[ARCADE] Supermodel 0.3a SVN397

[1] @ Niedziela, 8 Maja 2016 20:38CET

[ARCADE] Supermodel 0.3a SVN397
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Nowe zmiany w SuperEmulatorze SEGI m. III Barta Trznadlowskiego. Wersja ponoć ciut wolniejsza niż wcześniejsze repo (aczkolwiek nie zauważyłem spadków FPS).

Supermodel Scud Race Export
Scud Race (Export)

Revision 397

Author: trzy | Date: 7 maja 2016 23:54:03

  • Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling.

Revision 396

Author: dukeeeey | Date: 7 maja 2016 20:57:06

  • add texture helper functions

Revision 395

Author: dukeeeey | Date: 7 maja 2016 17:45:02

  • remove pointless loop

Revision 394

Author: dukeeeey | Date: 7 maja 2016 17:28:04

  • Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.

Revision 393

Author: trzy | Date: 7 maja 2016 05:25:05

  • Changed XInput DLL failure message

Revision 392

Author: dukeeeey | Date: 6 maja 2016 17:00:12

  • update poly header class

Revision 391

Author: trzy | Date: 6 maja 2016 00:01:59

  • Fixed compilation on gcc (gotos cannot cross variable declarations)

Revision 390

Author: dukeeeey | Date: 5 maja 2016 10:06:06

  • Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements

Revision 389

Author: dukeeeey | Date: 5 maja 2016 02:01:17

  • support flat shading

Revision 388

Author: dukeeeey | Date: 4 maja 2016 18:30:15

  • Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona

Revision 387

Author: dukeeeey | Date: 4 maja 2016 12:30:58

  • set correct microtexture wrap mode

Revision 386

Author: dukeeeey | Date: 4 maja 2016 02:35:07

  • preliminary microtexture

Revision 385

Author: dukeeeey | Date: 3 maja 2016 23:17:37

  • skip viewports marked as disabled, might stop parsing some bad data

Revision 384

Author: dukeeeey | Date: 3 maja 2016 20:38:06

  • fix compilation

Revision 383

Author: trzy | Date: 3 maja 2016 02:28:56

  • Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D()

Revision 382

Author: dukeeeey | Date: 1 maja 2016 21:52:02

  • wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
→ [ARCADE] Supermodel 0.3a SVN739

Revision 739

Author: dukeeeey | Date: niedziela, 2 września 2018 23:36:24

  • Sega bass fishing is starting some off the meshes with a shared vertex. Without having a previous vertex to share with, the values were just uninitialised and junk. The hardware itself seems to hold the value from the previous mesh, and sega bass fishing relies on this undefined behaviour to function correctly. Storing the cached vertices as member variables instead of locally to the function means it holds the values from the last mesh, and uses those values instead of random garbage.

Revision 738

Author: dukeeeey | Date: czwartek, 9 sierpnia 2018 23:57:51

  • remove dead variable

Revision 737

Author: dukeeeey | Date: poniedziałek, 9 lipca 2018 10:06:06

  • Use correct PCI IDs (Harry Tuttle)

Revision 736

Author: dukeeeey | Date: czwartek, 5 lipca 2018 00:15:44

  • add crosshair effect (Harry Tuttle)

Revision 735

Author: dukeeeey | Date: poniedziałek, 18 czerwca 2018 12:24:46

  • fix cast, and remove extra ; that had snuck into the shaders

Revision 734

Author: dukeeeey | Date: niedziela, 17 czerwca 2018 13:30:01

  • Opaque polys definitely depth test with less than or equal. Virtua striker is drawing co-planar polys for the bar gfx

Revision 733

Author: dukeeeey | Date: sobota, 16 czerwca 2018 23:31:29

  • Draw transparent polys to separate layers and composite at the end. This solves a tonne of transparency errors we had been battling with for a long time. The model3 is strange in the fact it only supports a max of two translucent overlapped polys. They are not blended into the frame normally. Doing this means the topmost translucent polys only are visible in the scene, the equivalent of doing a depth pass first, but without the added cost.

Revision 732

Author: dukeeeey | Date: wtorek, 29 maja 2018 16:54:23

  • forgot parentheses

Revision 731

Author: dukeeeey | Date: poniedziałek, 28 maja 2018 14:55:13

Revision 730

Author: dukeeeey | Date: poniedziałek, 28 maja 2018 13:59:48

  • optimise hash function and parse out transparency layer select bit

Revision 729

Author: dukeeeey | Date: czwartek, 24 maja 2018 22:19:54

  • select correct bit ..

Revision 728

Author: dukeeeey | Date: czwartek, 24 maja 2018 22:13:15

  • Parse out TranslucencyPatternSelect

Revision 727

Author: trzy | Date: niedziela, 6 maja 2018 20:52:23

  • Fixed Makefiles for non-MSYS builds. Unfortunately had to revert a lot of the automated configuration that Harry had inserted. Users will again need to hand-edit Makefile.Win32 for their configuration. Verbose warnings (-Wall) have been restored.

