filename;
};
var init_module = function() {
if (moduledata == null) {
// HACK: Module data isn't ready yet. It'll call us once loaded.
return;
}
LOADING_TEXT = 'Loading Program';
var modulecfg = JSON.parse(moduledata);
js_url = modulecfg['js_filename'];
var game_file = null,
meta_file = null;
var nr = modulecfg['native_resolution'];
DOSBOX.width = nr[0] * scale;
DOSBOX.height = nr[1] * scale;
// Makes the keyboard 'focusable' to let the canvas accept keyboard input.
// http://gamedev.stackexchange.com/questions/50223/receiving-keyboard-events-on-a-canvas-in-javascript
canvas.setAttribute('tabindex', '0');
// Emscripten blocks the 'default action' of all mouse events, which
// prevents users from selecting the canvas for keyboard input!
// Prevent Emscripten from blocking users from selecting the canvas by
// manually 'focusing' the canvas when it is clicked.
canvas.addEventListener('mousedown', function() {
canvas.focus();
});
// Start the canvas focused.
canvas.focus();
Module = {
arguments: undefined,
screenIsReadOnly: true,
print: (function() {
return function(text) {
console.log(text);
};
})(),
canvas: canvas,
// Prevent Emscripten from listening / blocking key events to the rest of the page by
// isolating keyboard input to the canvas.
keyboardListeningElement: canvas,
noInitialRun: false,
locateFile: function (file) {
if ("file_locations" in modulecfg && file in modulecfg.file_locations) {
return get_js_url(modulecfg.file_locations[file]);
}
throw new Error("Don't know how to find file: "+ file);
},
preInit: function() {
Module.arguments = build_dosbox_arguments(modulecfg,
meta_file.getElementsByTagName("emulator_start")
.item(0)
.textContent);;
LOADING_TEXT = 'Loading game file into file system';
DOSBOX.BFSMountZip(game_file);
DOSBOX.moveConfigToRoot();
window.clearInterval(drawloadingtimer);
if (callback) {
modulecfg.canvas = canvas;
window.setTimeout(function() { callback(modulecfg); }, 0);
}
}
};
file_countdown = 2;
fetch_file('Metadata',
get_meta_url(game),
function(data) {
meta_file = data;
update_countdown();
},
'document', true);
fetch_file('Game',
game,
function(data) {
game_file = new BrowserFS.BFSRequire('buffer').Buffer(data);
update_countdown();
});
};
var keyevent = function(e) {
if (typeof(loader_game)=='object') return; // game will start with click-to-play instead of [SPACE] char
if (e.which == 32) {
e.preventDefault();
start();
}
};
var start = function() {
// Prevent loading the game multiple times.
if (loading) {
return false;
}
window.removeEventListener('keypress', keyevent);
canvas.removeEventListener('click', start);
loading = true;
drawloadingtimer = window.setInterval(draw_loading_status, 1000/60);
if (precallback) {
window.setTimeout(precallback, 0);
}
init_module();
return this;
};
this.start = start;
window.DOSBOXstart = start;//global hook to method (so can be invoked with a "click to play" image being clicked)
var drawsplash = function() {
var context = canvas.getContext('2d');
splashimg.onload = function(){
context.clearRect(0, 0, canvas.width, canvas.height);
context.save();
context.drawImage(splashimg, canvas.width / 2 - (splashimg.width / 2), canvas.height / 3 - (splashimg.height / 2));
context.font = '18px sans-serif';
context.fillStyle = splash_inverse ? 'white' : 'black';
context.textAlign = 'center';
context.fillText('Click here to start', canvas.width / 2, (canvas.height / 2) + (splashimg.height / 2));
context.textAlign = 'start';
context.restore();
};
spinnerimg.onload = function() {
splashimg.src = '/images/dosbox.png';;
};
spinnerimg.src = '/images/spinner.png';
};
var configLoaded = function (data) {
moduledata = data;
window.addEventListener('keypress', keyevent);
canvas.addEventListener('click', start);
drawsplash();
if (loading) {
// HACK: User clicked play before module metadata loaded, and play aborted.
// Now that metadata is ready, begin playing.
init_module();
}
};
function try_start () {
if (!can_start()) {
return;
}
LOADING_TEXT = "Fetching item metadata...";
has_started = true;
// NOTE: deliberately use cors.archive.org since this will 302 rewrite to iaXXXXX.us.archive.org/XX/items/jsmess_engine_v2/...json
// and need to keep that "artificial" extra domain-ish name to avoid CORS issues with IE/Safari
fetch_file('ModuleInfo', '//cors.archive.org/cors/jsmess_engine_v2/' + module + '.json', configLoaded, 'text', true, true);
}
try_start();
}
DOSBOX._readySet = false;
DOSBOX._readyList = [];
DOSBOX._runReadies = function() {
if (DOSBOX._readyList) {
for (var r=0; r < DOSBOX._readyList.length; r++) {
DOSBOX._readyList[r].call(window, []);
};
DOSBOX._readyList = [];
};
};
DOSBOX._readyCheck = function() {
if (DOSBOX.running) {
DOSBOX._runReadies();
} else {
DOSBOX._readySet = setTimeout(DOSBOX._readyCheck, 10);
};
};
DOSBOX.ready = function(r) {
if (DOSBOX.running) {
r.call(window, []);
} else {
DOSBOX._readyList.push(function() { canvas.style.width = DOSBOX.width + 'px'; canvas.style.height = DOSBOX.height + 'px'; } );
if (!(DOSBOX._readySet)) {
DOSBOX._readyCheck();
}
};
}
DOSBOX.setScale = function() {
Module.canvas.style.width = DOSBOX.width + 'px';
Module.canvas.style.height = DOSBOX.height + 'px';
};
DOSBOX.fullScreenChangeHandler = function() {
if (!(document.mozFullScreenElement || document.fullScreenElement)) {
setTimeout(DOSBOX.setScale, 0);
}
};
DOSBOX.BFSMountZip = function BFSMount(loadedData) {
var zipfs = new BrowserFS.FileSystem.ZipFS(loadedData),
mfs = new BrowserFS.FileSystem.MountableFileSystem(),
memfs = new BrowserFS.FileSystem.InMemory();
mfs.mount('/zip', zipfs);
mfs.mount('/mem', memfs);
BrowserFS.initialize(mfs);
// Copy the read-only zip file contents to a writable in-memory storage.
this.recursiveCopy('/zip', '/mem');
// Re-initialize BFS to just use the writable in-memory storage.
BrowserFS.initialize(memfs);
// Mount the file system into Emscripten.
var BFS = new BrowserFS.EmscriptenFS();
FS.mkdir('/dosprogram');
FS.mount(BFS, {root: '/'}, '/dosprogram');
};
// Helper function: Recursively copies contents from one folder to another.
