[ARCADE] Supermodel 0.3a SVN739

[5] # EmuFrance | środa, 5 Września 2018 00:26CET

[ARCADE] Supermodel 0.3a SVN739

Nowa wersja testowa emulatora arcade maszynek SEGA MODEL III. Wrzucam od czasu, do czasu nowe wersje tego świetnego emulatora, ale zazwyczaj ich nie opisuje, czekając aż Bart Trznadlowski w końcu obwieści kolejną odsłonę swojego programu.

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.
→ NOWSZY [ARCADE] Supermodel 0.3a SVN828

Revision 828

Author: sheridan | Date: środa, 16 września 2020 09:03:03

  • Remove using namespace from headers.

Revision 827

Author: dukeeeey | Date: wtorek, 15 września 2020 10:51:23

  • fix compiling with visual studio

Revision 826

Author: dukeeeey | Date: poniedziałek, 14 września 2020 22:01:52

  • fix missing polys with quad renderer

Revision 825

Author: sheridan | Date: poniedziałek, 14 września 2020 09:01:54

  • Balance initial value set to "0" rather than "false". "False" is interpreted as 0 when decoded as a float, so there will be no effect here, but this expresses the intended logic better.

Revision 824

Author: sheridan | Date: poniedziałek, 14 września 2020 08:59:38

  • Fixed a longstanding bug that caused stereo channels to be flipped incorrectly.
  • This was due to the initial audio buffer write position being aligned to the middle of a 4 byte (2 byte left, 2 byte right) audio sample.
  • In multi-threaded mode, some sort of race condition caused this alignment to be fixed until audio playback was temporarily paused (via pausing, loading a state, etc.)
  • Audio playback should now be fixed and work consistently in all cases.

Revision 823

Author: dukeeeey | Date: wtorek, 8 września 2020 11:10:24

  • Clip scroll fog to viewport, instead of filling entire screen. Fixes fog bug in Daytona credits.

Revision 822

Author: dukeeeey | Date: poniedziałek, 7 września 2020 18:25:18

  • Update scroll fog logic. Should fix the credits in virtua fighter and daytona that have fogging applied to the background layer and shouldn't.

Revision 821

Author: sheridan | Date: piątek, 4 września 2020 07:48:41

  • Add missing library from previous windows makefile update.
  • NEW_FRAME_TIMING build option was removed because it was no longer used.

Revision 820

Author: sheridan | Date: czwartek, 3 września 2020 08:27:57

  • Windows makefile update

Revision 819

Author: sheridan | Date: poniedziałek, 31 sierpnia 2020 11:28:35

  • Reworked logging system to support output to multiple outputs: files, stdout, stderr, and syslog (OutputDebugString on Windows, syslog on other systems).
  • Added ordinal logging level: all, debug, info, error. Compiling with DEBUG defined is no longer necessary for debug logging. Be careful when logging debug level because it produces copious output.
  • Fixed -enter-debugger options when compiled with SUPERMODEL_DEBUGGER.
  • Command line parse errors no longer ignored; Supermodel will now exit.

Revision 818

Author: sheridan | Date: środa, 26 sierpnia 2020 18:14:54

  • Rename command line SCSP option to -legacy-scsp and -new-scsp

Revision 817

Author: sheridan | Date: środa, 26 sierpnia 2020 18:05:23

  • Correct the returned value from previous getbass patch
  • There was a strange side effect on Ocean Hunter game

Revision 818

Author: sheridan | Date: środa, 26 sierpnia 2020 18:14:54

  • Rename command line SCSP option to -legacy-scsp and -new-scsp

Revision 817

Author: sheridan | Date: środa, 26 sierpnia 2020 18:05:23

  • Correct the returned value from previous getbass patch
  • There was a strange side effect on Ocean Hunter game

Revision 816

Author: sheridan | Date: wtorek, 25 sierpnia 2020 10:48:25

  • Getbass related
  • Game now boots in game
  • Add missing analog input and buttons