Revision 726

Author: dukeeeey | Date: czwartek, 3 maja 2018 20:37:49

  • Parse siblings after children. It's the only way to get Daytona water fall to look correct without h/w poly sorting.
→ [ARCADE] Supermodel 0.3a SVN725
Supermodel Rev725 LeMans24

Revision 725

Author: trzy | Date: czwartek, 3 maja 2018 05:46:44

  • Added a stretch mode (-stretch) and modified new renderer's viewport code (hopefully correctly) to handle aspect ratio correction and widening the way the legacy one does.

Revision 724

Author: dukeeeey | Date: środa, 2 maja 2018 22:10:02

  • Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency.

Revision 723

Author: dukeeeey | Date: wtorek, 24 kwietnia 2018 15:51:53

  • remove unnecessary copies

Revision 722

Author: dukeeeey | Date: piątek, 30 marca 2018 14:04:27

  • Fix controller inputs (Spindizzi)

 

→ [ARCADE] Supermodel 0.3a SVN721

Revision 721

Author: trzy | Date: wtorek, 27 marca 2018 01:02:30

  • Inconsequential typo

Revision 720

Author: trzy | Date: wtorek, 27 marca 2018 01:01:18

  • Reverted version to 0.3a-WIP. Release version will be updated to 0.4a.

Revision 719

Author: trzy | Date: wtorek, 27 marca 2018 00:59:06

  • Added ability to load save state at startup using -load-state or InitStateFile (in config file)

Revision 718

Author: dukeeeey | Date: środa, 21 marca 2018 11:26:05

  • work around for non working jtag code in star wars

Revision 717

Author: dukeeeey | Date: sobota, 10 marca 2018 10:13:28

  • Clamping must be applied before the spotlight is applied on step 1.0 h/w.
→ [ARCADE] Supermodel 0.3a NET SVN716

update from svn 716

  • correct dirtdvls upto 4 players (before, only 2 players was possible). However, the
  • satellite doesn't work spikeout-spikeofe, should work, but using a hack in code, so it is not the normal way... dayto2pe normally works now (very slow related to no threads...)
  • scud works a little but sadly with graphical bugs, and cars from other players rotates on their axis (it seems linked to player's direction)
  • daytona2,sr2,lemans,von2 always doesn't work

Warning, do not mix the version without network and with network, it is about 2 very distinct versions. The exe is proposed on an experimental basis, you are warned Only 3 games do not work too badly dirt devils, harley davidson et skichamp

to test
create 2 different directories: 1 for the master and 1 for the slave
edit the supermodel.ini files and add:

for the master
EmulateNet=1
port_in = 1970
port_out = 1971
addr_out = "127.0.0.1"

for the slave
EmulateNet=1
port_in = 1971
port_out = 1970
addr_out = "127.0.0.1"

change the ip by your ip network, here is the local netloop to test on the same computer. I recommend starting with this netlocal loop 127.0.0.1.
Afterwards you can try between 2 computers
If pc1=192.168.0.1 and pc2=192.168.0.2 then master(pc1): addr_out = "192.168.0.2" (sending to pc2) et slave(pc2): addr_out = "192.168.0.1" (sending to pc1) with the quotation marks
Note the port inversion between master and slave, you can put any port you want.
In short, it looks like the config of model2, same principle

In each directory, you will also need to copy the normal version of supermodel. This will allow us to properly configure the network via the service menu
So type in command line as usual:
supermodel.exe name_of_the_rom

Enter the service menu and change the options for the network
your master to master
your slave to slave

do not forget to change the network ids (for example the master in 1 and the slave in 2)
save when leaving the service menu and leaving supermodel

now the proper network launch
the launch must be done exclusively on the command line
supermodel-net.exe -no-threads name_of_the_rom
Do not forget the -no-threads option because otherwise crash. This options will unfortunately slow down the emulator enormously while waiting for better.
Think about your firewall

Important information, the sync between master and slave may not be done correctly. If the games do not go into the attract mode or it seems blocked, it will be necessary to stop and restart, being careful to start the games in the same second (max 5 seconds). Additional constraint, impossible to pause, can not move the window once the connection is secured or else crash

 

 

Revision 716

Author: dukeeeey | Date: czwartek, 8 marca 2018 15:27:28

  • Fix step 1.0 games with NET_BOARD defined (Spindizzi)

Revision 715

Author: dukeeeey | Date: sobota, 24 lutego 2018 16:53:18

  • Update network code (Spindizzi)

Revision 714

Author: dukeeeey | Date: poniedziałek, 29 stycznia 2018 20:33:29

  • white space

Revision 713

Author: dukeeeey | Date: poniedziałek, 29 stycznia 2018 20:31:23

  • Support both types of lightgun in lost world. 2nd type fixes some missing fx. Thanks to Any for pointing this out. To use the old type change analog_gun1 to gun1 in the xml file.