DOSBOX.recursiveCopy = function recursiveCopy(oldDir, newDir) {
var path = BrowserFS.BFSRequire('path'),
fs = BrowserFS.BFSRequire('fs');
copyDirectory(oldDir, newDir);
function copyDirectory(oldDir, newDir) {
if (!fs.existsSync(newDir)) {
fs.mkdirSync(newDir);
}
fs.readdirSync(oldDir).forEach(function(item) {
var p = path.resolve(oldDir, item),
newP = path.resolve(newDir, item);
if (fs.statSync(p).isDirectory()) {
copyDirectory(p, newP);
} else {
copyFile(p, newP);
}
});
}
function copyFile(oldFile, newFile) {
fs.writeFileSync(newFile, fs.readFileSync(oldFile));
}
};
/**
* Searches for dosbox.conf, and moves it to '/dosbox.conf' so dosbox uses it.
*/
DOSBOX.moveConfigToRoot = function moveConfigToRoot() {
if (typeof FS !== 'undefined') {
var dosboxConfPath = null;
// Recursively search for dosbox.conf.
function searchDirectory(dirPath) {
FS.readdir(dirPath).forEach(function(item) {
// Avoid infinite recursion by ignoring these entries, which exist at
// the root.
if (item === '.' || item === '..') {
return;
}
// Append '/' between dirPath and the item's name... unless dirPath
// already ends in it (which always occurs if dirPath is the root, '/').
var itemPath = dirPath + (dirPath[dirPath.length - 1] !== '/' ? "/" : "") + item,
itemStat = FS.stat(itemPath);
if (FS.isDir(itemStat.mode)) {
searchDirectory(itemPath);
} else if (item === 'dosbox.conf') {
dosboxConfPath = itemPath;
}
});
}
searchDirectory('/');
if (dosboxConfPath !== null) {
FS.writeFile('/dosbox.conf', FS.readFile(dosboxConfPath), { encoding: 'binary' });
}
}
};
+960
View File
@@ -0,0 +1,960 @@
/*!
* @overview es6-promise - a tiny implementation of Promises/A+.
* @copyright Copyright (c) 2014 Yehuda Katz, Tom Dale, Stefan Penner and contributors (Conversion to ES6 API by Jake Archibald)
* @license Licensed under MIT license
* See https://raw.githubusercontent.com/jakearchibald/es6-promise/master/LICENSE
* @version 2.0.0
*/
(function() {
"use strict";
function $$utils$$objectOrFunction(x) {
return typeof x === 'function' || (typeof x === 'object' && x !== null);
}
function $$utils$$isFunction(x) {
return typeof x === 'function';
}
function $$utils$$isMaybeThenable(x) {
return typeof x === 'object' && x !== null;
}
var $$utils$$_isArray;
if (!Array.isArray) {
$$utils$$_isArray = function (x) {
return Object.prototype.toString.call(x) === '[object Array]';
};
} else {
$$utils$$_isArray = Array.isArray;
}
var $$utils$$isArray = $$utils$$_isArray;
var $$utils$$now = Date.now || function() { return new Date().getTime(); };
function $$utils$$F() { }
var $$utils$$o_create = (Object.create || function (o) {
if (arguments.length > 1) {
throw new Error('Second argument not supported');
}
if (typeof o !== 'object') {
throw new TypeError('Argument must be an object');
}
$$utils$$F.prototype = o;
return new $$utils$$F();
});
var $$asap$$len = 0;
var $$asap$$default = function asap(callback, arg) {
$$asap$$queue[$$asap$$len] = callback;
$$asap$$queue[$$asap$$len + 1] = arg;
$$asap$$len += 2;
if ($$asap$$len === 2) {
// If len is 1, that means that we need to schedule an async flush.
// If additional callbacks are queued before the queue is flushed, they
// will be processed by this flush that we are scheduling.
$$asap$$scheduleFlush();
}
};
var $$asap$$browserGlobal = (typeof window !== 'undefined') ? window : {};
var $$asap$$BrowserMutationObserver = $$asap$$browserGlobal.MutationObserver || $$asap$$browserGlobal.WebKitMutationObserver;
// test for web worker but not in IE10
var $$asap$$isWorker = typeof Uint8ClampedArray !== 'undefined' &&
typeof importScripts !== 'undefined' &&
typeof MessageChannel !== 'undefined';
// node
function $$asap$$useNextTick() {
return function() {
process.nextTick($$asap$$flush);
};
}
function $$asap$$useMutationObserver() {
var iterations = 0;
var observer = new $$asap$$BrowserMutationObserver($$asap$$flush);
var node = document.createTextNode('');
observer.observe(node, { characterData: true });
return function() {
node.data = (iterations = ++iterations % 2);
};
}
// web worker
function $$asap$$useMessageChannel() {
var channel = new MessageChannel();
channel.port1.onmessage = $$asap$$flush;
return function () {
channel.port2.postMessage(0);
};
}
function $$asap$$useSetTimeout() {
return function() {
setTimeout($$asap$$flush, 1);
};
}
var $$asap$$queue = new Array(1000);
function $$asap$$flush() {
for (var i = 0; i < $$asap$$len; i+=2) {
var callback = $$asap$$queue[i];
var arg = $$asap$$queue[i+1];
callback(arg);
$$asap$$queue[i] = undefined;
$$asap$$queue[i+1] = undefined;
}
$$asap$$len = 0;
}
var $$asap$$scheduleFlush;
// Decide what async method to use to triggering processing of queued callbacks:
if (typeof process !== 'undefined' && {}.toString.call(process) === '[object process]') {
$$asap$$scheduleFlush = $$asap$$useNextTick();
} else if ($$asap$$BrowserMutationObserver) {
$$asap$$scheduleFlush = $$asap$$useMutationObserver();
} else if ($$asap$$isWorker) {
$$asap$$scheduleFlush = $$asap$$useMessageChannel();
} else {
$$asap$$scheduleFlush = $$asap$$useSetTimeout();
}
function $$$internal$$noop() {}
var $$$internal$$PENDING = void 0;
var $$$internal$$FULFILLED = 1;
var $$$internal$$REJECTED = 2;
var $$$internal$$GET_THEN_ERROR = new $$$internal$$ErrorObject();
function $$$internal$$selfFullfillment() {
return new TypeError("You cannot resolve a promise with itself");
}
function $$$internal$$cannotReturnOwn() {
return new TypeError('A promises callback cannot return that same promise.')
