>also:
>if anyone is seriously (as in, actually) considering porting simcoupe 
to
>native win32 code then i will be HAPPY (read: willing, and (possibly)
>able) to help. especially doing the bits that no-one else would 
probably
>want to do (eg, sound)

Well, I've started on it - initially in MFC, but I think I'm going to 
switch to native Win32 with a C and C++ mix. Direct X 3 for the graphics 
should let it work on NT 4 and Win 95; though the initial development is 
using DIB's and BITBLT to get things to work (it's slower, but it's a 
catch-all; it'll work on anything). It's also using memory-mapped files 
for the graphics to make things nearly as fast as using Direct X (as 
long as it's not stretching the screen).

I've not run any speed tests yet, but it appears to be OK showing the 
SAM palette.

If you're interested in emulating the SAA1099, feel free -- but I 
recommend that you use 1/50th of a second-long buffers (two of them - 
one to play, one to fill; maybe one more just in case), and make it 
user-definable exactly what size they are; 44.25kHZ would be nice; 22.x 
kHZ would probably be the lower limit for good quality.

Consider also allowing samples to be emulated; I'm going to put 
something in the display code to handle that; it'll give you an offset 
in ms for the current sample (or something).

The only thing that I ask is that you:
(a) define an API
(b) tell me what it is
(c) stick to it as much as possible

And try to keep your code as black-boxy as possible, so that I can just 
plug it in.

Thanks :)

Simon

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