Revision 712

Author: dukeeeey | Date: czwartek, 25 stycznia 2018 22:07:22

  • fix a few compile warnings

Revision 711

Author: dukeeeey | Date: czwartek, 25 stycznia 2018 22:03:43

  • Add the netboard stuff to the ini file. Stops crashes when they are missing.

Revision 710

Author: dukeeeey | Date: czwartek, 25 stycznia 2018 21:40:05

  • A hack to get spikeout to work (uncomment to enable) (Spindizzi)

Revision 709

Author: dukeeeey | Date: czwartek, 25 stycznia 2018 21:38:31

  • Disable the netboard if EmulateNet=0 (Spindizzi)

Revision 708

Author: dukeeeey | Date: poniedziałek, 22 stycznia 2018 22:10:20

  • remove extra qualifier

Revision 707

Author: dukeeeey | Date: poniedziałek, 22 stycznia 2018 22:01:35

  • Update make files and fix build for the various options (Harry Tuttle)

Revision 706

Author: dukeeeey | Date: poniedziałek, 22 stycznia 2018 19:27:51

  • fix header files

Revision 705

Author: dukeeeey | Date: niedziela, 21 stycznia 2018 16:09:11

  • Remove using namespace std from the header files ..

Revision 704

Author: dukeeeey | Date: poniedziałek, 15 stycznia 2018 22:27:21

  • Parse out line of sight position. Only known to be used by scud.

Revision 703

Author: dukeeeey | Date: poniedziałek, 15 stycznia 2018 15:40:59

  • make the logic a bit clearer

Revision 702

Author: dukeeeey | Date: poniedziałek, 15 stycznia 2018 14:08:39

  • fix Ian's bad maths :)

Revision 701

Author: dukeeeey | Date: niedziela, 14 stycznia 2018 13:56:24

  • Update microtexture coordinate logic (Harry Tuttle)

Revision 700

Author: dukeeeey | Date: sobota, 13 stycznia 2018 16:49:58

  • fix illegal xml character sequence

Revision 699

Author: dukeeeey | Date: środa, 10 stycznia 2018 21:37:21

  • simplify maths

Revision 698

Author: dukeeeey | Date: środa, 10 stycznia 2018 17:12:33

  • comment out unneeded code

Revision 697

Author: dukeeeey | Date: środa, 10 stycznia 2018 17:08:02

  • top/bottom were swapped for off axis projection

Revision 696

Author: dukeeeey | Date: poniedziałek, 8 stycznia 2018 19:35:42

  • Rewrite projection maths based upon previously unknown viewport values. The previous values used roughly worked as the normals for frustum planes. Perhaps they were only used for culling and not actually rendering, as sometimes the values don't work correctly.


 

→ [ARCADE] Supermodel 0.3a SVN695
Dirt Devils (Sega, 1998)

Test version with early link support

  • Warning, do not mix the version without network and with network, it is about 2 very distinct versions. The exe is proposed on an experimental basis, you are warned. Only 3 games do not work too badly dirt devils, harley davidson et skichamp

To test create 2 different directories: 1 for the master and 1 for the slave edit the supermodel.ini files and add:

  • for the master
    • EmulateNet=1
    • port_in = 1970
    • port_out = 1971
    • addr_out = « 127.0.0.1
  • for the slave
    • EmulateNet=1
    • port_in = 1971
    • port_out = 1970
    • addr_out = « 127.0.0.1 »
  • change the ip by your ip network, here is the local netloop to test on the same computer. I recommend starting with this netlocal loop 127.0.0.1. Afterwards you can try between 2 computers
  • If pc1=192.168.0.1 and pc2=192.168.0.2 then master(pc1): addr_out = « 192.168.0.2 » (sending to pc2) et slave(pc2): addr_out = « 192.168.0.1 » (sending to pc1) with the quotation marks Note the port inversion between master and slave, you can put any port you want. In short, it looks like the config of model2, same principle
  • In each directory, you will also need to copy the normal version of supermodel. This will allow us to properly configure the network via the service menu
  • So type in command line as usual:
    • supermodel.exe name_of_the_rom
  • Enter the service menu and change the options for the network
    • your master to master
    • your slave to slave
  • do not forget to change the network ids (for example the master in 1 and the slave in 2) save when leaving the service menu and leaving supermodel

now the proper network launch

  • the launch must be done exclusively on the command line
  • supermodel-net.exe -no-threads name_of_the_rom
  • Do not forget the -no-threads option because otherwise crash. This options will unfortunately slow down the emulator enormously while waiting for better.
  • Think about your firewall
  •  Important information, the sync between master and slave may not be done correctly. If the games do not go into the attract mode or it seems blocked, it will be necessary to stop and restart, being careful to start the games in the same second (max 5 seconds). Additional constraint, impossible to pause, can not move the window once the connection is secured or else crash
  • I repeat, it’s a development version, do not expect a miracle
  • Please do not go to the official forum with questions about the network because the support of the network card is still in its early stage and is not enabled by default.