}
function $$$internal$$getThen(promise) {
try {
return promise.then;
} catch(error) {
$$$internal$$GET_THEN_ERROR.error = error;
return $$$internal$$GET_THEN_ERROR;
}
}
function $$$internal$$tryThen(then, value, fulfillmentHandler, rejectionHandler) {
try {
then.call(value, fulfillmentHandler, rejectionHandler);
} catch(e) {
return e;
}
}
function $$$internal$$handleForeignThenable(promise, thenable, then) {
$$asap$$default(function(promise) {
var sealed = false;
var error = $$$internal$$tryThen(then, thenable, function(value) {
if (sealed) { return; }
sealed = true;
if (thenable !== value) {
$$$internal$$resolve(promise, value);
} else {
$$$internal$$fulfill(promise, value);
}
}, function(reason) {
if (sealed) { return; }
sealed = true;
$$$internal$$reject(promise, reason);
}, 'Settle: ' + (promise._label || ' unknown promise'));
if (!sealed && error) {
sealed = true;
$$$internal$$reject(promise, error);
}
}, promise);
}
function $$$internal$$handleOwnThenable(promise, thenable) {
if (thenable._state === $$$internal$$FULFILLED) {
$$$internal$$fulfill(promise, thenable._result);
} else if (promise._state === $$$internal$$REJECTED) {
$$$internal$$reject(promise, thenable._result);
} else {
$$$internal$$subscribe(thenable, undefined, function(value) {
$$$internal$$resolve(promise, value);
}, function(reason) {
$$$internal$$reject(promise, reason);
});
}
}
function $$$internal$$handleMaybeThenable(promise, maybeThenable) {
if (maybeThenable.constructor === promise.constructor) {
$$$internal$$handleOwnThenable(promise, maybeThenable);
} else {
var then = $$$internal$$getThen(maybeThenable);
if (then === $$$internal$$GET_THEN_ERROR) {
$$$internal$$reject(promise, $$$internal$$GET_THEN_ERROR.error);
} else if (then === undefined) {
$$$internal$$fulfill(promise, maybeThenable);
} else if ($$utils$$isFunction(then)) {
$$$internal$$handleForeignThenable(promise, maybeThenable, then);
} else {
$$$internal$$fulfill(promise, maybeThenable);
}
}
}
function $$$internal$$resolve(promise, value) {
if (promise === value) {
$$$internal$$reject(promise, $$$internal$$selfFullfillment());
} else if ($$utils$$objectOrFunction(value)) {
$$$internal$$handleMaybeThenable(promise, value);
} else {
$$$internal$$fulfill(promise, value);
}
}
function $$$internal$$publishRejection(promise) {
if (promise._onerror) {
promise._onerror(promise._result);
}
$$$internal$$publish(promise);
}
function $$$internal$$fulfill(promise, value) {
if (promise._state !== $$$internal$$PENDING) { return; }
promise._result = value;
promise._state = $$$internal$$FULFILLED;
if (promise._subscribers.length === 0) {
} else {
$$asap$$default($$$internal$$publish, promise);
}
}
function $$$internal$$reject(promise, reason) {
if (promise._state !== $$$internal$$PENDING) { return; }
promise._state = $$$internal$$REJECTED;
promise._result = reason;
$$asap$$default($$$internal$$publishRejection, promise);
}
function $$$internal$$subscribe(parent, child, onFulfillment, onRejection) {
var subscribers = parent._subscribers;
var length = subscribers.length;
parent._onerror = null;
subscribers[length] = child;
subscribers[length + $$$internal$$FULFILLED] = onFulfillment;
subscribers[length + $$$internal$$REJECTED] = onRejection;
if (length === 0 && parent._state) {
$$asap$$default($$$internal$$publish, parent);
}
}
function $$$internal$$publish(promise) {
var subscribers = promise._subscribers;
var settled = promise._state;
if (subscribers.length === 0) { return; }
var child, callback, detail = promise._result;
for (var i = 0; i < subscribers.length; i += 3) {
child = subscribers[i];
callback = subscribers[i + settled];
if (child) {
$$$internal$$invokeCallback(settled, child, callback, detail);
} else {
callback(detail);
}
}
promise._subscribers.length = 0;
}
function $$$internal$$ErrorObject() {
this.error = null;
}
var $$$internal$$TRY_CATCH_ERROR = new $$$internal$$ErrorObject();
function $$$internal$$tryCatch(callback, detail) {
try {
return callback(detail);
} catch(e) {
$$$internal$$TRY_CATCH_ERROR.error = e;
return $$$internal$$TRY_CATCH_ERROR;
}
}
function $$$internal$$invokeCallback(settled, promise, callback, detail) {
var hasCallback = $$utils$$isFunction(callback),
value, error, succeeded, failed;
if (hasCallback) {
value = $$$internal$$tryCatch(callback, detail);
if (value === $$$internal$$TRY_CATCH_ERROR) {
failed = true;
error = value.error;
value = null;
} else {
succeeded = true;
}
if (promise === value) {
$$$internal$$reject(promise, $$$internal$$cannotReturnOwn());
return;
}
} else {
value = detail;
succeeded = true;
}
if (promise._state !== $$$internal$$PENDING) {
// noop
} else if (hasCallback && succeeded) {
$$$internal$$resolve(promise, value);
} else if (failed) {
$$$internal$$reject(promise, error);
} else if (settled === $$$internal$$FULFILLED) {
$$$internal$$fulfill(promise, value);
} else if (settled === $$$internal$$REJECTED) {
$$$internal$$reject(promise, value);
}
}
function $$$internal$$initializePromise(promise, resolver) {
try {
resolver(function resolvePromise(value){
$$$internal$$resolve(promise, value);
}, function rejectPromise(reason) {
$$$internal$$reject(promise, reason);
});
} catch(e) {
$$$internal$$reject(promise, e);
}
}
function $$$enumerator$$makeSettledResult(state, position, value) {
if (state === $$$internal$$FULFILLED) {
return {
state: 'fulfilled',
value: value
};
} else {
return {
state: 'rejected',
reason: value
};
}
}
function $$$enumerator$$Enumerator(Constructor, input, abortOnReject, label) {
this._instanceConstructor = Constructor;
this.promise = new Constructor($$$internal$$noop, label);
this._abortOnReject = abortOnReject;
if (this._validateInput(input)) {
this._input = input;
this.length = input.length;
this._remaining = input.length;
this._init();
if (this.length === 0) {
$$$internal$$fulfill(this.promise, this._result);
} else {
this.length = this.length || 0;
this._enumerate();
if (this._remaining === 0) {
$$$internal$$fulfill(this.promise, this._result);
}
}
} else {
$$$internal$$reject(this.promise, this._validationError());
}
}
$$$enumerator$$Enumerator.prototype._validateInput = function(input) {
return $$utils$$isArray(input);
};
$$$enumerator$$Enumerator.prototype._validationError = function() {
return new Error('Array Methods must be provided an Array');
};
$$$enumerator$$Enumerator.prototype._init = function() {
this._result = new Array(this.length);
};
var $$$enumerator$$default = $$$enumerator$$Enumerator;
$$$enumerator$$Enumerator.prototype._enumerate = function() {
var length = this.length;
var promise = this.promise;
var input = this._input;
for (var i = 0; promise._state === $$$internal$$PENDING && i < length; i++) {
this._eachEntry(input[i], i);
}
};