Revision 815

Author: sheridan | Date: poniedziałek, 24 sierpnia 2020 12:09:01

  • Small oversight in the new SCSP code

Revision 814

Author: dukeeeey | Date: sobota, 22 sierpnia 2020 22:41:47

  • Various SCSP improvements and code cleanup:
    • Ported MAME's implementation
    • Corrected FM sound for songs in VF3 that use it
    • Music tempo now closer to real hardware thanks to emulating two SCSP chips.
    • Add LegacySoundDSP config option for games with SCSP DSP glitches (ex. engine noises in Sega Rally 2, and loud garbage on Bahn's stage in Fighting Vipers 2)
    • Renamed SysFPS to "SoundClock" (since raising this appears to adjust the sound frequency).(Submitted by Paul Prosser)

Revision 813

Author: sheridan | Date: sobota, 22 sierpnia 2020 11:03:53

  • New ecap crc rom + rom patch

Revision 812

Author: sheridan | Date: sobota, 22 sierpnia 2020 11:00:13

  • Low level z80 core bug
  • Discovered when looking at lemans ffb board (real Model3 rom, not Model2 stcc one)
  • This could affect other ffb board and/or scud race DSB1 sound board
  • However I didn't notice any bad things

Revision 811

Author: dukeeeey | Date: sobota, 1 sierpnia 2020 11:02:04

  • Remove some debug code

Revision 810

Author: dukeeeey | Date: piątek, 31 lipca 2020 21:18:51

  • Update glew version

Revision 809

Author: dukeeeey | Date: poniedziałek, 27 lipca 2020 12:28:48

  • build fixes for mac

Revision 808

Author: sheridan | Date: poniedziałek, 27 lipca 2020 11:02:07

  • skichamp rom patch: prevent driveboard error at boot

Revision 807

Author: sheridan | Date: piątek, 3 lipca 2020 11:15:08

  • Linux build compatibility changes

Revision 806

Author: sheridan | Date: piątek, 3 lipca 2020 11:08:03

  • Update makefiles

Revision 805

Author: dukeeeey | Date: środa, 1 lipca 2020 19:51:21

  • silence a few casting warnings

Revision 804

Author: sheridan | Date: środa, 1 lipca 2020 17:56:21

  • Netboard related: Define a new hardware line in games.xml

Revision 803

Author: sheridan | Date: środa, 17 czerwca 2020 18:31:22

  • _rotl() replacement

Revision 802

Author: dukeeeey | Date: środa, 17 czerwca 2020 17:11:58

  • Only try and make a connection if we have enabled EmulateNet

Revision 801

Author: dukeeeey | Date: środa, 17 czerwca 2020 13:41:41

  • Fix corrupted memory in network mode

Revision 800

Author: dukeeeey | Date: wtorek, 16 czerwca 2020 14:01:13

  • remove old files

Revision 799

Author: dukeeeey | Date: wtorek, 16 czerwca 2020 13:55:38

  • Replace network code with new tcp implementation

Revision 798

Author: dukeeeey | Date: sobota, 13 czerwca 2020 21:46:12

  • Add SDLnetworking + some basic tcp classes

Revision 797

Author: dukeeeey | Date: piątek, 12 czerwca 2020 19:33:21

  • cache variable, without it is unusably slow in debug mode

Revision 796

Author: dukeeeey | Date: środa, 10 czerwca 2020 11:12:34

  • add missing file

Revision 795

Author: dukeeeey | Date: poniedziałek, 8 czerwca 2020 16:27:37

  • update vs project files

Revision 794

Author: dukeeeey | Date: poniedziałek, 8 czerwca 2020 12:14:03

  • fix output values

Revision 793

Author: dukeeeey | Date: poniedziałek, 11 maja 2020 11:05:46

  • The translator map seems to work with paletted colour values too, and the result is not clamped. Colours are passed to the GPU as unsigned bytes to multiplying by 16 will overflow, so we do the logic in the shader. If we passed floats we could skip the shader logic.