Revision 695

Author: dukeeeey | Date: poniedziałek, 8 stycznia 2018 01:13:23

  • fix build

Revision 694

Author: dukeeeey | Date: niedziela, 7 stycznia 2018 15:07:59

  • add the rest of the network board code (Spindizzi)

Revision 693

Author: dukeeeey | Date: sobota, 6 stycznia 2018 12:19:04

  • use the correct c++ deleters

Revision 692

Author: dukeeeey | Date: sobota, 6 stycznia 2018 02:18:14

  • use a few macros to make debugging less painful

Revision 691

Author: dukeeeey | Date: czwartek, 4 stycznia 2018 20:14:12

  • Add network board emulation. Currently not linked with the rest of the project.

Revision 690

Author: dukeeeey | Date: środa, 3 stycznia 2018 18:51:24

  • remove using namespace from headers ..

Revision 689

Author: dukeeeey | Date: środa, 3 stycznia 2018 17:19:10

  • rename to avoid clash with a #define

Revision 688

Author: dukeeeey | Date: wtorek, 2 stycznia 2018 19:54:34

  • add asynchronous sending functions

Revision 687

Author: dukeeeey | Date: piątek, 29 grudnia 2017 12:46:38

  • remove dead variable

Revision 686

Author: dukeeeey | Date: piątek, 29 grudnia 2017 12:42:03

  • Add basic networking files to supermodel. Currently these are win32 specific but can port to SDL or whatever later.

Revision 685

Author: dukeeeey | Date: czwartek, 21 grudnia 2017 12:14:06

  • Fix the smallest texture lods (Harry Tuttle)

Revision 684

Author: dukeeeey | Date: środa, 20 grudnia 2017 19:47:17

  • fix array out of bounds

Revision 683

Author: dukeeeey | Date: wtorek, 19 grudnia 2017 12:43:17

  • remove debug code

Revision 682

Author: dukeeeey | Date: poniedziałek, 18 grudnia 2017 00:02:25

  • mark as static

Revision 681

Author: dukeeeey | Date: niedziela, 17 grudnia 2017 23:25:50

  • Implement sub 8x8 tile encoding. Fixes incomplete mipmap chains which previously only went down to 8x8 pixels before. It wasn't known these textures existed before. (Harry Tuttle)

Revision 680

Author: dukeeeey | Date: środa, 13 grudnia 2017 02:21:25

  • Fix some bad/missing textures in fighting vipers. The game is referencing totally illegal texture sizes. The real h/w was just handling it somehow, whilst we were returning null for the textures. This might produce junk textures for the lower mipmaps, but this can be clamped in a later update.

Revision 679

Author: dukeeeey | Date: czwartek, 23 listopada 2017 18:51:51

  • Shift fog maths to fragment shader to fix bug in virtua on.

Revision 678

Author: dukeeeey | Date: poniedziałek, 20 listopada 2017 23:21:15

  • The vertex shader is run before clipping is done. If fogging values are calculated and clamped in the vertex shader it can interpolate bad values, since the range has been truncated. This happens if the polys overlap the near plane. The solution to clamp the values in the fragment shader. This fixes a bunch of fogging errors I long thought were transparency related errors in the ocean hunter.

Revision 677

Author: dukeeeey | Date: wtorek, 7 listopada 2017 01:15:57

  • Fixed shading also works with untextured polys. Fixes some shading issues in La machineguns. (Harry Tuttle)
→ [ARCADE] Supermodel 0.3a SVN676

Revision 676

Author: dukeeeey | Date: 5 listopada 2017 14:25:33

  • Update step 1.5 luminous logic with Harry's findings. Fixes various shading issues.

Revision 675

Author: dukeeeey | Date: 19 października 2017 22:48:53

  • Finish the hash function (Harry Tuttle)

Revision 674

Author: dukeeeey | Date: 7 października 2017 14:39:30

  • Remove fixed shading check from specular.

Revision 673

Author: trzy | Date: 6 października 2017 03:04:49

  • Makefile fixes: Moved Windows-specific source files out of Makefile.inc, using 'bin' and 'obj' when bits are not explicitly set, and changed output file to Supermodel rather than Supermodel.exe, which works on all platforms.