$$$enumerator$$Enumerator.prototype._eachEntry = function(entry, i) {
var c = this._instanceConstructor;
if ($$utils$$isMaybeThenable(entry)) {
if (entry.constructor === c && entry._state !== $$$internal$$PENDING) {
entry._onerror = null;
this._settledAt(entry._state, i, entry._result);
} else {
this._willSettleAt(c.resolve(entry), i);
}
} else {
this._remaining--;
this._result[i] = this._makeResult($$$internal$$FULFILLED, i, entry);
}
};
$$$enumerator$$Enumerator.prototype._settledAt = function(state, i, value) {
var promise = this.promise;
if (promise._state === $$$internal$$PENDING) {
this._remaining--;
if (this._abortOnReject && state === $$$internal$$REJECTED) {
$$$internal$$reject(promise, value);
} else {
this._result[i] = this._makeResult(state, i, value);
}
}
if (this._remaining === 0) {
$$$internal$$fulfill(promise, this._result);
}
};
$$$enumerator$$Enumerator.prototype._makeResult = function(state, i, value) {
return value;
};
$$$enumerator$$Enumerator.prototype._willSettleAt = function(promise, i) {
var enumerator = this;
$$$internal$$subscribe(promise, undefined, function(value) {
enumerator._settledAt($$$internal$$FULFILLED, i, value);
}, function(reason) {
enumerator._settledAt($$$internal$$REJECTED, i, reason);
});
};
var $$promise$all$$default = function all(entries, label) {
return new $$$enumerator$$default(this, entries, true /* abort on reject */, label).promise;
};
var $$promise$race$$default = function race(entries, label) {
/*jshint validthis:true */
var Constructor = this;
var promise = new Constructor($$$internal$$noop, label);
if (!$$utils$$isArray(entries)) {
$$$internal$$reject(promise, new TypeError('You must pass an array to race.'));
return promise;
}
var length = entries.length;
function onFulfillment(value) {
$$$internal$$resolve(promise, value);
}
function onRejection(reason) {
$$$internal$$reject(promise, reason);
}
for (var i = 0; promise._state === $$$internal$$PENDING && i < length; i++) {
$$$internal$$subscribe(Constructor.resolve(entries[i]), undefined, onFulfillment, onRejection);
}
return promise;
};
var $$promise$resolve$$default = function resolve(object, label) {
/*jshint validthis:true */
var Constructor = this;
if (object && typeof object === 'object' && object.constructor === Constructor) {
return object;
}
var promise = new Constructor($$$internal$$noop, label);
$$$internal$$resolve(promise, object);
return promise;
};
var $$promise$reject$$default = function reject(reason, label) {
/*jshint validthis:true */
var Constructor = this;
var promise = new Constructor($$$internal$$noop, label);
$$$internal$$reject(promise, reason);
return promise;
};
var $$es6$promise$promise$$counter = 0;
function $$es6$promise$promise$$needsResolver() {
throw new TypeError('You must pass a resolver function as the first argument to the promise constructor');
}
function $$es6$promise$promise$$needsNew() {
throw new TypeError("Failed to construct 'Promise': Please use the 'new' operator, this object constructor cannot be called as a function.");
}
var $$es6$promise$promise$$default = $$es6$promise$promise$$Promise;
/**
Promise objects represent the eventual result of an asynchronous operation. The
primary way of interacting with a promise is through its `then` method, which
registers callbacks to receive either a promises eventual value or the reason
why the promise cannot be fulfilled.
Terminology
-----------
- `promise` is an object or function with a `then` method whose behavior conforms to this specification.
- `thenable` is an object or function that defines a `then` method.
- `value` is any legal JavaScript value (including undefined, a thenable, or a promise).
- `exception` is a value that is thrown using the throw statement.
- `reason` is a value that indicates why a promise was rejected.
- `settled` the final resting state of a promise, fulfilled or rejected.
A promise can be in one of three states: pending, fulfilled, or rejected.
Promises that are fulfilled have a fulfillment value and are in the fulfilled
state. Promises that are rejected have a rejection reason and are in the
rejected state. A fulfillment value is never a thenable.
Promises can also be said to *resolve* a value. If this value is also a
promise, then the original promise's settled state will match the value's
settled state. So a promise that *resolves* a promise that rejects will
itself reject, and a promise that *resolves* a promise that fulfills will
itself fulfill.
Basic Usage:
------------
```js
var promise = new Promise(function(resolve, reject) {
// on success
resolve(value);
// on failure
reject(reason);
});
promise.then(function(value) {
// on fulfillment
}, function(reason) {
// on rejection
});
```
Advanced Usage:
---------------
Promises shine when abstracting away asynchronous interactions such as
`XMLHttpRequest`s.
```js
function getJSON(url) {
return new Promise(function(resolve, reject){
var xhr = new XMLHttpRequest();
xhr.open('GET', url);
xhr.onreadystatechange = handler;
xhr.responseType = 'json';
xhr.setRequestHeader('Accept', 'application/json');
xhr.send();
function handler() {
if (this.readyState === this.DONE) {
if (this.status === 200) {
resolve(this.response);
} else {
reject(new Error('getJSON: `' + url + '` failed with status: [' + this.status + ']'));
}
}
};
});
}
getJSON('/posts.json').then(function(json) {
// on fulfillment
}, function(reason) {
// on rejection
});
```
Unlike callbacks, promises are great composable primitives.
```js
Promise.all([
getJSON('/posts'),
getJSON('/comments')
]).then(function(values){
values[0] // => postsJSON
values[1] // => commentsJSON
return values;
});
```
@class Promise
@param {function} resolver
Useful for tooling.
@constructor
*/
function $$es6$promise$promise$$Promise(resolver) {
this._id = $$es6$promise$promise$$counter++;
this._state = undefined;
this._result = undefined;
this._subscribers = [];
if ($$$internal$$noop !== resolver) {
if (!$$utils$$isFunction(resolver)) {
$$es6$promise$promise$$needsResolver();
}
if (!(this instanceof $$es6$promise$promise$$Promise)) {
$$es6$promise$promise$$needsNew();
}
$$$internal$$initializePromise(this, resolver);
}
}
$$es6$promise$promise$$Promise.all = $$promise$all$$default;
$$es6$promise$promise$$Promise.race = $$promise$race$$default;
$$es6$promise$promise$$Promise.resolve = $$promise$resolve$$default;
$$es6$promise$promise$$Promise.reject = $$promise$reject$$default;
$$es6$promise$promise$$Promise.prototype = {
constructor: $$es6$promise$promise$$Promise,
/**
The primary way of interacting with a promise is through its `then` method,
which registers callbacks to receive either a promise's eventual value or the
reason why the promise cannot be fulfilled.
