| I have been quite busy as of late. I work 40 hours 
              a week. I have friends and co-workers who I enjoy spending my time 
              with. I come home and either I program or I work on my computer 
              for a few hours and then I sleep. I have a rigorous sleep schedule 
              of 10 hours a night. :)  I have been working, I have been working on Sintendo, 
              I have been researching for Sintendo, et cetera. I have accomplished 
              a few things but I can't say that I have actually finished any one 
              particular aspect of Sintendo that I would like to add to 
              the next release. Obviously, the most awaited is sound. Sound works, 
              kind of. At the moment, I have sound support taken out because I've 
              grown quite frustrated at it and want to work on a few other things 
              for the moment. SNES sound, however, as you know it, does not work. 
              Only in vague ways does it actually resemble what you would expect 
              to hear, and that's when it doesn't crash. On the Dreamcast, it 
              crashes, and badly at that. What does work, however, and is quite nifty, is something 
              I designed as a preliminary to the SNES sound. Sintendo can successful 
              play a wav file of any size. The reason for this added functionality 
              is that I wish for Sintendo to be able to have menu music. Menu 
              music would be by no means required. Actually, at the moment, the 
              way I intend for menu music to be implemented is that you may create 
              a 'WAV' directory in the root (right next to 'SNES' and 'WINCE') 
              and this directory may contain any number of songs of any length, 
              so long as they fit on the CD (this is actually quite a restriction). 
              The bad news is that wav's take up a lot of space usually and could 
              easily fill a CD. But, I imagine, you could probably easily fit 
              20-30 minutes worth of music and still have a very wide selection 
              of SNES roms on the same CD. I may also add an option to continue 
              playing menu music once the SNES has begun playing. The menu music 
              would then be mixed on top of the SNES music as though you were 
              listening to a CD while playing a video game. Obviously, the exact details of this feature as still 
              uncertain. I thought it more important to move directly into SNES 
              sound after completing wav playing that it would be to have to deal 
              with the intimate details of making menu music operational (such 
              as: playing more than one wav in sequence, or starting or stopping 
              music playback when menus are left or entered). The one feature nearest completion is background bitmaps. 
              I finally got the Direct3D code to work for showing bitmaps (textures) 
              behind the menu. Due to the colors of certain backgrounds, I have 
              decided to change the general menu color from blue as you are used 
              to it, to a move nuetral black/gray. It is still in transition because 
              I have yet to convert all the icons, arrows, et cetera to match 
              the new color scheme. Even still, background bitmaps add a striking 
              appeal to the menus that a White to Black gradient just couldn't 
              do, and only took me about 2-3 days worth of programming early after 
              my last release. Background bitmaps should certainly be expected 
              with the next release. However, I am having so video memory issues, 
              so I may have to find a better way to hold them in memory or to 
              load them dynamically. Background bitmaps lead an interesting transition 
              of using the same (or similar) code to render transparencies using 
              the Dreamcast hardware rather than in the Snes9x software, which 
              adds together ever pixel individually, and can be quite slow. Hardware 
              transparencies would render nearly as quickly as Sintendo renders 
              with transparencies disabled, hopefully reducing frameskips by as 
              much as 20 frames per second on averge, and still providing strikingly 
              accurate SNES images. I am still in the middle of programming this, 
              and I have run into a few problems, such as texture rendering not 
              being as accurate as 2D blitting, resulting in more jaggies and 
              awkward edges, taking away from the engraved-in-stone pixelated 
              look and feel of the original SNES. My old code even went a long 
              way to smooth a lot of those pixels using anti-aliasing and actually 
              improving the image quality, while this new code can't even be said 
              to render at the quality of the original SNES. This problem may 
              be solvable as I look into things further. Lastly, (I believe) someone dropped me a line (I'll 
              look up the name later, or he can drop me a line if he wants credit) 
              about the exact size of many of the larger SNES roms, suggesting 
              that 6 Megs (6,291,456 bytes) plus a few extra buffers for headers 
              should be plenty of space for almost any ROM ever made for the Dreamcast. 
              rather than the 8 Megs which I had previously set. I have since 
              reduced the ROM allocation size to a comfortable 6 Megs, which freed 
              up an additional 2 Megs which I immediately used for allocating 
              enough space for Hi-res game support. Sadly and strangely, code 
              which once rendered hi-res games no longer works properly on hi-res 
              games for unknown reasons as of yet. Normal games run fine, but 
              hi-res support is not yet perfected. I've added it to the list of 
              things which I need to work on. As far as sight changes go, I've updated this page 
              (obviously), and I'll probably be uploading a new timeline at the 
              same time. I added a few checkmarks, and changed a lot of them over 
              to blue. I've also developed, slightly, a timeline for sound, but 
              it's not particularly well thought out. I still haven't prepared 
              CDRECORD instructions, and the reason for this is because I am searching 
              for a file system structure that mkisofs can prepare that preserves 
              capitalization and special characters, such as spaces or hypens. 
              The normal file system uses all caps and changes spaces, hypens, 
              and a few other characters into underscores, which I find unattractive. 
              If anyone knows of any command line for mkisofs that preserves such 
              characters and capitalization, please drop me a line. Please, however, 
              make sure the burned iso actually plays on the Dreamcast. I guess that about covers it all for now. Just giving 
              everyone an update and letting people know how things are coming 
              as well as what to expect. As a final note, I still haven't solved 
              the inserting VMUs problem, but I'm considering changing the way 
              Sintendo saves anyways.  Again, I can't promise that I'll update soon, as, 
              you can see, I'm chest deep in a lot of thick code and I'm trying 
              to dig my way out. I need to find some way to relax for a moment 
              or two so that I can, hopefully, come back stronger afterwards. 
              I'll be moving sometime this month, perhaps that'll do the trick. 
              Perhaps not. I'll update again when a reasonable update is available. --Sin |