"TomCh" <
tomchar...@blueyonder.co.uk> wrote:
> I checked the source code, and it only supports the main 64K. If you could
> raise a new feature request (although Berlios appears to be down at the
> moment) and I'll extend support for the aux 64K.
Thanks Tom. I had noticed that berlios is down, and I have only bits and
pieces of the latest code on my local computer which only includes the
debugger commands from the parser and Video.cpp which was a thoroughly
enjoyable read for me. So I have an excuse for failing to research further
on my own.
I skimmed alot of the other source and I have a deep appreciation of what
you and the other AppleWin developers have accomplished. Another thing that
really made the geek in me feel good was that the standard terminology of
AppleWin's graphics programmers (likely you) is the same as what I learned
in the late '80's when developing for the Everex680 (a Targa clone) in my
real job back then. Good Times Tom! Thanks for the memories...
I also didn't want to bother you nor interfere with other development that
is more important.
But as a modified command this would make it very easy for the user to
script for my current greedy purposes.
I realize that to do this for my purposes alone stretches the debugger out
of its original intent somewhat. I wonder what other justification I might
use for such a request...
I am not planning on expiring until I am at least 90 which is 30 years away
so I am sure to have time to enter this into a proper enhancement request
without all the chit-chat that I put into the one that I did last week.
Back to your Video code, the notes on the Windows Palette Collapse were
extremly helpful to me personally as well! What a discovery this must have
been! And I am not sure why you are setting rgbReserved in the 256 color
palette to 4, so you have given me lots to think about. Your method of
enumerating the palette is classic remapping and really easy to follow too.
Good code from what I have seen so far.
I could see you going to a 24 bit display at some point to render halftones
to represent pixel shifts. It would be easier for you. And to my way of
thinking this is the only way I know to sample analog properly. I have code
around here that does that that I wrote years back, but it is really fairly
trivial. I also understand that legacy support is important. What an
interesting read!
Back to this BSave stuff! Thanks for the positive response and taking the
time.
By contrast, I have yet to check what version of C++ you are using for
AppleWin. I don't mean this as a sleight, just proof that I am a little lazy
these days.
Bill