Re: Aw: Re: [stella] The future of Stella (i.e. debugger needed)

Subject: Re: Aw: Re: [stella] The future of Stella (i.e. debugger needed)
From: "Joseph Thompson" <jrt1@xxxxxxxxxxx>
Date: Sat, 22 May 2004 09:05:32 -0500
----- Original Message -----
From: "Stephen Anthony" <stephena@xxxxxxxxxxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Saturday, May 22, 2004 8:47 AM
Subject: Re: Aw: Re: [stella] The future of Stella (i.e. debugger needed)


> On May 22, 2004 05:32 am, John Saeger wrote:
> > On Fri, 2004-05-21 at 20:02, Glenn Saunders wrote:
> > > Brad probably isn't in a position to release some of this code back
> > > into the Stella distribution, although he can probably give hints on
> > > how to approach them.
> >
> > Why wouldn't he be in a position to release it Glenn?  You see, here is
> > the rub.  For the closed source versions of Stella to be legal, a
> > completely original implementation of Tia sound must exist.  But I'll
> > never know if it's really original if I never get to see it.
>
> Why would that be true?  First of all, Stella was never closed source per
> se.  You could see the code.  It just wasn't GPL, which means that
> changes couldn't be re-released.  The last version of Stella that was
> this way was version 1.1.  In that version, Stella generated sound by
> means of an external sound server application.  That sound server
> application *was* GPLed.  In fact, that's why the sound code *was*
> external; because a GPLed piece of code couldn't be integrated into a
> non-GPLed codebase.  Once the whole codebase was GPLed for version 1.2,
> we began the task of reintegrating the sound code into the core.  That
> work continues to this day.

I believe he's referring to the commercial code used in Activision
Anthology, which would have to be completely original . . . But if you're
talking the console versions, they're almost certainly written in native
assembly (ARM for the GBA and whatever the PS1 uses), so would they be of
use?




>
> Steve
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