Nowa wersja testowa emulatora arcade maszynek SEGA MODEL III. Aby cieszyć się tymi zmianami, które jednak zachodzą w tym emulatorze trzeba dodać koniecznie jeden parametr do ini: New3DEngine = 1 lub z linii komend dodać switch -new3d.
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 :)
→ [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
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
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
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 SVN569
Games defined in Config/Games.xml: ROM Set Title ------- ----- dayto2pe Daytona 2 Power Edition eca Emergency Call Ambulance fvipers2 Fighting Vipers 2 lamachin L.A. Machineguns: Rise of the Machines lostwsga The Lost World magtruck Magical Truck Adventure oceanhun The Ocean Hunter scud Scud Race swtrilgy Star Wars Trilogy vf3 Virtua Fighter 3
Revision 569
Author: trzy | Date: 3 kwietnia 2017 07:34:23
- Included cstring for memcpy
Revision 568
Author: trzy | Date: 3 kwietnia 2017 03:03:38
- Rewrote large parts of ROM loading code to more gracefully handle merged sets where overwritten parent ROMs are not present. Better handling of multiple zip files. Optimized ROM loading when stride and chunk size are equal and got rid of safety checks that I don't believe are necessary any longer.
Revision 567
Author: dukeeeey | Date: 2 kwietnia 2017 23:03:59
- Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle)
Revision 566
Author: trzy | Date: 1 kwietnia 2017 07:08:50
- Fixed missing file detection (set_difference requires inputs sorted by desired key) and improved error reporting
Revision 565
Author: trzy | Date: 31 marca 2017 07:32:16
- Made scuda a child set of scud
Revision 564
Author: trzy | Date: 31 marca 2017 07:23:34
- Removed TODO comment
Revision 563
Author: trzy | Date: 31 marca 2017 07:23:04
- Smarter game selection when a zip file contains multiple games (prefer child when parent is also present in zip)
Revision 562
Author: trzy | Date: 31 marca 2017 06:44:45
- Warn about parent ROM sets having parent defined (not allowed)
Revision 561
Author: trzy | Date: 31 marca 2017 06:27:09
- Print missing files from games
→ [ARCADE] Supermodel 0.3a SVN560
Revision 560
Author: trzy | Date: 30 marca 2017 08:17:34
- Support loading of parent ROM sets (e.g., scudp will load scud)
Revision 559
Author: dukeeeey | Date: 29 marca 2017 00:28:46
- compile fixes
Revision 558
Author: dukeeeey | Date: 28 marca 2017 23:02:14
- MSYS2 compile fix (HarryTuttle)
Revision 557
Author: dukeeeey | Date: 28 marca 2017 22:24:44
- Replace glsl 3 function. Apparently this doesn't work on OS X.
Revision 556
Author: dukeeeey | Date: 28 marca 2017 21:33:16
- fix compile warnings
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