Revision 672

Author: dukeeeey | Date: 5 października 2017 21:15:00

  • Star wars is the only game to pass unsigned fixed shaded values (per vertex brightness) to the renderer. Originally we thought that the specular flag would turn on unsigned values since it's the only game to set specular with these polys, but this logic turned out to be incorrect. The JTAG interface seems to config the GPU to turn on this functionality. (Harry Tuttle)

Revision 671

Author: dukeeeey | Date: 5 października 2017 20:54:36

  • update visual studio project

Revision 670

Author: dukeeeey | Date: 5 października 2017 20:49:08

  • update spotlight code (Harry Tuttle)

Revision 669

Author: trzy | Date: 5 października 2017 04:17:48

  • Harry's patch: add dirtdvlsj and change "Star Wars Trilogy" to "Star Wars Trilogy Arcade"

Revision 668

Author: trzy | Date: 5 października 2017 04:14:02

  • New, saner Makefiles. They still require some customization but share a core Makefile include with auto-generation of dependencies. Multi-threaded building (e.g., make -j6) is supported now.

Revision 667

Author: dukeeeey | Date: 30 września 2017 21:05:04

  • add missing header

Revision 666

Author: trzy | Date: 27 września 2017 15:20:09

  • Get rid of unused variable warning

Revision 665

Author: dukeeeey | Date: 26 września 2017 02:30:08

  • Fix the sky in one of the levels in virtua on. The problem was caused by the fact we didn't split the mesh by the fog % burn through, so all the polys had the same value. We could use a vertex attrib, but % burn through fog is so rarely used and when it is, normally every poly in the mesh has the same value.

Revision 664

Author: trzy | Date: 25 września 2017 02:05:10

  • Fix tiny memory leak

Revision 663

Author: dukeeeey | Date: 25 września 2017 00:49:20

Revision 662

Author: dukeeeey | Date: 25 września 2017 00:39:53

  • update project files

Revision 661

Author: dukeeeey | Date: 25 września 2017 00:36:12

  • work around for visual studio bug

Revision 660

Author: dukeeeey | Date: 25 września 2017 00:14:39

  • fix missing header

Revision 659

Author: dukeeeey | Date: 25 września 2017 00:03:31

  • cannot specify explicit initializer for arrays - fix for visual studio

Revision 658

Author: trzy | Date: 24 września 2017 22:52:48

  • New work-in-progress frame timing code (disabled by default, compile with NEW_FRAME_TIMING defined to activate it)
  • New JTAG emulation, moved into its own class, CJTAG
  • Removed game-specific sun clamp hacks from CNew3D (JTAG and Real3D emulation will call the appropriate method to configure this at run-time)
  • Removed JTAG from Real3D save state data and reused some of that space for new state variables having to do with the internal JTAG-based config as well as new frame timing state variables

Revision 657

Author: trzy | Date: 24 września 2017 22:49:31

  • Added functions to safely read and write bools

Revision 656

Author: trzy | Date: 24 września 2017 20:40:58

  • Added functions to extract bits as integer values and updated comment about bit vector layout

Revision 655

Author: trzy | Date: 23 września 2017 18:08:27

  • Added SetOnes() and SetZeros()

Revision 654

Author: trzy | Date: 23 września 2017 17:40:20

  • Safe guard against shifting empty register.

Revision 653

Author: trzy | Date: 23 września 2017 17:33:26

  • Hex formatting support extended to 64 bits.

Revision 652

Author: trzy | Date: 23 września 2017 17:03:06

  • Added ShiftOutLeft() and ShiftOutRight()

Revision 651

Author: trzy | Date: 23 września 2017 16:42:05

  • Renamed shift in/out functions to add/remove to be less ambiguous about their functionality

Revision 650

Author: trzy | Date: 19 września 2017 21:43:06

  • Added ToHexString() and made ostream serialization use this

Revision 649

Author: trzy | Date: 18 września 2017 06:24:23

  • Fix for VS2015 and newer by MetalliC

Revision 648

Author: trzy | Date: 7 września 2017 21:33:25

  • Added BitRegister class (for use in upcoming JTAG refactor): an inefficient but flexible container for manipulating a dynamic bit stream.

Revision 647

Author: dukeeeey | Date: 6 września 2017 15:07:39

  • Calculating the length of the vertex results in quite broken values for fogging when the vertices are traversing the view frustum. The hardware also wouldn't have been doing a square root per vertex for fogging. Simply using the z values is enough. Todo check clamping of values for the near/far planes.

Revision 646

Author: dukeeeey | Date: 2 września 2017 16:54:16

  • add interface for sun clamp

Revision 645

Author: dukeeeey | Date: 30 sierpnia 2017 23:45:25

  • Optimise vertex data to cut down on unnecessary copying

Revision 644

Author: dukeeeey | Date: 29 sierpnia 2017 12:27:29

  • Modern hardware does backface culling in window space by calculating the face normal for the polygon, then doing a dot product against the view vector. The real3d pro-1000 on the other hand passes a pre-calculated face normal for each polygon which is used for culling. We were using this face normal to rewind the polygons so that regular backface culling would work. This worked 99.9% of the time. However this was failing on some models in Virtua Striker. The reason was because the pre-calculated face normals being passed were actually completely different to the actual face normals for the poly (not just inverted like you would expect). This broke our code. The solution was to emulate face culling directly in the vertex shader using the pre-calculated face normals directly. Only minimally tested this but hopefully there are no obvious regressions.

