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, ciekawe czy się kiedykolwiek doczekamy - w końcu od ostatnie pełnej wersji Supermodel 0.2a dzieli nas już bagatelka, 8 lat:)
Revision 845
Author: sheridan | Date: wtorek, 5 stycznia 2021 15:24:57
- The controls of bass/getbass games were no longer good, following recent rom set name changes in Games.xml.
Revision 844
Author: sheridan | Date: wtorek, 5 stycznia 2021 15:23:24
Corrected game set names & game titles (Brian Troha)
- New clones
- Sega Bass Fishing Deluxe (USA) (Brian Troha)
- Dirt Devils (USA, Revision A) (Brian Troha)
Note/Warning:
This will match future Mame 0.228 changes.
Please Check/Edit carefully all your rom set because there are many changes (e.g. set name). Thinking of delete or rename your nvram, or restart from the start.
Revision 843
Author: sheridan | Date: środa, 30 grudnia 2020 18:14:14
- Added rumble skipad in Ski Champ game.
- This is only a simulation (cmd are interpreted), not an emulation because we lack informations on the game itself and its driveboard (does it have dedicated cpu/rom ?).
Revision 842
Author: sheridan | Date: środa, 30 grudnia 2020 17:38:13
- Service menu activated in swtrilgyp.
Note: The "feedback stick test" always failed (change cab type DX to SD if needed).
Revision 841
Author: sheridan | Date: środa, 30 grudnia 2020 17:05:25
- Add -O3 optimization option for OSX and Linux.
- Revert netboard to disable by default.
Revision 840
Author: sheridan | Date: poniedziałek, 28 grudnia 2020 17:22:12
- Suppressed net board console output (using debug logging now)
- Added GPL headers to net board source files
Revision 839
Author: sheridan | Date: niedziela, 27 grudnia 2020 14:14:37
- Star Wars Trilogy untextured Death Star surface bug in gcc builds was caused by Ofast (thanks to rokfpoewrkcpoqwkcp for discovering this). Using -O3 now.
- Net board enabled by default.
Revision 838
Author: sheridan | Date: piątek, 25 grudnia 2020 09:29:18
- Updated rules file.
Revision 837
Author: sheridan | Date: czwartek, 24 grudnia 2020 11:20:26
- Introducing a special release build target with SVN version stamping.
Revision 836
Author: sheridan | Date: poniedziałek, 21 grudnia 2020 16:39:15
- Magical Truck Adventure rom patch to unlock region. (enter service menu, then Start P1, Start P1, Service, Start P1, Service, Test)
Revision 835
Author: dukeeeey | Date: niedziela, 20 grudnia 2020 19:17:34
- wide-bg option to stretch the background tile layer when wide-screen mode is enabled - Daro Land
Revision 834
Author: sheridan | Date: wtorek, 1 grudnia 2020 08:35:52
- Change the duration of constant force effect in SDL2 to correct daytona games
Revision 833
Author: sheridan | Date: piątek, 6 listopada 2020 10:24:16
- Makefiles update
Revision 832
Author: sheridan | Date: sobota, 24 października 2020 11:12:54
- Star Wars Trilogy lever feedback activated
Revision 831
Author: sheridan | Date: środa, 21 października 2020 10:19:51
- Force Feeback for Linux
Revision 830
Author: dukeeeey | Date: sobota, 19 września 2020 16:45:51
- hopefully fix building on linux
Revision 829
Author: sheridan | Date: sobota, 19 września 2020 09:54:26
- Added Screenshot feature (ALT+S).
→ NOWSZY [ARCADE] Supermodel 0.3a SVN877
Revision 877
Author: gm-matthew | Date: niedziela, 23 stycznia 2022 16:32:53
- Adjust the number of PowerPC cycles executed per frame to assume 57.524 Hz refresh rate
- Fighting Vipers 2 attract mode no longer requires 100+ MHz to run smoothly
- Supermodel itself still runs at 60 Hz
Revision 876
Author: dukeeeey | Date: niedziela, 2 stycznia 2022 13:48:09
- Double buffer the line of sight values. Should allow the correct values to be returned if GPU threading is enabled.
