Aley Keprt wrote:
> My should know that my technology is generally better. It uses
> the system of audio drivers, so it allows to do several advantages.

Better in what sense?  WinCoupe uses DirectSound, which uses specific
drivers (usually) written by the sound card manufacturers, so it should give
better support than the general DOS-style drivers.  I can't imagine card
coverage isn't really too much of a problem anyway, as most people will have
something that's SB compatible.


> 5. It works with Aztech soundcards. I don't know why you tell that it
> doesn't. You probably misunderstood the documentation.

The docs say:  "Note that SAAemu currently support mixer in SBPro mode only,
so it doesn't work on some Aztech soundcard models."  which seemed to
suggest that there'd be a problem with some cards.


> Generally, current SAAemu can hardly match SAAsound's quality,
> but it can be enhanced. And that's it. You can say: "Enahance
> it and then I will include it in SimCoupe." But is this right way?

If it was enhanced for envelope (etc.) support and to work on all platforms
then I feel it'd be a lot more useful and would be worth using it.  Without
those I imagine it'd just generate too many support questions and source
code complications.

Maybe I'm just too much of a perfectionist and don't want to settle for 2nd
best - I want the most accurate and complete emulation possible in every
respect!


> This is clear. I would to know how does it work:
> Do you create a whole 320x240 or 640x240 image everytime and then use
> blt to put this stuff to videoram? Or do you put there line by line using
> separate blt's?

It generates the display in a back-buffer line by line, and blits the entire
image to the visible display at the end of the frame.  The image size is
either 320x240 or 640x240 depending on whether the accurate mode3 option is
enabled (actually, it's stightly taller now to show more of the vertical
border as would see on a real SAM).  Of course, if the frame is being
skipped it doesn't do any generation or blitting.


> Do you emulate on-line video changes? (I mean when the ray
> is on line 100 and I change something on line 50, it shouldn't be
> visible.)

Yes, it uses a finer grained version of the original method, and follows the
raster scan down the display.  If you change the palette/border/vmpr as it's
part way through a horizontal scan, the remainder of the line will be drawn
with the new settings (if applicable).  It allows fancier effects to be
displayed correctly but is more likely to reveal flicker where the
instruction timings aren't quite correct yet - something the old updating
method masked.

Data changes (writing to the display memory) are not updated as accurately,
but are still correct for within 1 scanline, so you will still see shearing
if you're updating the display as the raster passes the update position.
Without the current forced update at the end of a line (something I hope to
change for accurate data changes at some point) some demo star-fields are
not visible, as they have already been removed by the time the display is
updated at the end of the frame!


> 2. Windows version is much faster generally since it uses video
> acceleration. Video acceleration gives more than anything other can
> take. Right?

Most modern cards do support it but older and cheaper cards may well not, so
they have to fall back to using the DirectX software emulation which is more
CPU intensive.  The new 5:4 aspect ratio option will be a breeze for system
with hardware support or fast processors but will be appallingly slow on
older systems!

It's rather ironic that the machines least likely to have hardware video
assistance will also be the ones with slower CPUs that will struggle more
with software blitting!

Si

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