```js
findUser().then(function(user){
// user is available
}, function(reason){
// user is unavailable, and you are given the reason why
});
```
Chaining
--------
The return value of `then` is itself a promise. This second, 'downstream'
promise is resolved with the return value of the first promise's fulfillment
or rejection handler, or rejected if the handler throws an exception.
```js
findUser().then(function (user) {
return user.name;
}, function (reason) {
return 'default name';
}).then(function (userName) {
// If `findUser` fulfilled, `userName` will be the user's name, otherwise it
// will be `'default name'`
});
findUser().then(function (user) {
throw new Error('Found user, but still unhappy');
}, function (reason) {
throw new Error('`findUser` rejected and we're unhappy');
}).then(function (value) {
// never reached
}, function (reason) {
// if `findUser` fulfilled, `reason` will be 'Found user, but still unhappy'.
// If `findUser` rejected, `reason` will be '`findUser` rejected and we're unhappy'.
});
```
If the downstream promise does not specify a rejection handler, rejection reasons will be propagated further downstream.
```js
findUser().then(function (user) {
throw new PedagogicalException('Upstream error');
}).then(function (value) {
// never reached
}).then(function (value) {
// never reached
}, function (reason) {
// The `PedgagocialException` is propagated all the way down to here
});
```
Assimilation
------------
Sometimes the value you want to propagate to a downstream promise can only be
retrieved asynchronously. This can be achieved by returning a promise in the
fulfillment or rejection handler. The downstream promise will then be pending
until the returned promise is settled. This is called *assimilation*.
```js
findUser().then(function (user) {
return findCommentsByAuthor(user);
}).then(function (comments) {
// The user's comments are now available
});
```
If the assimliated promise rejects, then the downstream promise will also reject.
```js
findUser().then(function (user) {
return findCommentsByAuthor(user);
}).then(function (comments) {
// If `findCommentsByAuthor` fulfills, we'll have the value here
}, function (reason) {
// If `findCommentsByAuthor` rejects, we'll have the reason here
});
```
Simple Example
--------------
Synchronous Example
```javascript
var result;
try {
result = findResult();
// success
} catch(reason) {
// failure
}
```
Errback Example
```js
findResult(function(result, err){
if (err) {
// failure
} else {
// success
}
});
```
Promise Example;
```javascript
findResult().then(function(result){
// success
}, function(reason){
// failure
});
```
Advanced Example
--------------
Synchronous Example
```javascript
var author, books;
try {
author = findAuthor();
books = findBooksByAuthor(author);
// success
} catch(reason) {
// failure
}
```
Errback Example
```js
function foundBooks(books) {
}
function failure(reason) {
}
findAuthor(function(author, err){
if (err) {
failure(err);
// failure
} else {
try {
findBoooksByAuthor(author, function(books, err) {
if (err) {
failure(err);
} else {
try {
foundBooks(books);
} catch(reason) {
failure(reason);
}
}
});
} catch(error) {
failure(err);
}
// success
}
});
```
Promise Example;
```javascript
findAuthor().
then(findBooksByAuthor).
then(function(books){
// found books
}).catch(function(reason){
// something went wrong
});
```
@method then
@param {Function} onFulfilled
@param {Function} onRejected
Useful for tooling.
@return {Promise}
*/
then: function(onFulfillment, onRejection) {
var parent = this;
var state = parent._state;
if (state === $$$internal$$FULFILLED && !onFulfillment || state === $$$internal$$REJECTED && !onRejection) {
return this;
}
var child = new this.constructor($$$internal$$noop);
var result = parent._result;
if (state) {
var callback = arguments[state - 1];
$$asap$$default(function(){
$$$internal$$invokeCallback(state, child, callback, result);
});
} else {
$$$internal$$subscribe(parent, child, onFulfillment, onRejection);
}
return child;
},
/**
`catch` is simply sugar for `then(undefined, onRejection)` which makes it the same
as the catch block of a try/catch statement.
```js
function findAuthor(){
throw new Error('couldn't find that author');
}
// synchronous
try {
findAuthor();
} catch(reason) {
// something went wrong
}
// async with promises
findAuthor().catch(function(reason){
// something went wrong
});
```
@method catch
@param {Function} onRejection
Useful for tooling.
@return {Promise}
*/
'catch': function(onRejection) {
return this.then(null, onRejection);
}
};
var $$es6$promise$polyfill$$default = function polyfill() {
var local;
if (typeof global !== 'undefined') {
local = global;
} else if (typeof window !== 'undefined' && window.document) {
local = window;
} else {
local = self;
}
var es6PromiseSupport =
"Promise" in local &&
// Some of these methods are missing from
// Firefox/Chrome experimental implementations
"resolve" in local.Promise &&
"reject" in local.Promise &&
"all" in local.Promise &&
"race" in local.Promise &&
// Older version of the spec had a resolver object
// as the arg rather than a function
(function() {
var resolve;
new local.Promise(function(r) { resolve = r; });
return $$utils$$isFunction(resolve);
}());
if (!es6PromiseSupport) {
local.Promise = $$es6$promise$promise$$default;
}
};
var es6$promise$umd$$ES6Promise = {
'Promise': $$es6$promise$promise$$default,
'polyfill': $$es6$promise$polyfill$$default
};
/* global define:true module:true window: true */
if (typeof define === 'function' && define['amd']) {
define(function() { return es6$promise$umd$$ES6Promise; });
} else if (typeof module !== 'undefined' && module['exports']) {
module['exports'] = es6$promise$umd$$ES6Promise;
} else if (typeof this !== 'undefined') {
this['ES6Promise'] = es6$promise$umd$$ES6Promise;
}
}).call(this);
+24
View File
@@ -0,0 +1,24 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>example arcade game</title>
</head>
<body>
<canvas id="canvas" style="width: 50%; height: 50%"></canvas>
<script type="text/javascript" src="es6-promise.js"></script>
<script type="text/javascript" src="browserfs.js"></script>
<script type="text/javascript" src="loader.js"></script>
<script type="text/javascript">
var emulator = new Emulator(document.querySelector("#canvas"),
null,
new JSMAMELoader(JSMAMELoader.driver("1943"),
JSMAMELoader.nativeResolution(224, 256),
JSMAMELoader.emulatorJS("emulators/mess1943.js"),
JSMAMELoader.mountFile("1943.zip",
JSMAMELoader.fetchFile("Game File",
"examples/1943.zip"))))