Revision 875
Author: gm-matthew | Date: środa, 29 grudnia 2021 14:18:20
- Fixing Magical Truck Adventure bad ROM dump which was causing attract mode to stop rendering
Revision 874
Author: dukeeeey | Date: niedziela, 19 grudnia 2021 18:48:38
- methods should be marked as noexcept because they cannot throw
Revision 873
Author: dukeeeey | Date: sobota, 18 grudnia 2021 00:58:20
- white space.
Revision 872
Author: dukeeeey | Date: sobota, 18 grudnia 2021 00:57:12
- Better document real3d registers
Revision 871
Author: gm-matthew | Date: sobota, 18 grudnia 2021 00:36:54
- Clear all Real3D DMA registers on reset; uninitialized values were causing issues with MSVC debug builds
Revision 870
Author: gm-matthew | Date: środa, 15 grudnia 2021 15:47:41
- Another header include fix
Revision 869
Author: gm-matthew | Date: środa, 15 grudnia 2021 14:55:27
- Include required header files in Model3GraphicsState.h - fixes potential build errors in GCC
Revision 868
Author: gm-matthew | Date: środa, 1 grudnia 2021 00:01:37
- Increase MIDI FIFO buffer size for SCSP; should prevent FIFO overflows
- Also use similar macro for DSB FIFO buffer
r867
- PowerPC IRQ line deassertion
- DMA only fires interrupts when required
- PowerPC no longer clears its own IRQ line
- it is now cleared by the IRQ controller when there are no more pending interrupts. Not all games clear DMA interrupts so it was necessary to tweak the 53C810 SCSI controller and the Real3D DMA interface to only fire interrupts if a certain register is correctly set. 53C810 has the documented DIEN (DMA Interrupt Enable) register
- vReal3D DMA seems to use the low bit of the dmaConfig register.
- Also I removed the net IRQ as no games seem to actually use it.
r866
- Getting rid of most of the includes from Supermodel.h each file now explicitly includes the header files it needs.
r865
- Shared RAM on simulated netboard is now double-buffered
- Spikeout Final Edition no longer requires a hack to work
Revision 864
Author: gm-matthew | Date: niedziela, 31 października 2021 01:00:49
- New JTAG patch for Sega Rally 2; linked mode now fully working.
- Few other minor changes
Revision 863
Author: gm-matthew | Date: środa, 27 października 2021 00:47:24
- Increase size of DSB2 FIFO buffer; fixes Sega Rally 2 music occasionally not switching or fading out
Revision 862
Author: gm-matthew | Date: poniedziałek, 10 maja 2021 01:22:18
- Non-linked games no longer falsely list the net board under extra hardware
Revision 861
Author: gm-matthew | Date: niedziela, 9 maja 2021 20:12:40
- Fix 16-bit variables not displaying correctly in Z80 debugger (at least in MSVC builds)
Revision 860
Author: gm-matthew | Date: wtorek, 20 kwietnia 2021 00:15:50
- Fix netboard resets and detection of simulated netboard linking to itself
Revision 859
Author: gm-matthew | Date: środa, 14 kwietnia 2021 03:20:45
- Adding simulated netboard; all linked games except Sega Rally 2 working at full speed.
Revision 858
Author: gm-matthew | Date: poniedziałek, 22 marca 2021 02:08:45
- Corrected alignment issues with netboard RAM; send/receive parameters no longer need to be manipulated to work correctly. Fixes bugs including Scud Race linked car orientation.
Revision 857
Author: dukeeeey | Date: poniedziałek, 15 marca 2021 16:55:39
- Add some async network methods. Async send copies to an internal buffer and sends in another thread so doesn't block at all. Added CheckDataAvailable method to the TCPReceive class. Can check or wait for data without blocking.
Revision 856
Author: sheridan | Date: sobota, 13 marca 2021 09:17:11
- DSB2 clock speed from 4MHz to 11MHz.
→ [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
→ [ARCADE] Supermodel 0.3a SVN786
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.
→ [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.
→ [ARCADE] Supermodel 0.3a SVN778
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.
→ [ARCADE] Supermodel 0.3a SVN761
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 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
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.
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