mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-25 07:05:40 +00:00
- 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.
This commit is contained in:
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@ -19,6 +19,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>1.0</stepping>
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<pci_bridge>MPC106</pci_bridge>
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<inputs>
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<input type="common" />
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<input type="fishing" />
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@ -86,6 +87,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>1.0</stepping>
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<pci_bridge>MPC106</pci_bridge>
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<inputs>
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<input type="common" />
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<input type="fishing" />
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@ -110,6 +112,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>1.0</stepping>
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<pci_bridge>MPC106</pci_bridge>
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<inputs>
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<input type="common" />
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<input type="fishing" />
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@ -141,6 +144,7 @@
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<platform>Sega Model 3</platform>
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<stepping>2.1</stepping>
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<mpeg_board>DSB2</mpeg_board>
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<real3d_status_bit_set_percent_of_frame>24</real3d_status_bit_set_percent_of_frame>
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<inputs>
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<input type="common" />
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<input type="vehicle" />
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@ -320,6 +324,7 @@
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<platform>Sega Model 3</platform>
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<stepping>2.1</stepping>
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<mpeg_board>DSB2</mpeg_board>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="vehicle" />
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@ -392,6 +397,7 @@
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<platform>Sega Model 3</platform>
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<stepping>2.1</stepping>
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<mpeg_board>DSB2</mpeg_board>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="vehicle" />
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@ -426,6 +432,7 @@
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<platform>Sega Model 3</platform>
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<stepping>2.1</stepping>
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<mpeg_board>DSB2</mpeg_board>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="vehicle" />
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@ -460,6 +467,7 @@
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<platform>Sega Model 3</platform>
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<stepping>2.1</stepping>
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<mpeg_board>DSB2</mpeg_board>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="vehicle" />
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@ -686,6 +694,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>2.0</stepping>
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<real3d_status_bit_set_percent_of_frame>24</real3d_status_bit_set_percent_of_frame>
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<inputs>
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<input type="common" />
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<input type="joystick1" />
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@ -763,6 +772,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>2.0</stepping>
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<real3d_status_bit_set_percent_of_frame>24</real3d_status_bit_set_percent_of_frame>
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<inputs>
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<input type="common" />
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<input type="joystick1" />
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@ -891,6 +901,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>2.1</stepping>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="analog_gun1" />
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@ -1150,6 +1161,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>2.1</stepping>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="magtruck" />
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@ -1508,6 +1520,7 @@
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<platform>Sega Model 3</platform>
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<stepping>1.5</stepping>
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<mpeg_board>DSB1</mpeg_board>
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<pci_bridge>MPC106</pci_bridge>
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<inputs>
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<input type="common" />
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<input type="vehicle" />
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@ -2078,10 +2091,14 @@
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<year>1998</year>
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</identity>
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<hardware>
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<!--
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To get this running at full speed, set PowerPC frequency to 100 MHz on
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command line or in INI file.
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-->
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<platform>Sega Model 3</platform>
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<stepping>2.0</stepping>
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<!-- Spindizzi notes : Add mpeg soundboard -->
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<mpeg_board>DSB2</mpeg_board>
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<real3d_status_bit_set_percent_of_frame>48</real3d_status_bit_set_percent_of_frame>
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<inputs>
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<input type="common" />
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<input type="vehicle" />
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@ -2544,6 +2561,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>2.0</stepping>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="twin_joysticks" />
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@ -2619,6 +2637,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>2.0</stepping>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="twin_joysticks" />
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@ -2645,6 +2664,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>2.0</stepping>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="twin_joysticks" />
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@ -2671,6 +2691,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>2.0</stepping>
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<real3d_pci_id>0x16C311DB</real3d_pci_id>
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<inputs>
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<input type="common" />
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<input type="twin_joysticks" />
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@ -2771,6 +2792,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>1.5</stepping>
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<pci_bridge>MPC106</pci_bridge>
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<inputs>
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<input type="common" />
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<input type="joystick1" />
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@ -2798,6 +2820,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>1.5</stepping>
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<pci_bridge>MPC106</pci_bridge>
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<inputs>
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<input type="common" />
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<input type="joystick1" />