emulator.setScale(3);
emulator.start({ waitAfterDownloading: true });
</script>
</body>
</html>
+27
View File
@@ -0,0 +1,27 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>example console game</title>
</head>
<body>
<canvas id="canvas" style="width: 50%; height: 50%"/>
<script type="text/javascript" src="es6-promise.js"></script>
<script type="text/javascript" src="browserfs.js"></script>
<script type="text/javascript" src="loader.js"></script>
<script type="text/javascript">
var emulator = new Emulator(document.querySelector("#canvas"),
null,
new JSMESSLoader(JSMESSLoader.driver("a2600"),
JSMESSLoader.nativeResolution(352, 223),
JSMESSLoader.emulatorJS("emulators/messa2600.js"),
JSMESSLoader.mountFile("Pitfall_Activision_1982.bin",
JSMESSLoader.fetchFile("Game File",
"examples/Pitfall_Activision_1982.bin")),
JSMESSLoader.mountFile("a2600.cfg",
JSMESSLoader.fetchFile("Config File",
"examples/a2600.cfg")),
JSMESSLoader.peripheral("cart", "Pitfall_Activision_1982.bin")))
emulator.setScale(3).start({ waitAfterDownloading: true });
</script>
</body>
</html>
+23
View File
@@ -0,0 +1,23 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>example dos game</title>
</head>
<body>
<canvas id="canvas" style="width: 50%; height: 50%"/>
<script type="text/javascript" src="es6-promise.js"></script>
<script type="text/javascript" src="browserfs.js"></script>
<script type="text/javascript" src="loader.js"></script>
<script type="text/javascript">
var emulator = new Emulator(document.querySelector("#canvas"),
null,
new DosBoxLoader(DosBoxLoader.emulatorJS("emulators/dosbox.js"),
DosBoxLoader.nativeResolution(640, 400),
DosBoxLoader.mountZip("c",
DosBoxLoader.fetchFile("Game File",
"examples/Zzt_1991_Epic_Megagames_Inc.zip")),
DosBoxLoader.startExe("zzt.exe")))
emulator.start({ waitAfterDownloading: true });
</script>
</body>
</html>
-170
View File
@@ -1,170 +0,0 @@
var ar = new Array(33,34,35,36,37,38,39,40);
function getfullscreenenabler() {
return canvas.webkitRequestFullScreen || canvas.mozRequestFullScreen || canvas.requestFullScreen;
}
function isfullscreensupported() {
return !!(getfullscreenenabler());
}
function gofullscreen() {
Module.requestFullScreen(1,0);
}
function keypress(e) {
if (typeof(loader_game)=='object' && !loader_game.started)
return true; // Don't ignore certain keys yet (until game started by "click to play")
var key = e.which;
if($.inArray(key,ar) > -1) {
e.preventDefault(); //Don't let arrow, pg up/down, home, end affect page position
return false;
}
return true;
}
window.onkeydown = keypress;
(function() {
function get(name) {
if(typeof(loader_game)=='object')
return loader_game[name]; //alternate case where dont have CGI args to parse...
if(name=(new RegExp('[?&]'+encodeURIComponent(name)+'=([^&]*)')).exec(location.search)) {
return decodeURIComponent(name[1]);
}
}
var games;
var mess;
var module;
function getmodule() {
module = get('module');
module = module ? module : 'test';
}
function init() {
getmodule();
ready();
}
function ready() {
var fullscreenbutton = document.getElementById('gofullscreen')
if (fullscreenbutton) {
if (isfullscreensupported()) {
fullscreenbutton.addEventListener('click', gofullscreen);
if ('onfullscreenchange' in document) {
document.addEventListener('fullscreenchange', JSMESS.fullScreenChangeHandler);
} else if ('onmozfullscreenchange' in document) {
document.addEventListener('mozfullscreenchange', JSMESS.fullScreenChangeHandler);
} else if ('onwebkitfullscreenchange' in document) {
document.addEventListener('webkitfullscreenchange', JSMESS.fullScreenChangeHandler);
}
} else {
fullscreenbutton.disabled = true;
}
}
var canvas = document.getElementById('canvas');
mess = new JSMESS(canvas)
.setscale(get('scale') ? parseFloat(get('scale')) : 1)
.setmodule(module)
setgame(loader_game);
if (get('autostart')) {
mess.start();
}
// Gamepad text
if (detectgamepadsupport()) {
var gamepadDiv = document.getElementById('gamepadtext');
gamepadDiv.innerHTML = "No gamepads detected. Press a button on a gamepad to use it.";
listenforgamepads(function(gamepads, newgamepad) {
var s = (gamepads.length === 1 ? '' : 's');
gamepadDiv.innerHTML = gamepads.length + ' gamepad'+s+' detected. If the game does not ' +
'respond to your gamepad'+s+', refresh the browser and try again.';
if (mess.hasStarted) {
gamepadDiv.innerHTML += "<br />Restart MESS to use new gamepads.";
}
});
}
}
function setgame(game) {
game = (game == 'NONE') ? undefined : game;
// NOTE: deliberately use cors.archive.org since this will 302 rewrite to iaXXXXX.us.archive.org/XX/items/...
// and need to keep that "artificial" extra domain-ish name to avoid CORS issues with IE/Safari
mess.setgame(game ? '//cors.archive.org/cors/'+ game : undefined);
}
function switchgame(e) {
setgame(e.target.value);
}
// Firefox will not give us Joystick data unless we register this NOP
// callback.
// https://bugzilla.mozilla.org/show_bug.cgi?id=936104
addEventListener("gamepadconnected", function() {});
var getgamepads = navigator.getGamepads || navigator.webkitGamepads ||
navigator.mozGamepads || navigator.gamepads || navigator.webkitGetGamepads;
/**
* Does the current browser support the Gamepad API?
* Returns a boolean.
*/
function detectgamepadsupport() {
return typeof getgamepads === 'function';
}
// The timer that listens for gamepads, in case we ever want to stop it.
var gamepadlistener;
/**
* Listens for new gamepads, and triggers the callback when it detects a
* change.
* The callback is passed an array of active gamepads.
*/
function listenforgamepads(cb, freq) {
// NOP if the browser doesn't support gamepads.
if (!detectgamepadsupport()) return;
// Map from gamepad id to gamepad information.
var prevgamepads = {};
// DEFAULT: Check gamepads every second.
if (typeof freq === 'undefined') freq = 1000;
gamepadlistener = setInterval(function() {
// Browsers get cranky when you don't apply this on the navigator object.
var gamepads = getgamepads.apply(navigator);
var currentgamepads = {};
var i;
var hasChanged = false;
for (i = 0; i < gamepads.length; i++) {
var gamepad = gamepads[i];
if (gamepad != null) {
currentgamepads[gamepad.id] = gamepad;
if (!prevgamepads.hasOwnProperty(gamepad.id)) {
// Gamepad has been added.
hasChanged = true;
}
}
}
// Has a gamepad been removed?
if (!hasChanged) {
for (var gamepadid in prevgamepads) {
if (!currentgamepads.hasOwnProperty(gamepadid)) {
hasChanged = true;
}
}
}
prevgamepads = currentgamepads;
if (hasChanged) {
// Actual gamepads, filtered from gamepads. Chrome puts empty items into
// its gamepadlist.
