This would be an interesting area of research. Once we fire up the emulator, it starts drawing to its screen buffer (which is an HTML5 canvas). What you see is presumably exactly what you would see on the original machine (sadly, I never had an Amiga myself). You see the workbench, possibly some messages in it from the software, then the software takes over the screen and starts drawing pretty pictures. In between, a lot of these things seem to blank the screen, turning it black or grey, or filling it with noise.
Providing meaningful and accurate feedback on top of that would be a fun application of computer vision, but it could turn out to be a difficult problem in the general case.
Thanks for mentioning the fullscreen button, I hadn't noticed that it was broken; I'll see if I can fix it. Muting is a horror show, because MAME and DosBox don't yet support it. SAE does though, so we'll work on it next.
Some emulators even emulate the sound of the physical fdd :)
Also, I have secret plans to use the progress-bar metaphor as an interface for accessing past game states. Imagine if you started playing Pacman, and the progress bar started filling up. Then you click in the middle of the filled-in bar to jump back to that place in time...
The progress-bar-as-rewind idea is very cool, too.
You can record how many frames or cycles it takes for the first thing to appear on the screen.
Since the emulator is deterministic and you are always starting from the same state, it will always take the exact same amount of emulated time (for each version of the emulator). So your progress bar is simply a measure of emulated time.
Or take it a step further, and store a savestate from the moment the first thing appears on the screen, and the user's emulation will start from there instead.
This way it runs smooth on my system. The version in jor1k ran through several transformation steps. It uses the Atari version of Frontier written in Assembler. Then Tom Morton wrote a 68k to C converter for this game (https://tom.noflag.org.uk/glfrontier.html). This was compiled to OpenRISC machine code which is then emulated by jor1k.
The fact that this runs faster then the Amiga emulator shows, that they have still have a lot of work to do.
The frame rate was still sub-optimal.
It may be time to upgrade my motherboard and CPU - the Phenom II X4 is really starting to show its age these days :)
The first thing I did was to click on Frontier: Elite II, seeing as how I grew up with it on the Amiga and now I play Elite: Dangerous.
To be emulating the Amiga in a browser is rather impressive, although it naturally does have a few drawbacks. Some comments/observations...
The emulator and game took a long time to start with no feedback as to what is happening (e.g. it would be nice to see 'Booting the emulator' , 'Loading the game', 'Optimising for running' or what have you).
The actual emulation within the browser was slow on my machine at least (An ageing AMD Phenom II X4, and using Google Chrome) - the frame rate is noticeably slower than the Real Deal running on original metal [again, it's an emulation therefore understandable]).
The sound is very very close - although if you scroll up and down the page a bit you notice the sound slows down (again understandable - you're probably stealing execution cycles from the emulator when doing this).
The full screen icon did nothing.
The sound icon did nothing except bring up a message window telling me it only did something if the emulator was running - even when the emulator is running.
Verdict: An impressive feat to be running old Amiga games in a browser, but at least on my system speed improvements, feedback on what is happening whilst it sets up the emulation environment and game, and having the full-screen and sound icons work properly, is desirable.