Revision 792

Author: dukeeeey | Date: czwartek, 7 maja 2020 21:34:22

  • When the translator map is enabled the colour values seem to use 4 bits, 0-16. Why not 0-31 I don't know. Anyway virtua on is overflowing these values for some of the smoke effects. For us the numbers were wrapping around. Clamping is enough to fix this. (Thanks model123)

Revision 791

Author: sheridan | Date: piątek, 24 kwietnia 2020 09:04:41

  • custom resolution bug fix

Revision 790

Author: sheridan | Date: niedziela, 19 kwietnia 2020 10:34:58

  • SDL1 to SDL2 internal changes

Revision 789

Author: dukeeeey | Date: środa, 22 stycznia 2020 19:44:30

  • remove files

Revision 788

Author: sheridan | Date: środa, 22 stycznia 2020 18:36:22

Revision 787

Author: dukeeeey | Date: sobota, 4 stycznia 2020 19:15:30

  • tweak value so the map indicator still works at the start of spikeout
→ NOWSZY [ARCADE] Supermodel 0.3a SVN786
Harley-Davidson (1997, Sega)

Revision 786

Author: dukeeeey | Date: sobota, 4 stycznia 2020 14:48:14

  • Sutherland-Hodgeman clipping only works for planar primitives. Scud is rendering non planar quads and this breaks our algorithm a little when using the quad renderer. Stretching the near plane a few % is enough to fix it.

Revision 785

Author: dukeeeey | Date: sobota, 4 stycznia 2020 14:45:55

  • Only need to clip against 4 planes for poly culling

Revision 784

Author: dukeeeey | Date: piątek, 27 grudnia 2019 22:36:46

  • Fix the sky in harley in first person mode where pixels in the sky are culled when they shouldn't be with the quad renderer. Basically we were running out of precision in a rare corner case. Doing the maths with double precision and casting back to float was enough to fix the issue.

Revision 783

Author: dukeeeey | Date: wtorek, 10 grudnia 2019 12:40:39

  • To calculate the mipmap value the opengl needs to calculate the difference in the texture coordinates between adjacent pixels. If there are no adjacent pixels the hw may need to spawn invisible fragments outside of the visible polygon. Our algorithm was culling these out so the mipamp calculation failed for edge pixels. Anyway this fixes quad rendering looking broken with the latest nvidia drivers.

Revision 782

Author: dukeeeey | Date: piątek, 15 listopada 2019 21:00:25

  • Really should cull against 5 frustum planes.
→ NOWSZY [ARCADE] Supermodel 0.3a SVN781

Revision 781

Author: dukeeeey | Date: piątek, 8 listopada 2019 21:36:11

  • Stretch the time the ping_pong bit flips a bit to bump writes into correct frame. Otherwise they end up getting written at like 99.8% of the frame and overlapping with the next.

Revision 780

Author: dukeeeey | Date: piątek, 8 listopada 2019 20:38:20

  • Optimise Games.xml (Krom)

Revision 779

Author: dukeeeey | Date: czwartek, 7 listopada 2019 21:29:17

  • Thanks to our anonymous contributor who managed to patch a model 3 game and run it on real h/w, we were able to obtain some timing values we had been long been missing for correct emulation. The h/w polls something called the ping_pong bit at start-up to sync the GPU with the CPU. Unfortunately we didn't have the correct values and just manually used some per game hacks to get games to run. This mostly worked, but some games were writing more or less frames than they should have been for a given time period. When the ping_pong bit flips at 66% of the frame time, games were writing data for a new frame, which meant writes were often straddling 2 separate frames. We aren't 100% sure if IRQ2 or the ping_pong bit is vblank.
→ NOWSZY [ARCADE] Supermodel 0.3a SVN778
The Ocean Hunter (1998, Sega)

Revision 778

Author: dukeeeey | Date: sobota, 2 listopada 2019 21:11:48

  • Ocean hunter in the middle of the game is passing a few matrices with FLT_MAX inside them, which blows apart our near/far calculation. The hardware must have some method to sanitize the near/far for instance if you render something extremely close to the origin you will also blow apart any near/far calc.