Revision 643

Author: trzy | Date: 29 sierpnia 2017 03:28:21

  • DMA and register space access for Real3D have been unified and CReal3D::ReadRegister() returns little endian data now that the PowerPC handler byte-swaps back, to be consistent with how DMA registers work.

Revision 642

Author: dukeeeey | Date: 26 sierpnia 2017 00:40:39

  • Changed fixed shaded logic for step 1.5 hw based upon Harry's findings

Revision 641

Author: dukeeeey | Date: 22 sierpnia 2017 01:00:29

  • cosmetic

Revision 640

Author: dukeeeey | Date: 19 sierpnia 2017 22:06:31

  • Harry made some important discoveries with regards to fixed shading on the model 3 (per vertex poly brightness values). Firstly values are allowed to be negative, and they are used as a drop in replacement in the standard lighting equation for the normal dot light vector. This quite radically changes the brightness in LA Machine guns, but now correctly matches the arcade.

Revision 639

Author: trzy | Date: 19 sierpnia 2017 21:29:05

  • Patched Sega Rally 2 DX to boot up. Enjoy Sega Rall 2 without MPEG music at 50% speed ;)

Revision 638

Author: trzy | Date: 19 sierpnia 2017 21:27:58

  • Fixed up memory region dumping code to use the new Util::FlipEndian functions

Revision 637

Author: trzy | Date: 16 sierpnia 2017 02:58:39

  • Fixed a bug in MCRFS instruction related to the VXSOFT, VXSQRT, and VXCVI bits. Thanks to Spindizzi.

Revision 636

Author: dukeeeey | Date: 16 sierpnia 2017 01:21:57

  • Finish fixed shading for 2.0 hardware. I'm pretty sure it actually works identically to step 1.5 hardware. The oddball is LA machine guns where the viewport ambient doesn't seem to effect the brightness. But the ambient works differently in this game because it uses the unclamped light model. Still need to investigate if the diffuse factor effects fixed shading.

Revision 635

Author: dukeeeey | Date: 15 sierpnia 2017 22:50:36

  • With fixed shading, when lighting is disabled, fixed shading appears to be a flat shaded version based upon the poly colour, instead of per vertex attributes.

Revision 634

Author: dukeeeey | Date: 15 sierpnia 2017 22:45:08

  • Pad struct and align on 4 byte boundary.

Revision 633

Author: dukeeeey | Date: 15 sierpnia 2017 01:30:34

  • simplify

Revision 632

Author: dukeeeey | Date: 14 sierpnia 2017 18:10:26

  • fixed shading doesn't effect the alpha channel

Revision 631

Author: dukeeeey | Date: 14 sierpnia 2017 11:14:06

  • Fixed shading (per vertex poly colours) on step 1.5 hardware have the viewport ambient value added to them. This fixes various shading on scud. To do this had to switch the maths to the vertex shader.

Revision 630

Author: dukeeeey | Date: 11 sierpnia 2017 13:59:41

  • Fix attribute locations. glBindAttribLocation must be called linking

Revision 629

Author: trzy | Date: 11 sierpnia 2017 02:41:10

  • Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default.

Revision 628

Author: dukeeeey | Date: 10 sierpnia 2017 17:59:16

  • make the new3d engine default :] Legacy engine can still be selected using -legacy3d in the command line

Revision 627

Author: dukeeeey | Date: 10 sierpnia 2017 17:43:03

  • use generic vertex attributes

Revision 626

Author: dukeeeey | Date: 10 sierpnia 2017 01:25:01

  • Technically matrix casts are only allowed in glsl 1.2 and later

Revision 625

Author: dukeeeey | Date: 9 sierpnia 2017 23:40:48

  • Remove debug code

Revision 624

Author: dukeeeey | Date: 9 sierpnia 2017 18:56:56

  • Sometime ago I managed to work out that specular on the model3 is not real specular, and really is just an extension of diffuse lighting. But attempts were derailed by corner cases and the fact we were not handling the normals correctly. Anyway Harry managed to successfully come up with an algorithm, and coefficients that give an almost perfect match to specular on the model3, based soley on observations from video footage! He also worked out that the lighting on hardware 1.5 onwards appears to be unclamped (ie greater than 1). This quite radically changes the brightness of some of the games, but much better matches the original hardware.

Revision 623

Author: dukeeeey | Date: 3 sierpnia 2017 13:05:04

  • cosmetic

Revision 622

Author: dukeeeey | Date: 3 sierpnia 2017 12:41:18

  • Add the unclamped light model we know exists to the shaders.

