i don't get it .. I'm not a specialist of spectrum, but it seems there are many many opensource or GNU spectrum emulators, so why did he took the code from a proprietary software ?
Printable View
i don't get it .. I'm not a specialist of spectrum, but it seems there are many many opensource or GNU spectrum emulators, so why did he took the code from a proprietary software ?
Quote:
Originally Posted by zx-81
the problem was that Fuse is open-source, but under the GPL licence.... this requires anything that uses the fuce code to also be entirely open source.
because the author was putting the z80 core of fuse "into" his already-built emulator (for which some routines - rendering related i believe) had shared code with some of his fellow programmers, which THEY did not want sharing, the author was unable to comply with releasing the entire source for pspsectrum.... the fuse authors kicked up a (needless imho) fuss about it, and pspeccy has had to be discontinued.
any new psp sepccy emualtor *could* legally be built from fuse also, but it would have to always include its sources with its release.
go on mate... you know you want to ;)
@Hungry Horace: Thanks for the explanation, i better understand now. Yes, you're right, the GNU license is "contaminant" ... Nevetheless, even if he can't release the source code, he can always split his code in two, and build a library with the GNU stuff and then link with it. He can then distribute only the source code of the library, and keep the private code secret ...
Anyway, there are many homebrews port based on GNU stuff, for which the modified source code have never been distributed (even if the license required it). This is not fair, but ... I don't see anybody to sue a developer who makes homebrew (for free and for fun), because he used GNU source code part and he hasn't release the code ...
;)
Thanks for porting this great emulator! I have tried the version 1.0.2 but the sound is somehow distorted. I noticed someone have been talking about Atari port for gpx2. Here is the link to their homepage with sources:
http://www.scrameta.net/a800.html
The guy who did it is mentioning some sound bugfixes. Maybe this could be useful for fixing the sound also for PSP emulation?
Otherwise the PSP port works great! Keep up the cool work!
Yes i know :o :( ... i spend hours to try to improve it, without any success ....Quote:
Originally Posted by cyphre
Good idea, thanks for the link ... i will have a look on this stuff :)Quote:
Originally Posted by cyphre
-> Cartridge management -> Insert Cartridge > ...Quote:
Originally Posted by John Vattic
-> One chip 16k 5200 ...
And that's all :).
Don't want to bother you(knowing you are working on other emus as well) ;) But have you investigated anything new regarding the sound problem? I haven't checked your sourcecode yet(too busy :-/) but can you give me some basic directions(it is a problem of SDL sound handling or the emulator code itself, where did you end up when debugging? etc.) so I might try to look into it next week.(no positive result guaranteed though :) )Quote:
Originally Posted by zx-81
The SDL sound handler is good. It's very simple, like all other emulators, the sound callback copy samples computed by the atari emulator sound chip in the SDL buffer, and that's all. We can add another buffer (as i've done for pspvba) not to read incomplete buffer ... but the main problem seems to be in frequency mismatch between the SDL sample player and the frequency of the Atari sample builder :oQuote:
Originally Posted by cyphre
ah, I thought there must be something wrong with the sample rate just by listenning the current version :) Thanks for the tip ;) ...will try to look into it during the next week and let you know if any progress.Quote:
Originally Posted by zx-81
Well, I got some little time to play with the sources even today... Te problem was that you 'desired' from SDL to initialize sound as 8bit unsigned sample but you 'obtained' 16bit signed setting from the system. So I changed the defaults:
in atari_sdl.c file:
static int sound_flags = SND_BIT16;
static int sound_bits = 16;
and enabled
in pokeysnd.h file:
#define SIGNED_SAMPLES
and voila, it sounds much better! :)