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@ -2912,6 +2935,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>1.5</stepping>
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<pci_bridge>MPC106</pci_bridge>
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<inputs>
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<input type="common" />
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<input type="joystick1" />
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@ -3041,6 +3065,7 @@
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<hardware>
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<platform>Sega Model 3</platform>
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<stepping>1.5</stepping>
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<pci_bridge>MPC106</pci_bridge>
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<inputs>
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<input type="common" />
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<input type="joystick1" />
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@ -14,6 +14,9 @@ struct Game
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unsigned year = 0;
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std::string stepping;
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std::string mpeg_board;
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std::string pci_bridge; // overrides default PCI bridge type for stepping (empty string for default)
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uint32_t real3d_pci_id = 0; // overrides default Real3D PCI ID for stepping (0 for default)
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float real3d_status_bit_set_percent_of_frame = 0; // overrides default status bit timing (0 for default)
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uint32_t encryption_key = 0;
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enum Inputs
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{
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@ -197,6 +197,9 @@ static void PopulateGameInfo(Game *game, const Util::Config::Node &game_node)
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game->year = game_node["identity/year"].ValueAsDefault<unsigned>(0);
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game->stepping = game_node["hardware/stepping"].ValueAsDefault<std::string>("");
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game->mpeg_board = game_node["hardware/mpeg_board"].ValueAsDefault<std::string>("");
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game->pci_bridge = game_node["hardware/pci_bridge"].ValueAsDefault<std::string>("");
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game->real3d_pci_id = game_node["hardware/real3d_pci_id"].ValueAsDefault<uint32_t>(0);
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game->real3d_status_bit_set_percent_of_frame = game_node["hardware/real3d_status_bit_set_percent_of_frame"].ValueAsDefault<float>(0);
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game->encryption_key = game_node["hardware/encryption_key"].ValueAsDefault<uint32_t>(0);
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std::map<std::string, uint32_t> input_flags
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{
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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** Copyright 2011-2019 Bart Trzynadlowski, Nik Henson, Ian Curtis
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**
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** This file is part of Supermodel.
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**
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DebugLog("MPC10x set to MPC%X\n", model);
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}
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/*
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* CMPC10x::GetModel():
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*
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* Returns the model number.
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*/
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int CMPC10x::GetModel() const
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{
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return model;
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}
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/*
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* CMPC10x::Init():
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*
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@ -146,6 +146,14 @@ public:
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* to MPC105 if unrecognized.
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*/
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void SetModel(int modelNum);
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/*
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* GetModel(void):
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*
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* Returns:
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* The PCI bridge model number, either 0x105 or 0x106.
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*/
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int GetModel() const;
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/*
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* Init(void):
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@ -1,7 +1,7 @@
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2016 Bart Trzynadlowski, Nik Henson
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** Copyright 2011-2019 Bart Trzynadlowski, Nik Henson, Ian Curtis
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**
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** This file is part of Supermodel.
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**
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adc[1] = (UINT8)Inputs->analogGunX[1]->value;
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adc[3] = (UINT8)Inputs->analogGunY[1]->value;
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if (m_game.name == "lostwsga" || m_game.name == "lostwsgo") { // to do, not a string compare
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/*
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// Unclear why this is necessary or how to cleanly fix it, so I'm
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// disabling it but leaving it here for future reference. The proper fix is
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// probably to allow users to define inverted controls for this game only,
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// which means the input system must support loading per-game config (not
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// all analog_gun games require axis inversion to be playable).
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if (m_game.name == "lostwsga" || m_game.name == "lostwsgo")
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{ // to do, not a string compare
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adc[0] = (UINT8)Inputs->analogGunX[0]->value; // order is different for some reason in lost world
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adc[1] = 255 - (UINT8)Inputs->analogGunY[0]->value; // why are values inverted? is this the wrong place to fix this
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adc[2] = (UINT8)Inputs->analogGunX[1]->value;
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adc[3] = 255 - (UINT8)Inputs->analogGunY[1]->value;
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}
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*/
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}
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if ((m_game.inputs & Game::INPUT_SKI))
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@ -2205,32 +2213,29 @@ void CModel3::RunMainBoardFrame(void)
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unsigned vblCycles = (unsigned)((float) frameCycles * 2.5f/100.0f); // 2.5% vblank (ridiculously short and wrong but bigger values cause flicker in Daytona)
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unsigned dispCycles = frameCycles - vblCycles;
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// Scale PPC timer ratio according to speed at which the PowerPC is being emulated so that the observed running frequency of the PPC timer
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// registers is more or less correct. This is needed to get the Virtua Striker 2 series of games running at the right speed (they are
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// too slow otherwise). Other games appear to not be affected by this ratio so much as their running speed depends more on the timing of
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// the Real3D status bit below.
