[ARCADE] Supermodel 0.3a SVN595

[2] # SuperModel Forum | środa, 12 Kwietnia 2017 00:42CET

[ARCADE] Supermodel 0.3a SVN595

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.

→ [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
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 :)

 

→ [ARCADE] Supermodel 0.3a SVN569
Emergency Call Ambulance (Sega, 1999)

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
→ [ARCADE] Supermodel 0.3a SVN555

 

Revision 555

Author: trzy | Date: 28 marca 2017 06:03:38

  • Sort games found in zip file by descending order of matching files so that game with the *most* matching files is picked

Revision 554

Author: trzy | Date: 28 marca 2017 06:01:50

  • Added: bass, daytona2, dirtdvls, harley, lemans24, scuda, skichamp, spikeofe, spikeout, von2, vs2, vs298, vs2v991
  • Fixed: dayto2pe title

Revision 553

Author: trzy | Date: 28 marca 2017 03:05:35

  • Fixed scud mpeg roms

Revision 552

Author: dukeeeey | Date: 28 marca 2017 00:06:23

  • don't ask

Revision 551

Author: dukeeeey | Date: 28 marca 2017 00:01:31

  • fix project files

Revision 550

Author: dukeeeey | Date: 27 marca 2017 20:15:15

  • fix multiple default constructors

Revision 549

Author: dukeeeey | Date: 27 marca 2017 16:14:36

  • add missing include
→ [ARCADE] Supermodel 0.3a SVN548
Star Wars Trilogy (Sega, LucasArts, 1998)

Revision 548

Author: trzy | Date: 27 marca 2017 05:19:15

  • Massive internal change: removed CConfig object and replaced it with a hierarchical config object system (Util::Config::Node). Games are now defined in an XML file. Hopefully I didn't break too many things :/

Revision 547

Author: trzy | Date: 27 marca 2017 05:13:34

  • Cosmetic: renamed step to stepping

Revision 546

Author: trzy | Date: 27 marca 2017 05:10:36

  • No need to enclose values in quotes when writing INI file. Print that file was saved to console and log.

Revision 545

Author: trzy | Date: 27 marca 2017 05:09:24

  • Added a TODO list

Revision 544

Author: trzy | Date: 27 marca 2017 05:08:40

  • Added srally2

Revision 543

Author: trzy | Date: 27 marca 2017 04:02:22

  • Encapsulated zip file handling and added a "parent" member to the Game struct

Revision 542

Author: trzy | Date: 26 marca 2017 18:38:55

  • Checking in GameLoader.cpp, GameLoader.h, and ROMSet.h (not currently used in build) because I need to make a substantial modification in my local tree

Revision 541

Author: trzy | Date: 25 marca 2017 18:39:09

  • Fixed dayto2pe sample ROMs
→ [ARCADE] Supermodel 0.3a SVN540
Fighting Vipers 2 (Sega, 1998)

Revision 540

Author: dukeeeey | Date: 25 marca 2017 01:06:24

  • The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated.

Revision 539

Author: dukeeeey | Date: 24 marca 2017 21:54:12

  • Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases.

Revision 538

Author: dukeeeey | Date: 24 marca 2017 18:43:07

  • cosmetic

Revision 537

Author: dukeeeey | Date: 24 marca 2017 17:51:52

  • calculate the correct number of mipmap textures

Revision 536

Author: dukeeeey | Date: 24 marca 2017 14:38:20

  • Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors :)

Revision 535

Author: trzy | Date: 24 marca 2017 06:33:25

  • Added fvipers2
→ [ARCADE] Supermodel 0.3a SVN533
Daytona USA 2 Power Edition (Sega, 1998)

Revision 533

Author: trzy | Date: 23 marca 2017 05:38:39

  • Added more games to Games.xml: dayto2pe, eca, lamachin, lostwsga, magtruck, oceanhun, vf3. Fixed swtrilgy (MPEG music).

Revision 532

Author: trzy | Date: 23 marca 2017 05:22:25

  • Added 8- and 16-bit tilegen VRAM access handlers to fix missing columns in Star Wars Trilogy tilemaps. Thanks to Spindizzi for initial confirmation that this was the problem.

Revision 531

Author: dukeeeey | Date: 22 marca 2017 21:38:44

  • fix scissor code for native resolution (thanks HarryTuttle)

Revision 530

Author: dukeeeey | Date: 19 marca 2017 10:54:51

  • remove debug code

Revision 529

Author: dukeeeey | Date: 19 marca 2017 02:33:45

  • The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch :)
→ [ARCADE] Supermodel 0.3a SVN528
The Lost World

Revision 528

Author: dukeeeey | Date: 13 marca 2017 01:59:35

  • Texture coordinates seem to be scaled relative to the fixed texture size of 256. Thanks to HarryTurtle for figuring this crazy logic out. The road in scud matches the arcade now almost perfectly.

Revision 527

Author: dukeeeey | Date: 12 marca 2017 20:00:00

  • Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle)

Revision 526

Author: dukeeeey | Date: 11 marca 2017 13:55:47

  • More fixes to microtexture coordinates. They go vertically up and down the texture sheet, and not horizontally as I had guessed. (Thanks HarryTurtle)

Revision 525

Author: dukeeeey | Date: 11 marca 2017 02:18:43

  • Fix microtexture texture coordinates (thanks HarryTuttle)
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