Hi, this might be of public interest, especially regarding the Win32 port: ----- Forwarded message from Matt <[EMAIL PROTECTED]> ----- Envelope-to: jameson@localhost Delivery-date: Thu, 29 Mar 2001 11:28:25 +0200 From: Matt <[EMAIL PROTECTED]> To: Christoph Reichenbach <[EMAIL PROTECTED]> Subject: Re: win32 On Thu, 29 Mar 2001, Christoph Reichenbach wrote: > Well, the current snapshots have undergone rather recent memory leak > testing and look pretty clean wrt those (This, of course, means > nothing other than that there are dozens of them lurking in common cases I > was too lazy to test ;-) Which tool did you use on what platform? I'm already interested in acquiring new test/dev tools :) > I don't think anyone's run 'lint' on FreeSCI yet, though, so this may > uncover a bunch of interesting bugs indeed... I've found gcc 3.0's preprocessor will point out bugs also generally looked over. > I don't know, but I think it's quite possible that it won't build. No > one's worked on the Win32 side for quite a while, unfortunately; the > DirectX gfx driver is also pretty beta (to the best of my knowledge). > > > Do you have any special build instructions? the README.Win32 is kinda > > sparse.. > > I'm afraid that there's little I can do to help you there :-/ > If you have any questions specific to the port, you should try contacting > Dmitry Jemerov (unless it relates to the gfx driver). He did the original > port and is still reachable via e-mail. > After him, Petr Vyhnak (who's still being listed as active- oops!) took > over the port, but I haven't heard back from him since the 0.3.1 release. > He also wrote the DirectX graphics driver. Okay, once I stumble through the calamity of building it, I'll attempt to document it. I think this is a really awesome project, you guys rock for figuring all this stuff out :) I was curious about a couple of things: 1) How is the bi/trilinear filtering implemented? Is it one of the libraries? snes9x (www.snes9x.com) has a lot of code that works amazingly on making lower resolution Super Nintendo look great, including using OpenGL bump mapping. 2) In the games, does it store background scenery, etc as a vector graphic and palette information, or just as a bitmap? I was thinking that it might be possible to use more colors instead of the weird dithering they used to simulate darker colors (green dotted with black, for example). You can just forward this to the mailing list if you like, and I'll check out ppl's responses. THanks! -- http://www.clock.org/~matt ----- End forwarded message -----