var actualgamepads = [];
for (i = 0; i < gamepads.length; i++) {
if (gamepads[i] != null) actualgamepads.push(gamepads[i]);
}
cb(actualgamepads);
}
}, freq);
}
window.addEventListener('load', init);
})();
-404
View File
@@ -1,404 +0,0 @@
var Module = null;
function JSMESS(canvas, module, game, precallback, callback, scale) {
var js_data;
var moduledata;
var requests = [];
var drawloadingtimer;
var file_countdown;
var spinnerrot = 0;
var splashimg = new Image();
var spinnerimg = new Image();
var has_started = false;
var loading = false;
var LOADING_TEXT;
var splash_inverse = getComputedStyle(document.getElementsByTagName("body")[0]).backgroundColor === 'rgb(0, 0, 0)';
var SAMPLE_RATE = (function () {
var audio_ctx = window.AudioContext || window.webkitAudioContext || false;
if (!audio_ctx) {
return false;
}
var sample = new audio_ctx;
return sample.sampleRate.toString();
}());
// right off the bat we set the canvas's inner dimensions to
// whatever it's current css dimensions are; this isn't likely to be
// the same size that dosbox/jsmess will set it to, but it avoids
// the case where the size was left at the default 300x150
if (!canvas.hasAttribute("width")) {
canvas.width = parseInt(getComputedStyle(canvas).width, 10);
canvas.height = parseInt(getComputedStyle(canvas).height, 10);
}
var can_start = function () {
return !!canvas && !!module && !!game && !!scale && !has_started
};
this.setscale = function(_scale) {
scale = _scale;
try_start();
return this;
}
this.setprecallback = function(_precallback) {
precallback = _precallback;
return this;
}
this.setcallback = function(_callback) {
callback = _callback;
return this;
}
this.setmodule = function(_module) {
module = _module;
try_start();
return this;
}
this.setgame = function(_game) {
game = _game;
try_start();
return this;
}
var draw_loading_status = function() {
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(splashimg, canvas.width / 2 - (splashimg.width / 2), canvas.height / 3 - (splashimg.height / 2));
var spinnerpos = (canvas.height / 2 + splashimg.height / 2) + 16;
context.save();
context.translate((canvas.width / 2), spinnerpos);
context.rotate(spinnerrot);
context.drawImage(spinnerimg, -(64/2), -(64/2), 64, 64);
context.restore();
context.save();
context.font = '18px sans-serif';
context.fillStyle = splash_inverse ? 'white' : 'black';
context.textAlign = 'center';
context.fillText(LOADING_TEXT, canvas.width / 2, (canvas.height / 2) + (splashimg.height / 4));
context.restore();
spinnerrot += .25;
};
var progress_fetch_file = function(e) {
if (e.lengthComputable) {
e.target.progress = e.loaded / e.total;
e.target.loaded = e.loaded;
e.target.total = e.total;
e.target.lengthComputable = e.lengthComputable;
}
};
var fetch_file = function(title, url, cb, rt, raw, unmanaged) {
var xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.responseType = rt ? rt : 'arraybuffer';
xhr.onload = function(e) {
if (xhr.status != 200) {
return;
}
if (!unmanaged) {
xhr.progress = 1.0;
}
var ints = raw ? xhr.response : new Int8Array(xhr.response);
cb(ints);
};
if (!unmanaged) {
xhr.onprogress = progress_fetch_file;
xhr.title = title;
xhr.progress = 0;
xhr.total = 0;
xhr.loaded = 0;
xhr.lengthComputable = false;
requests.push(xhr);
}
xhr.send();
};
var update_countdown = function() {
file_countdown -= 1
if (file_countdown <= 0) {
loading = false;
var headID = document.getElementsByTagName('head')[0];
var newScript = document.createElement('script');
newScript.type = 'text/javascript';
newScript.text = js_data;
headID.appendChild(newScript);
// see archive.js for the mute/unmute button/JS
if (!($.cookie && $.cookie('unmute'))){
setTimeout(function(){
// someone moved it from 1st to 2nd!
if (JSMESS && typeof(JSMESS.sdl_pauseaudio)!='undefined')
JSMESS.sdl_pauseaudio(1);
else if (_SDL_PauseAudio)
_SDL_PauseAudio(1);
}, 3000);
}
}
};
var build_mess_arguments = function (config) {
LOADING_TEXT = 'Building arguments';
var nr = config['native_resolution'];
// see archive.js for the mute/unmute button/JS
var muted = (!(typeof($.cookie)!='undefined' && $.cookie('unmute')));
var args = [
config['driver'],
'-verbose',
'-rompath','.',
'-window',
'-resolution', nr[0]+'x' + nr[1],
'-nokeepaspect'
];
if (config.autoboot) {
args.push('-autoboot_command');
}
if (muted){
args.push('-sound', 'none');
} else if (SAMPLE_RATE) {
args.push('-samplerate', SAMPLE_RATE);
}
if (game) {
args.push('-' + config['peripherals'][0], game.replace(/\//g,'_'))
}
if (config['extra_args']) {
args = args.concat(config['extra_args'])
}
return args
};
var build_mame_arguments = function (config) {
LOADING_TEXT = 'Building arguments';
var nr = config['native_resolution'];
// see archive.js for the mute/unmute button/JS
var muted = (!(typeof($.cookie)!='undefined' && $.cookie('unmute')));
var args = [
config['driver'],
'-verbose',
'-rompath','.',
'-window',
'-resolution', nr[0]+'x' + nr[1],
'-nokeepaspect'
];
if (muted){
args.push('-sound', 'none');
} else if (SAMPLE_RATE) {
args.push('-samplerate', SAMPLE_RATE);
}
if (config['extra_args']) {
args = args.concat(config['extra_args'])
}
return args
};
get_game_name = function (game_path) {
return game_path.split('/').pop();
};
var init_module = function() {
LOADING_TEXT = 'Parsing config';
var modulecfg = JSON.parse(moduledata);
var game_file = null;
var keymap = null;
var bios_filenames = modulecfg['bios_filenames'];
var bios_files = {};
var nr = modulecfg['native_resolution'];
JSMESS.width = nr[0] * scale;
JSMESS.height = nr[1] * scale;
var use_mame = parseInt(modulecfg['arcade'], 10);
var arguments;
if (use_mame) {
arguments = build_mame_arguments(modulecfg);
} else {
arguments = build_mess_arguments(modulecfg);
}
Module = {
arguments: arguments,
screenIsReadOnly: true,
print: (function() {
return function(text) {
console.log(text);
};
})(),
canvas: canvas,
noInitialRun: false,
preInit: function() {
LOADING_TEXT = 'Loading binary files into file system';
// Load the downloaded binary files into the filesystem.
for (var bios_fname in bios_files) {
if (bios_files.hasOwnProperty(bios_fname)) {
Module['FS_createDataFile']('/', bios_fname, bios_files[bios_fname], true, true);
}
}
if (game && !use_mame) {
LOADING_TEXT = 'Loading game file into file system';
Module['FS_createDataFile']('/', game.replace(/\//g,'_'), game_file, true, true);
}
Module['FS_createFolder']('/', 'cfg', true, true);
Module['FS_createDataFile']('/cfg', modulecfg['driver'] + '.cfg', keymap, true, true);
window.clearInterval(drawloadingtimer);
if (callback) {
modulecfg.canvas = canvas;
window.setTimeout(function() {callback(modulecfg)}, 0);
}
}
};
bios_filenames = bios_filenames.filter(String);
file_countdown = bios_filenames.length + (game ? 1 : 0) + 2
// Fetch the BIOS and the game we want to run.