Revision 621

Author: dukeeeey | Date: 2 sierpnia 2017 01:48:53

  • Ski champ for some reason is passing denormalised numbers for the modelscale. This is causing a NaN in our shader killing the lighting for these models, so we simply skip these, since they are essentially zero anyway. Thanks to Harry for finding this bug :)

Revision 620

Author: dukeeeey | Date: 29 lipca 2017 18:30:30

  • We were force normalising the result of matrix * normal, which looked correct in most cases. But this didn't preserve the scaling of the matrix, or the scaling of the model normals which resulted in many over bright areas. On it's own this generally worked, but games like Star Wars looked quite broken. Harry correctly figured out if you scale these normals by the scaling value that is sometimes present in the culling nodes the lighting looks correct. Still more work to do to correctly figure out the model3's lighting model.

Revision 619

Author: dukeeeey | Date: 22 lipca 2017 19:15:14

  • Implement unclamped light model based upon Harry's findings. Unknown how this is turned on/off.

Revision 618

Author: dukeeeey | Date: 8 lipca 2017 12:55:14

  • Use c++11 raw string literals
→ [ARCADE] Supermodel 0.3a SVN617

Revision 617

Author: dukeeeey | Date: 29 czerwca 2017 21:05:30

  • Clamp the ambient light to a max of 0.75. LA Machine guns seems to use an ambient value of 1, which is full bright for everything. But for some reason the hardware seems to treat this as ~ 0.75. This fixes various missing shading in the game. This doesn't seem to have any negative effects on other games I have tested. Clamping in the shader as we might need the full range of values for fixed shading.

Revision 616

Author: dukeeeey | Date: 25 czerwca 2017 22:09:45

  • remove WIP code

Revision 615

Author: dukeeeey | Date: 25 czerwca 2017 21:50:02

  • convert sun angle coordinate system outside of the shader
→ [ARCADE] Supermodel 0.3a SVN614
Ze względu na zmianę karty GFX (z ATI na Nvidia) trudno mi coś powiedzieć:P

Revision 614

Author: dukeeeey | Date: 21 czerwca 2017 19:04:53

  • A second go at fixing the fixed lighting in star wars .. Fixed shading is per vertex poly colours. For some reason in star wars they are treated as unsigned values instead of signed, like in every other game. These polys are all marked with specular enabled, where as in the rest of the games they are missing this flag. That's the only difference I can find.

Revision 613

Author: dukeeeey | Date: 20 czerwca 2017 23:44:58

  • fix double offset

Revision 612

Author: dukeeeey | Date: 20 czerwca 2017 22:13:42

  • Revert previous fixed shading changes. Implement new logic for fixed shading on step 1.5 hardware based upon Harry's findings.

Revision 611

Author: dukeeeey | Date: 20 czerwca 2017 21:46:06

  • remove debug code

Revision 610

Author: dukeeeey | Date: 17 czerwca 2017 18:05:54

  • Fix the fix shading in star wars. Fixed shading still needs some work for mag truck and dirt devils to match the arcade.

Revision 609

Author: dukeeeey | Date: 8 czerwca 2017 01:16:22

  • cosmetic

Revision 608

Author: dukeeeey | Date: 8 czerwca 2017 01:14:01

  • Tweak scroll fog logic again .. should fix missing 2d fogging in Spikeout.

Revision 607

Author: dukeeeey | Date: 6 maja 2017 18:47:31

  • rewrite scroll fog logic

Revision 606

Author: dukeeeey | Date: 25 kwietnia 2017 02:31:39

  • Remove debug code

Revision 605

Author: dukeeeey | Date: 25 kwietnia 2017 02:10:55

  • minor culling node optimisations

Revision 604

Author: dukeeeey | Date: 20 kwietnia 2017 21:46:40

  • don't need cast, conversion is implicit

Revision 603

Author: dukeeeey | Date: 20 kwietnia 2017 21:43:41

  • better state handling

Revision 602

Author: dukeeeey | Date: 17 kwietnia 2017 12:40:07

  • parse out some culling node values

Revision 601

Author: dukeeeey | Date: 15 kwietnia 2017 21:00:46

  • There are 2 bits in the polyheader labelled discard. When both are set ie in sega rally, the polygons are totally discarded. Scud seems to set bit 1 which seems halve the opacity.

Revision 600

Author: dukeeeey | Date: 15 kwietnia 2017 01:41:11

  • The real3d has a flag that allows the hw to skip polygons so that they aren't rendered. Sega rally2 uses this for the dust effects. Triangles or quads that have this flag are junk, and look like random corruption if you try to draw them. We assumed polys that shared vertices with these bad polygons were also bad. It turns out the last few shared vertices in these polys were in fact valid, and thus the entire quad/triangle strip should be drawn and not discarded.

Revision 599

Author: trzy | Date: 14 kwietnia 2017 19:09:33

  • Linux Makefile fixed by Sergio Benjamin

Revision 598

Author: dukeeeey | Date: 14 kwietnia 2017 02:08:17

  • light parameters must be clamped (HarryTuttle)

Revision 597

Author: dukeeeey | Date: 12 kwietnia 2017 17:47:57

  • Virtua fighter has a few massive polys that shouldn't be visible. It looks like these polys have a bad matrix, but the node distances are all zero. This means the bounding box that encapsulates them is of size zero. Skipping over these entirely seems to fix the issue.

