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[ARCADE] Supermodel 0.3a-WIP SVN259

[0] @ !!! Poniedziałek, 27 Lutego 2012 23:47 CET [27-02-2012 23:37 CET]

[ARCADE] Supermodel 0.3a-WIP SVN259

Nowe zmiany, a w zasadzie wycofanie się z poprzednich, w kodzie deweloperskim emulatora arcade SuperModel Barta Trznadlowskiego. Warto samemu sięgnąć po źródła tego świetnego projektu - zainteresowanych odsyłam do tego wątku na forum projektu.

Sega Rally

Revision: 259

Author: nikdd Date: 27 lutego 2012 21:32:15

  • DirectInputSystem's initial state wasn't being initialized properly, which would sometimes result in invalid input values until keyboard or mouse was successfully acquired

Revision: 258

Author: trzy Date: 25 lutego 2012 07:36:04

  • Added a clear() method to VBORef and removed unsafe memset() clear.

Revision: 257

Author: nikdd Date: 24 lutego 2012 00:20:21

  • This update fixes (hopefully) the last of the texture upload lags that were affecting some games, in particular Daytona 2 and Spikeout.
  • To achieve this UploadTextures no longer clears the model cache when called.  Instead the cache is kept in-tact (which should help improve cache hits) and all textures referenced by models being rendered are (re-)decoded with every frame.
  • To help with tracking all the unique texture references contained in a model a new class TextureRefs has been added.

Revision: 256

Author: trzy Date: 23 lutego 2012 04:08:57

  • Byte swapped sample ROMs. This should fix the audio distortion that many users noticed. The differences are particularly noticeable in Scud Race and Daytona 2.

Revision: 255

Author: trzy Date: 23 lutego 2012 01:12:46

  • Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.

Revision: 254

Author: trzy Date: 22 lutego 2012 02:34:42

  • Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead.

Revision: 253

Author: trzy Date: 20 lutego 2012 05:09:11

  • Further optimization/simplification of the 2D renderer's main loop.

Revision: 252

Author: trzy Date: 20 lutego 2012 04:45:48

  • Finished cleaning up and optimizing the 2D renderer.
  • Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
  • Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
  • Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
  • Began to update copyright date in some files.
  • Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.

Revision: 251

Author: trzy Date: 17 lutego 2012 08:45:50

  • Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2.

Revision: 250

Author: trzy Date: 14 lutego 2012 10:13:36

  • Default SCSP balance set to 0. Was erroneously set at +50%.

Revision: 249

Author: trzy Date: 14 lutego 2012 04:28:52

  • NOTE: In this revision (possibly earlier), I've started to notice some intermittent geometry glitches in Spikeout and slowdown while playing certain characters.
  • Added multi-texture fragment shader to repo.
  • Added a multiTexture option (enabled by default) to use multi-texturing to decode textures.
  • Added some comments regarding timing to the PowerPC execution loop.

Revision: 248

Author: nikdd Date: 14 lutego 2012 00:51:32

  • Updated fragment shaders' floating point comparisons and also some knock-on changes from SVN revision 246.
  • This line, and those below, will be ignored--
    • Shaders/Fragment_Flat.glsl
    • Shaders/Fragment_NoSpotlight.glsl

Revision: 247

Author: nikdd Date: 14 lutego 2012 00:37:48

  • Added OSD/Video.h to provide OSD-dependent video functionality.  The static functions in here get called by Model3.cpp from within the render thread so that any OSD related rendering can also be run in parallel for a further speed increase.
  • Updated OSD/SDL/Main.cpp to provide the SDL implementations of the functions in OSD/Video.h.

Revision: 246

Author: nikdd Date: 13 lutego 2012 22:54:26

  • Added support for multiple texture sheets (with up to one per Model 3 texture format) as a rather brute-force way to handle overlapping texture formats in the current 3D engine.  This fixes some corrupt textures in Daytona 2 and Virtua Striker 2 (and possibly other games) and also offers a small speed increase when some scenes load multiple overlapping textures.
  • This feature only enables itself when a compatible shader script is loaded.  Since none have been checked in yet this means it is currently disabled.

Revision: 245

Author: trzy Date: 11 lutego 2012 17:40:09

  • Added command line options to force windowed mode and to control GPU multi-threading.

Revision: 244

Author: trzy Date: 10 lutego 2012 20:53:51

  • Added a wide screen hack that can be enabled with the -'wide-screen' argument or WideScreen in the config file.

Revision: 243

Author: trzy Date: 9 lutego 2012 18:15:15

  • Tweaked help text slightly.

Revision: 242

Author: trzy Date: 9 lutego 2012 18:12:13

  • Fixed left/right stereo channels -- they were reversed by default.

Revision: 241

Author: trzy Date: 9 lutego 2012 08:58:07

  • Added front/rear speaker balance (actually the master/slave SCSP balance). Balance setting is stored in CSoundBoardConfig and can be set on the command line (-balance) or config file (Balance). Valid range is 100 (front speaker volume doubled, rear muted) to -100. The default is 0, both sets at full volume. Balance is applied in the SCSP core before overall sound and music volume settings.

Revision: 240

Author: trzy Date: 6 lutego 2012 03:54:43

  • Added preliminary specular lighting to shaders. The "no spotlight" shader has not yet been updated.

Revision: 239

Author: trzy Date: 1 lutego 2012 19:08:13

  • Updated some comments regarding the VF3 ROM patches. It seems many of them are no longer necessary. The single necessary patch affects timing (note how the warning screen stays up longer when it is removed). This needs to be investigated -- perhaps it can lead to a timing fix for vf3, vs2, and fvipers2?

 

wstecz27/02/2012 23:47
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