#How do I get to the BMP?
7 messages in this thread
OK!!! I got a good player working with aaplay.dll but my app wants to be able
to prep each individual frame for the SNES. I heed to get the bitmaps that
aaplay makes. But there seems to be no access to those handles. Any ideas??
well phil, since no one took the time to answer I will,
I have had to re-write the dll so that I had control over the bitmaps. I guess
I should put the code up here for free so everyone else can use it… what do
you think?
phil
Phil:
I think that would be a good idea.
My fault that you didn't get some sort of response. I -am- the Forum Assistant
for this section. Right now I am just doing thread maintenance on it, and am
trying to pick up enough to provide useful answers. Those that don't get a
response in a day or so, I bounce up to an Adesk person.
Stick around and throw in your $0.02 worth every once in a while!
LAM
>>Stick around and throw in your $0.02 worth every once in a while!
i will… thanks larry…
Hi Phil,
You are correct that there is no way with the .DLL we ship to get the handles
for the intermediate BMP/DIB files that are created for the display.
Writing your own version of the .DLL is the only way to get those handles. Good
job!
While you are at it, want to fix a few other problems? And how about compiling
it for 32 bit operating systems? <grin>
-Brian
>>And how about compiling it for 32 bit operating systems? <grin>
that is in my future as I have been requested to make my app '95 compatible.
Shouldn't be a problem…in many ways 32 bit is easier than 16….
PS…
some folks have suggested a good way to make bmps from the window DC. Great
ideas and very clever. Turns out I have to do some palette manipulation while I
have control of the flics so I gotta use my code anyway…