26 March 1999

Intro


StarLaunch is a multi emulator frontend / launcher for Win9X

It is written in Visual Basic 6. If you think Visual Basic is a crappy language that only stupid people use, i hope this app helps to disspell that paradigm.

Internally, it supports Genesis, Snes, Master System, Gamegear, Nintendo 64, Gameboy, Nes, Virtual Boy, PC Engine, and Mame roms. It includes example files for setting up NeoRage and Callus in Arcade mode, you can add any emulator you like to arcade mode. You can also add support yourself for any roms that have matchable extensions (there's a MSX rom demo included, if you're interesed. Setup instructions should be in the quickstart.htm file).

I rewrote StarLaunch for two reasons:
I couldn't do much more without doing a rewrite, my code was all sloppy and messy.
Visual Basic is NOT a crap programming language, if you use it right.
(There are ways to optimize VB, damnit, you people don't look hard enough)

What's new in 3.1X


Changes from the previous version

Additions

This is basically a bugfix release.

 

Features list


 

Comparing builds: DirectSound vs. Non-DirectSound


The DirectSound build requires DirectX 6 or above.

I don't know what'll happen if you tried to use it without DirectX 6. It'll probably run, knowing MS's standards.. :)

I built two copies of StarLaunch, one uses DirectSound, one doesn't. For most of you, you probably won't even look at the DirectSound version, unless you run WinAmp in the background.

The DirectSound build is the one i actually run, and test. The other version is essentially the same, but i swap the DirectSound parts with the PlaySound API. The DirectSound build is marginally bigger, basically due to error messages.

However, the DirectSound version is a lot more efficient in terms of timing. There is no function to check if the API is still playing a sound, hence at critical moments (eg. Starting an emulator, shutting down StarLaunch), sounds are played sync. With DirectSound, StarLaunch will play the sound async, and continue processing until it has to stop playing. At that point, it'll wait for all sounds to stop, and then continue. This means that loading things are faster under the DirectSound build (essentially, it's the same code, but it makes better use of multitasking under the DirectSound).

Actually, the fastest performance from StarLaunch is to not specify any sounds at all for the scheme, which means deleting the Sounds.slData file :)

 

Known glitches


 

System requirements


If you're running emulators like ZSnes with Super FX games, or NeoRage, your computer's fine for running StarLaunch.

 

Notes about memory usage


 

Easter Eggs


There are a few Easter Eggs in StarLaunch. Though they're not THAT spectacular :)
Here's some hints:

 

Stuff and Information


Thank yous and hellos


See StarLaunch's About window. It looks nicer than this text.

 

VB Glitch and Watch list


This is a list of bugs and things to watch for in VB (or the components i used) that i came across while programming this frontend, it might be useful for some of you.. :)

Contacting me


If you like this app, send me an email! If you really like it, send me some anime pictures, or buy me a portable mp3 player. :)

It's really unlikely that i'll have a lot of time in the future to work on this, or any programming related apps, i'm studying Med at UWA (in Australia, of course), and i'm going to be really busy from now on... Hence i'm releasing the source code, so you can read it :)

Email: Dave Hng - ryuunosuke@earthcorp.com
ICQ: 866854
Web:
http://www.earthcorp.com/StarFox/