Revision 777

Author: dukeeeey | Date: niedziela, 28 lipca 2019 14:14:13

  • skip invalid culling nodes

Revision 776

Author: dukeeeey | Date: piątek, 26 lipca 2019 18:39:58

  • A culling node must follow immediately after a viewport.

Revision 775

Author: dukeeeey | Date: piątek, 22 lutego 2019 02:00:41

  • Fix possible negative pointer arithmetic which was causing the music to wrap around.

Revision 774

Author: dukeeeey | Date: czwartek, 21 lutego 2019 15:57:57

  • Update makefiles

Revision 773

Author: dukeeeey | Date: czwartek, 21 lutego 2019 15:56:25

  • Previous mpeg audio code worked for me in debug mode, but the release build had some serious corruption issues when being built in visual studio. Replaced the old spaghetti code with a more modern implementation.

Revision 772

Author: sheridan | Date: wtorek, 19 lutego 2019 10:24:31

  • Disabled Alt-O (dump timings) and Alt-U (dump input state) when SUPERMODEL_DEBUGGER not defined
  • Option '-print-inputs' works again if no ROM set specified

Revision 771

Author: sheridan | Date: czwartek, 7 lutego 2019 07:32:46

  • Restore Sega Rally 2 music in some practice stages

Revision 770

Author: sheridan | Date: wtorek, 5 lutego 2019 11:30:50

  • Fixed MPEG music looping glitch.

Revision 769

Author: sheridan | Date: wtorek, 5 lutego 2019 11:03:50

  • Refactor code from previous svn768 (Note: break old savestate compatibility)

Revision 768

Author: dukeeeey | Date: piątek, 1 lutego 2019 22:02:02

  • Fix the audio in sega rally2. The game has packed separate tracks into the left and right audio channels. Selecting the correct track fixes the garbled mess. (Spindizzi)

Revision 767

Author: dukeeeey | Date: czwartek, 24 stycznia 2019 20:11:26

  • Fix shader. Why this worked on my nvidia card .. I'm not sure.

Revision 766

Author: dukeeeey | Date: poniedziałek, 21 stycznia 2019 15:30:42

  • Composite the alpha layers at the end of rendering. To do this we need to mask the alpha pixels with the opaque pixels from the next priority layer. Fixes some overlapping shadows in vf3tb that have different priority layers. I assume that was a game bug, but it works on the real h/w.

Revision 765

Author: sheridan | Date: niedziela, 20 stycznia 2019 09:02:01

  • Added support for specifying multiple sections simultaneously in INI files, e.g., [ daytona2, dayto2pe ]
  • Forgetfulness in 763

Revision 764

Author: dukeeeey | Date: środa, 16 stycznia 2019 02:07:56

  • Technically backface culling should cull polys when the dot product = 0, since when it equals 0 the polys is perpendicular to the camera and thus invisible. When you complete sega rally2 (if you can get that far lol) the champagne is invisible. The reason is because all the face normals are 0. So when multiplied by the model matrix they are still 0 and get culled. Tweaking the condition to only cull polys when greater than 0 fixes this, and allows these 'bad' polys to render as they do on the model3.