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ppc_set_timer_ratio(ppc_get_bus_freq_multipler() * 2 * ppcCycles / ppc_get_cycles_per_sec());
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// For some reason, some Step 2.x games require completely different timings. The defaults can be overriden in the ROM set XML file.
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float real3DStatusBitSetAsPercentOfFrame = m_game.real3d_status_bit_set_percent_of_frame;
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if (real3DStatusBitSetAsPercentOfFrame <= 0)
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{
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if (m_game.stepping == "2.0" || m_game.stepping == "2.1")
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real3DStatusBitSetAsPercentOfFrame = 9.12f;
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else if (m_game.stepping == "1.5")
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real3DStatusBitSetAsPercentOfFrame = 5.5f;
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else
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real3DStatusBitSetAsPercentOfFrame = 48.0f;
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}
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// Compute timing of the Real3D status bit. This value directly affects the speed at which all the games except Virtua Stiker 2 run.
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// Currently it is not known exactly what this bit represents nor why such wildly varying values are needed for the different step models.
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// The values below were arrived at by trial and error and clearly more investigation is required. If it turns out that the status bit is
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// connected to the end of VBlank then the code below should be removed and the timing handled via GPU.VBlankEnd() instead.
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unsigned statusCycles;
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if (m_game.stepping == "2.0" || m_game.stepping == "2.1")
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{
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// For some reason, Fighting Vipers 2 and Daytona USA 2 require completely different timing to the rest of the step 2.x games
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if (m_game.name == "daytona2" || (m_game.stepping == "2.0" && (m_game.name == "fvipers2" || m_game.name == "fvipers2o")))
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statusCycles = (unsigned)((float)frameCycles * 24.0f/100.0f);
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// Spindizzi notes : this little hack timing allow srally2x to run full speed (for test purpose only)
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else if (m_game.name == "srally2x") // need ppc=100 also (edit ini or add option in command line)
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statusCycles = (unsigned)((float)frameCycles * 48.0f / 100.0f);
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else
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statusCycles = (unsigned)((float)frameCycles * 9.12f/100.0f);
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}
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else if (m_game.stepping == "1.5")
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statusCycles = (unsigned)((float)frameCycles * 5.5f/100.0f);
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else
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statusCycles = (unsigned)((float)frameCycles * 48.0f/100.0f);
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unsigned statusCycles = (unsigned) ((float) frameCycles * (real3DStatusBitSetAsPercentOfFrame * 1e-2f));
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// Scale PPC timer ratio according to speed at which the PowerPC is being emulated so that the observed running frequency of the PPC timer
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// registers is more or less correct. This is needed to get the Virtua Striker 2 series of games running at the right speed (they are
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// too slow otherwise). Other games appear to not be affected by this ratio so much as their running speed depends more on the timing of
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// the Real3D status bit below.
