More README updates

This commit is contained in:
Jeff Parsons 2015-12-13 16:39:41 -08:00
commit ce068f2655
8 changed files with 41 additions and 18 deletions

View file

@ -9,7 +9,7 @@ permalink: /docs/about/
The JavaScript Machines Project (originally at [jsmachines.net](http://jsmachines.net/)) is a collection of computer
simulations written in JavaScript. It has now been released on [GitHub](https://github.com/) as the
[PCjs Project](https://github.com/jeffpar/pcjs), a copy of which is hosted here at [{{ site.pcjs_domain }}]({{ site.url }}).
[PCjs Project](https://github.com/jeffpar/pcjs), a copy of which is hosted here at [{{ site.pcjs_domain }}]({{ site.url }}/).
The goals of the project are to create fast, full-featured simulations of classic computer
hardware, help people understand how these early machines worked, make it easy to experiment with different machine
@ -28,7 +28,7 @@ The first JavaScript Machines simulation was [C1Pjs](/docs/c1pjs/), a simulation
Challenger 1P, which was a 6502-based microcomputer introduced by Ohio Scientific in 1978.
C1Pjs v1.0 was released in July 2012, first on ecpsim.org and cpusim.org, then on [jsmachines.net](http://jsmachines.net/c1pjs),
and finally [{{ site.pcjs_domain }}]({{ site.url }}). More information about the first release of C1Pjs was also
and finally [{{ site.pcjs_domain }}]({{ site.url }}/). More information about the first release of C1Pjs was also
[posted](http://osiweb.org/osiforum/viewtopic.php?f=3&t=103) on the [OSI Discussion Forum](http://osiweb.org/osiforum/index.php)
at [osiweb.org](http://osiweb.org/).
@ -75,9 +75,9 @@ All published portions are free for redistribution and/or modification under the
[GNU General Public License](/LICENSE) as published by the Free Software Foundation, either version 3 of the License,
or (at your option) any later version.
You are required to include the following copyright notice, with a link to [{{ site.pcjs_domain }}]({{ site.url }}):
You are required to include the following copyright notice, with a link to [{{ site.pcjs_domain }}]({{ site.url }}/):
> [PCjs]({{ site.url }}) © 2012-2015 by [Jeff Parsons](mailto:Jeff@pcjs.org) ([@jeffpar](http://twitter.com/jeffpar))
> [PCjs]({{ site.url }}/) © 2012-2015 by [Jeff Parsons](mailto:Jeff@pcjs.org) ([@jeffpar](http://twitter.com/jeffpar))
in every source code file of every copy or modified version of this work, and to display that notice on every web page
or computer that runs any version of this software.

View file

@ -142,10 +142,10 @@ All of the demos described above are available for [download](/docs/pcjs/demos/)
### Creating PCjs-Compatible Disk Images
If you have (or find) an IMG disk image file on a server, [pcjs.org](http://www.pcjs.org/) provides a
**DiskDump API** via endpoint "/api/v1/dump" that creates PCjs-compatible disks in JSON:
If you have (or find) an IMG disk image file on a server, the PCjs web server provides a **DiskDump API** via endpoint
"/api/v1/dump" that creates PCjs-compatible disks in JSON:
http://www.pcjs.org/api/v1/dump?disk=(file|url)&format=json
http://localhost:8088/api/v1/dump?disk=(file|url)&format=json
For example, let's say you found a disk image online:
@ -153,12 +153,12 @@ For example, let's say you found a disk image online:
To convert it to a PCjs-compatible JSON format, use the following command:
http://www.pcjs.org/api/v1/dump?disk=http://static.pcjs.org/disks/pc/dos/ibm/1.00/PCDOS100.img&format=json
http://localhost:8088/api/v1/dump?disk=http://static.pcjs.org/disks/pc/dos/ibm/1.00/PCDOS100.img&format=json
Save the resulting JSON file to a folder on your server, and then update your machine XML file(s) to use that file.
If necessary, you can also reverse the process, converting a JSON disk image back into an IMG file:
http://www.pcjs.org/api/v1/dump?disk=http://www.pcjs.org/disks/pc/dos/ibm/1.00/PCDOS100.json&format=img
http://localhost:8088/api/v1/dump?disk=http://www.pcjs.org/disks/pc/dos/ibm/1.00/PCDOS100.json&format=img
Although PCjs will accept IMG disk image files, it must call the [DiskDump API](/api/v1/dump)
to convert the image every time it's loaded, so it's *much* faster and more efficient to use pre-converted