LOADING_TEXT = 'Fetching BIOS and Game';
if (!use_mame) {
for (var i=0; i < bios_filenames.length; i++) {
var fname = bios_filenames[i];
// NOTE: deliberately use cors.archive.org since this will 302 rewrite to iaXXXXX.us.archive.org/XX/items/...
// and need to keep that "artificial" extra domain-ish name to avoid CORS issues with IE/Safari
fetch_file('Bios', '//cors.archive.org/cors/jsmess_bios_v2/' + fname, function(data) { bios_files[fname] = data; update_countdown(); });
}
} else {
fetch_file('Bios', game, function (data) { bios_files[get_game_name(game)] = data; update_countdown(); });
}
if (game && !use_mame) {
fetch_file('Game', game, function(data) { game_file = data; update_countdown(); });
}
// NOTE: deliberately use cors.archive.org since this will 302 rewrite to iaXXXXX.us.archive.org/XX/items/...
// and need to keep that "artificial" extra domain-ish name to avoid CORS issues with IE/Safari
fetch_file('Keymap', '//cors.archive.org/cors/jsmess_config_v2/' + modulecfg['driver'] + '.cfg', function(data) { keymap = data; update_countdown(); }, 'text', true, true);
fetch_file('Javascript', '//cors.archive.org/cors/jsmess_engine_v2/' + modulecfg['js_filename'], function(data) { js_data = data; update_countdown(); }, 'text', true);
};
var keyevent = function(e) {
if (typeof(loader_game)=='object') return; // game will start with click-to-play instead of [SPACE] char
if (e.which == 32) {
e.preventDefault();
start();
}
}
var start = function() {
window.removeEventListener('keypress', keyevent);
canvas.removeEventListener('click', start);
loading = true;
drawloadingtimer = window.setInterval(draw_loading_status, 1000/60);
if (precallback) {
window.setTimeout(function() {precallback()}, 0);
}
init_module();
return this;
}
this.start = start;
window.JSMESSstart = start;//global hook to method (so can be invoked with a "click to play" image being clicked)
var drawsplash = function() {
var context = canvas.getContext('2d');
splashimg.onload = function(){
context.clearRect(0, 0, canvas.width, canvas.height);
context.save();
context.drawImage(splashimg, canvas.width / 2 - (splashimg.width / 2), canvas.height / 3 - (splashimg.height / 2));
context.font = '18px sans-serif';
context.fillStyle = splash_inverse ? 'white' : 'black';
context.textAlign = 'center';
context.fillText('Click here to start', canvas.width / 2, (canvas.height / 2) + (splashimg.height / 2));
context.textAlign = 'start';
context.restore();
};
spinnerimg.onload = function() {
var use_mame = parseInt(JSON.parse(moduledata).arcade, 10);
var src;
if (use_mame) {
src = '/images/mame.png';
} else {
src = '/images/mess.png';
}
splashimg.src = src;
}
spinnerimg.src = '/images/spinner.png';
}
var configLoaded = function (data) {
moduledata = data;
window.addEventListener('keypress', keyevent);
canvas.addEventListener('click', start);
drawsplash();
};
function try_start () {
if (!can_start()) {
return;
}
has_started = true;
// NOTE: deliberately use cors.archive.org since this will 302 rewrite to iaXXXXX.us.archive.org/XX/items/jsmess_engine_v2/...json
// and need to keep that "artificial" extra domain-ish name to avoid CORS issues with IE/Safari
fetch_file('ModuleInfo', '//cors.archive.org/cors/jsmess_engine_v2/' + module + '.json', configLoaded, 'text', true, true);
}
try_start();
}
JSMESS._readySet = false;
JSMESS._readyList = [];
JSMESS._runReadies = function() {
if (JSMESS._readyList) {
for (var r=0; r < JSMESS._readyList.length; r++) {
JSMESS._readyList[r].call(window, []);
};
JSMESS._readyList = [];
};
};
JSMESS._readyCheck = function() {
if (JSMESS.running) {
JSMESS._runReadies();
} else {
JSMESS._readySet = setTimeout(JSMESS._readyCheck, 10);
};
};
JSMESS.ready = function(r) {
if (JSMESS.running) {
r.call(window, []);
} else {
JSMESS._readyList.push(function() { canvas.style.width = JSMESS.width + 'px'; canvas.style.height = JSMESS.height + 'px'; } );
if (!(JSMESS._readySet)) {
JSMESS._readyCheck();
}
};
}
JSMESS.setScale = function() {
Module.canvas.style.width = JSMESS.width + 'px';
Module.canvas.style.height = JSMESS.height + 'px';
};
JSMESS.fullScreenChangeHandler = function() {
if (!(document.mozFullScreenElement || document.fullScreenElement)) {
setTimeout(JSMESS.setScale, 0);
}
}
+1179
View File
File diff suppressed because it is too large Load Diff
+20
View File
@@ -0,0 +1,20 @@
[19:14] <db48x> if you've got a list then I'll be happy to run through it
[19:15] <SketchCow> Yeah, I think that's smart going forward.
<SketchCow> https://archive.org/details/arcade_astrob
[19:16] <SketchCow> Tests: Works with arcade machine, presentation
[19:17] <SketchCow> https://archive.org/details/sg_Wiz_n_Liz_1993_Psygnosis_US
<SketchCow> Tests: Game Console (Sega Genesis), Very intense processing needs
[19:18] <SketchCow> https://archive.org/details/a2_Castle_Smurfenstein_1981_Dead_Smurf_cr
<SketchCow> Tests: Apple II performance (computer), sound
[19:19] <SketchCow> https://archive.org/details/msdos_Wolfenstein_3D_1992
<SketchCow> Tests: EM-DOSBOX Side, sound, etc.
<db48x> also parrallel file loads in Smurfenstein
<SketchCow> So, at the VERY LEAST
<SketchCow> These all shouldwork
<SketchCow> If something blows up, there's something wrong.
[19:20] <SketchCow> That's a solid test set.
<SketchCow> Obviously, Dragon's Lair is our go-to for "holy fuck, large ROM"
[20:31] <db48x> I'm going to add snack attack to that list, since it's easy to tell when it's running too fast
[01:51] <SketchCow> Yes!
https://archive.org/details/msdos_Snack_Attack_II_1982&external_js=1