Thanks to everyone who tried the recent Visual Studio based build for Windows. The plan is to ensure this becomes a true cross platform project, not tied to a particular operating system or architecture. I like to think of it as "OutRun Everywhere", making the world a better place ;) Thanks to some work from a friend, who knows far more about this sort of thing than me, this is close to becoming a reality.
The code now successfully compiles and runs on both a Mac with XCode IDE support and the Windows
MinGW compiler. Other platforms will shortly follow, including Linux and the Raspberry PI if performance allows.
We're using
CMake, the cross platform, open-source build system. This automates the creation of build files for a whole range of target platforms. We're able to generate builds for a whole host of platforms and configurations.
The C++ libraries have been switched to
Boost. This provides an open-source cross platform alternative to facilitate portability.
I can't take credit for the above, but I have started decompilation work on the Z80 code that controls the sound hardware (both the custom Sega PCM sample player and the
Yamaha YM2151). This is my main area of focus and will take some time. So far, I've commented the code that triggers the PCM samples. Ultimately, I'd love to give players the choice of emulating the original sound hardware or streaming audio from disk, similar to the approach used by the Sega Saturn conversion.