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ppc_set_timer_ratio(ppc_get_bus_freq_multipler() * 2 * ppcCycles / ppc_get_cycles_per_sec());
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// VBlank
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if (gpusReady)
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@ -3089,44 +3094,46 @@ bool CModel3::LoadGame(const Game &game, const ROMSet &rom_set)
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Util::FlipEndian16(soundROM, 512*1024);
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Util::FlipEndian16(sampleROM, 16*0x100000);
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// Initialize CPU
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// Configure CPU and PCI bridge
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PPC_CONFIG ppc_config;
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if (game.stepping == "2.0" || game.stepping == "2.1")
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{
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ppc_config.pvr = PPC_MODEL_603R; // 166 MHz
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ppc_config.pvr = PPC_MODEL_603R; // 166 MHz
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ppc_config.bus_frequency = BUS_FREQUENCY_66MHZ;
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ppc_config.bus_frequency_multiplier = 0x25; // 2.5X multiplier
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PCIBridge.SetModel(0x106); // MPC106
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}
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else if (game.stepping == "1.5")
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{
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ppc_config.pvr = PPC_MODEL_603E; // 100 MHz
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ppc_config.pvr = PPC_MODEL_603E; // 100 MHz
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ppc_config.bus_frequency = BUS_FREQUENCY_66MHZ;
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ppc_config.bus_frequency_multiplier = 0x15; // 1.5X multiplier
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if (game.name == "scudplusa"
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|| game.name == "vs215" || game.name == "vs215o"
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|| game.name == "vs29815" || game.name == "vs29915"
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)
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PCIBridge.SetModel(0x106); // some Step 1.x games use MPC106
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else
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PCIBridge.SetModel(0x105); // MPC105
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PCIBridge.SetModel(0x105); // MPC105
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}
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else if (game.stepping == "1.0")
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{
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ppc_config.pvr = PPC_MODEL_603R; // 66 MHz
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ppc_config.pvr = PPC_MODEL_603R; // 66 MHz
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ppc_config.bus_frequency = BUS_FREQUENCY_66MHZ;
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ppc_config.bus_frequency_multiplier = 0x10; // 1X multiplier
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if (game.name == "bass" || game.name == "bassdx" || game.name == "getbass")
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PCIBridge.SetModel(0x106); // some Step 1.x games use MPC106
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else
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PCIBridge.SetModel(0x105); // MPC105
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PCIBridge.SetModel(0x105); // MPC105
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}
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else
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{
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ErrorLog("Cannot configure Model 3 because game uses unrecognized stepping (%s).", game.stepping.c_str());
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return FAIL;
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}
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if (!game.pci_bridge.empty())
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{
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if (game.pci_bridge == "MPC105")
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PCIBridge.SetModel(0x105);
|
||||
else if (game.pci_bridge == "MPC106")
|
||||
PCIBridge.SetModel(0x106);
|
||||
else
|
||||