Revision 596

Author: trzy | Date: 12 kwietnia 2017 04:41:02

  • Updated Util::Config::Node unit tests with multiple leaf node test
→ [ARCADE] Supermodel 0.3a SVN595
Harley

Revision 595

Author: dukeeeey | Date: 11 kwietnia 2017 13:11:45

  • remove unused variable

Revision 594

Author: trzy | Date: 11 kwietnia 2017 09:03:47

  • Extended -gfx-state to produce culling node analysis

Revision 593

Author: trzy | Date: 11 kwietnia 2017 09:03:10

  • Fixed behavior of Util::Config::Node when adding nested nodes (only leaf level can be duplicated; e.g., foo/bar and foo/bar will create one foo with two bar children, rather than two foo each with one bar).

Revision 592

Author: trzy | Date: 9 kwietnia 2017 17:27:43

  • Spindizzi's SCSP DSP fix for the VF3TB cave stage

Revision 591

Author: trzy | Date: 9 kwietnia 2017 17:08:02

  • Hooked up the command line help options (thanks, Spindizzi!) and updated copyright info

Revision 590

Author: trzy | Date: 9 kwietnia 2017 02:10:38

  • Removed unnecessary patches from lemans24

Revision 589

Author: dukeeeey | Date: 8 kwietnia 2017 23:01:11

  • add missing include

Revision 588

Author: trzy | Date: 8 kwietnia 2017 20:30:29

  • Removed patches from source code and moved them into game XML file. Created ROMSet.cpp. Print a more descriptive error when game XML file fails to load.

Revision 587

Author: trzy | Date: 8 kwietnia 2017 20:28:49

  • Updated help text to include -game-xml-file option
→ [ARCADE] Supermodel 0.3a SVN586
Daytona USA 2 - Battle on the Edge (SEGA, 1998)

Revision 584

Author: trzy | Date: 7 kwietnia 2017 06:42:04

  • Harry Tuttle's fixes to fishing controls: invert fishing rod y and fishing stick y axis values so setting a negative axis is not necessary. Also changed reel to an analog input (similar to a pedal), whose neutral position is 0.

Revision 583

Author: trzy | Date: 7 kwietnia 2017 06:30:27

  • Harry Tuttle's change to Harley gear shift to use a single bit instead of two (no detectable difference in behavior, though)

Revision 582

Author: trzy | Date: 6 kwietnia 2017 05:23:32

  • Removed unused file: Game.cpp

Revision 581

Author: trzy | Date: 5 kwietnia 2017 22:57:40

  • Fixed lamachin title -- thanks Jiterdomer!

Revision 582

Author: trzy | Date: 6 kwietnia 2017 05:23:32

  • Removed unused file: Game.cpp

Revision 581

Author: trzy | Date: 5 kwietnia 2017 22:57:40

  • Fixed lamachin title -- thanks Jiterdomer!

Revision 580

Author: dukeeeey | Date: 5 kwietnia 2017 21:32:01

  • cosmetic

Revision 579

Author: dukeeeey | Date: 5 kwietnia 2017 19:57:38

  • Daytona seems to use this completely undocumented feature of the real3d pro-1000, the ability to invert texture colours. This patch fixes the colours on the cars, and the signs which should flash by alternating their colours.

Revision 578

Author: trzy | Date: 5 kwietnia 2017 18:19:08

  • Removed last vestiges of CINIFile from input system and removed Games.cpp, INIFile.cpp, and ROMLoad.cpp

Revision 577

Author: trzy | Date: 5 kwietnia 2017 18:17:57

  • Using Game::INPUT_* instead of obsolete GAME_INPUT_*

Revision 576

Author: trzy | Date: 5 kwietnia 2017 07:35:45

  • Changes by Harry Tuttle: game list more accurately reflects MAME's, added a root level XML "games" node, print ROM version along with title

Revision 575

Author: trzy | Date: 5 kwietnia 2017 01:28:06

  • Fixed graphics state analyzer

Revision 574

Author: trzy | Date: 5 kwietnia 2017 01:27:39

  • Added cstring

Revision 573

Author: trzy | Date: 4 kwietnia 2017 07:27:37

  • Added remaining games largely thanks to the efforts of the mysterious '阳阳'

Revision 572

Author: dukeeeey | Date: 3 kwietnia 2017 14:02:49

  • more whitespace ..

Revision 571

Author: dukeeeey | Date: 3 kwietnia 2017 14:01:37

  • white space ..

Revision 570

Author: dukeeeey | Date: 3 kwietnia 2017 14:00:25

  • Cache dereferenced values. Cuts loading time from 15 to 5 seconds in debug mode :)

 

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