Revision 763

Author: sheridan | Date: niedziela, 13 stycznia 2019 17:20:19

  • Inputs can now be configured on a per-game basis

Revision 762

Author: sheridan | Date: niedziela, 13 stycznia 2019 17:00:37

  • PCI bridge can be specified in Games.xml for games that use a different version than expected based on stepping. No more hard-coded exceptions.
  • Real3D PCI ID can be specified in Games.xml for exceptions that require it.
  • Real3D status bit timing specified in Games.xml for exceptions that require it.
→ NOWSZY [ARCADE] Supermodel 0.3a SVN761

 

Fighting Vipers 2 (Japan, Revision A) (1998, Sega)

Revision 761

Author: dukeeeey | Date: poniedziałek, 7 stycznia 2019 00:48:34

  • timing fix for srally2x (Spindizzi)

Revision 760

Author: dukeeeey | Date: poniedziałek, 7 stycznia 2019 00:43:27

  • Updates games.xml for new prototype games (Spindizzi)

Revision 759

Author: dukeeeey | Date: sobota, 8 grudnia 2018 21:01:37

  • remove commands that do nothing

Revision 758

Author: dukeeeey | Date: sobota, 8 grudnia 2018 20:55:26

  • clear scissored out areas

Revision 757

Author: dukeeeey | Date: wtorek, 27 listopada 2018 21:43:27

  • Optimise depth calculation for quad shader.

Revision 756

Author: dukeeeey | Date: niedziela, 11 listopada 2018 21:48:49

  • Update Games.xml for games that were recently dumped

Revision 755

Author: dukeeeey | Date: niedziela, 28 października 2018 19:30:04

Revision 754

Author: dukeeeey | Date: wtorek, 23 października 2018 02:16:23

  • Fade out microtextures with higher textures LODs. Fixes incorrectly applied microtextures in LA machineguns.

Revision 753

Author: dukeeeey | Date: poniedziałek, 22 października 2018 23:59:01

  • debug code should be disabled

Revision 752

Author: dukeeeey | Date: piątek, 19 października 2018 22:59:46

  • Smooth texture repeat makes no sense for alpha/contour textures with pixel dilate. HW seems to treat them as non smooth anyway. Also implement some line of sight stuff, used by Scud. Really need to check the threading/synchronisation of the register reads but it basically works.

Revision 751

Author: dukeeeey | Date: czwartek, 18 października 2018 11:42:51

  • return correct PCI ID

Revision 750

Author: dukeeeey | Date: czwartek, 18 października 2018 00:36:33

  • fix debugging code

Revision 749

Author: dukeeeey | Date: niedziela, 14 października 2018 12:05:24

  • fix copy paste error :]

Revision 748

Author: dukeeeey | Date: sobota, 13 października 2018 15:29:45

  • Correctly emulate the real3d pro-1000 texture modes in our shader.

Revision 747

Author: dukeeeey | Date: niedziela, 7 października 2018 21:31:55

  • Revert some patches (Spindizzi)

Revision 746

Author: dukeeeey | Date: poniedziałek, 1 października 2018 19:42:45

  • Update makefile

Revision 745

Author: dukeeeey | Date: środa, 19 września 2018 22:43:41

  • Both lemans24 and dirt devils are rendering some totally transparent objects as the first model in each viewport. The HW seems to skip these entirely, and including them breaks our near/far plane calculations leading to Z fighting.

Revision 744

Author: dukeeeey | Date: wtorek, 18 września 2018 23:46:38

  • Tweak the ratio for the near plane. Fixes missing text on the map indicator at the start of spikeout. The vertices are 0.003 units apart so a tonne of precision is required at the near plane to not depth test out.

Revision 743

Author: dukeeeey | Date: wtorek, 18 września 2018 23:20:15

  • remove debug code

Revision 742

Author: dukeeeey | Date: niedziela, 16 września 2018 10:43:13

  • avoid double matrix load

Revision 741

Author: dukeeeey | Date: piątek, 14 września 2018 22:31:34

  • updated command line help

Revision 740

Author: dukeeeey | Date: czwartek, 13 września 2018 14:50:34

  • Quad rendering engine. Set QuadRendering = 1 in the ini file to use, or -quad-rendering at the end of the command line to use.
→ [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)

Tagi: Sega

wstecz05/09/2018 00:26
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