ErrorLog("Unknown PCI bridge specified in ROM set definition file (%s). Defaulting to MPC%X.", game.pci_bridge.c_str(), PCIBridge.GetModel());
|
||||
}
|
||||
|
||||
// Initialize CPU
|
||||
ppc_init(&ppc_config);
|
||||
ppc_attach_bus(this);
|
||||
PPCFetchRegions[0].start = 0;
|
||||
|
@ -3141,18 +3148,13 @@ bool CModel3::LoadGame(const Game &game, const ROMSet &rom_set)
|
|||
ppc_set_fetch(PPCFetchRegions);
|
||||
|
||||
// Initialize Real3D
|
||||
int stepping = ((game.stepping[0] - '0') << 4) | (game.stepping[2] - '0');
|
||||
// Some step 2+ games need the older PCI ID (obvious symptom:
|
||||
// vbl is enabled briefly then disabled so the game hangs)
|
||||
bool step20_with_old_real3d;
|
||||
if (game.name == "von2" || game.name == "von2a" || game.name == "von254g" || game.name == "von2o"
|
||||
|| game.name == "dirtdvls" || game.name == "dirtdvlsa" || game.name == "dirtdvlsj" || game.name == "dirtdvlsg"
|
||||
|| game.name == "magtruck" || game.name == "lamachin"
|
||||
)
|
||||
step20_with_old_real3d = true;
|
||||
else
|
||||
step20_with_old_real3d = false;
|
||||
GPU.SetStepping(stepping, step20_with_old_real3d);
|
||||
int stepping = ((game.stepping[0] - '0') << 4) | (game.stepping[2] - '0');
|
||||
uint32_t real3DPCIID = game.real3d_pci_id;
|
||||
if (0 == real3DPCIID)
|
||||
{
|
||||
real3DPCIID = stepping >= 0x20 ? CReal3D::PCIID::Step2x : CReal3D::PCIID::Step1x;
|
||||
}
|
||||
GPU.SetStepping(stepping, real3DPCIID);
|
||||
|
||||
// MPEG board (if present)
|
||||
if (rom_set.get_rom("mpeg_program").size)
|
||||
|
|
|
@ -883,7 +883,7 @@ uint32_t CReal3D::GetASICIDCode(ASIC asic) const
|
|||
return it == m_asicID.end() ? 0 : it->second;
|
||||
}
|
||||
|
||||
void CReal3D::SetStepping(int stepping, bool step20_with_old_real3d)
|
||||
void CReal3D::SetStepping(int stepping, uint32_t pciIDValue)
|
||||
|
||||
{
|
||||
step = stepping;
|
||||
|
@ -894,12 +894,7 @@ void CReal3D::SetStepping(int stepping, bool step20_with_old_real3d)
|
|||
}
|
||||
|
||||
// Set PCI ID
|
||||
// Some step 2+ games need the older PCI ID (obvious symptom:
|
||||
// vbl is enabled briefly then disabled so the game hangs)
|
||||
if ((step < 0x20) || step20_with_old_real3d)
|
||||
pciID = 0x16C311DB; // vendor 0x11DB = Sega
|
||||
else
|
||||
pciID = 0x178611DB;
|
||||
pciID = pciIDValue;
|
||||
|
||||
// Pass to renderer
|
||||
if (Render3D != NULL)
|
||||
|
|
|
@ -59,6 +59,22 @@ struct QueuedUploadTextures
|
|||
class CReal3D: public IPCIDevice
|
||||
{
|
||||
public:
|
||||
/*
|
||||
* PCI IDs
|
||||
*
|
||||
* The CReal3D object must be configured with the desired ID. Some Step 2.x
|
||||
* appear to defy this and expect the 1.x ID. The symptom of this is that
|
||||
* VBL is enabled briefly then disabled. This should be investigated further.
|
||||
* Perhaps a different ASIC's PCI ID is being read in these situations?
|
||||
*
|
||||
* The vendor ID code 0x11db is Sega's.
|
||||
*/
|
||||
enum PCIID: uint32_t
|
||||
{
|
||||
Step1x = 0x16C311DB, // Step 1.x
|
||||
Step2x = 0x178611DB // Step 2.x
|
||||
};
|
||||
|
||||
/*
|
||||
* ASIC Names
|
||||
*
|
||||
|
@ -352,17 +368,22 @@ public:
|
|||
uint32_t GetASICIDCode(ASIC asic) const;
|
||||
|
||||
/*
|
||||
* SetStepping(stepping):
|
||||
* SetStepping(stepping, pciIDValue):
|
||||
*
|
||||
* Sets the Model 3 hardware stepping, which also determines the Real3D
|
||||
* functionality. The default is Step 1.0. This should be called prior to
|
||||
* any other emulation functions and after Init().
|
||||
*
|
||||
* Parameters:
|
||||
* stepping 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0, or
|
||||
* 0x21 for Step 2.1. Anything else defaults to 1.0.
|
||||
* stepping 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0, or
|
||||
* 0x21 for Step 2.1. Anything else defaults to 1.0.
|
||||
* pciIDValue The PCI ID code to return. This should be one of the PCIID
|
||||
* enum values otherwise games may fail to boot. Although the
|
||||
* PCI ID depends on stepping, there are a few games that
|
||||
* have to be explicitly configured with an older ID code,
|
||||
* which is why this parameter is exposed.
|
||||
*/
|
||||
void SetStepping(int stepping, bool step20_with_old_real3d);
|
||||
void SetStepping(int stepping, uint32_t pciIDValue);
|
||||
|
||||
|
||||
/*
|
||||
|
|
|
@ -1365,7 +1365,7 @@ static Util::Config::Node DefaultConfig()
|
|||
static void Title(void)
|
||||
{
|
||||
puts("Supermodel: A Sega Model 3 Arcade Emulator (Version " SUPERMODEL_VERSION ")");
|
||||
puts("Copyright 2011-2018 by Bart Trzynadlowski, Nik Henson, Ian Curtis,");
|
||||
puts("Copyright 2011-2019 by Bart Trzynadlowski, Nik Henson, Ian Curtis,");
|
||||
puts(" Harry Tuttle, and Spindizzi\n");
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue