Ian Curtis
|
c4b5b185c6
|
Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these.
|
2016-05-13 19:26:10 +00:00 |
|
Ian Curtis
|
c8f8cd1655
|
remove dead code
|
2016-05-13 08:40:53 +00:00 |
|
Ian Curtis
|
e295ad6868
|
double up polys for two sided polys, fixes some diffuse lighting problems
|
2016-05-13 08:39:48 +00:00 |
|
Bart Trzynadlowski
|
ddf3d5213d
|
FLT_MAX -> std::numeric_limits<float>::max()
|
2016-05-10 03:08:36 +00:00 |
|
Bart Trzynadlowski
|
8c082abab9
|
Added some IRQ-related code (commented out for now) from MAME findings. May incorporate in the future when investigating IRQs and timing again.
|
2016-05-10 03:08:03 +00:00 |
|
Ian Curtis
|
34c81eabee
|
update header documentation
|
2016-05-09 16:53:12 +00:00 |
|
Ian Curtis
|
43add90d2f
|
Fix bad texture seems
|
2016-05-09 16:26:34 +00:00 |
|
Bart Trzynadlowski
|
846c9d0edd
|
Reverted stencil mask change. This reintroduces the Scud Race 'ROLLING START' bug. Previous 'fix' did not work for Magical Truck Adventure anyway and also broke some games (Daytona 2 transmission and course select screen, ECA title screen). The stencil mask is not shifted by 16 pixels and I suspect that either there is some unknown trick to horizontal scrolling or that the behavior is affected by hidden raster timing registers hidden in the JTAG interface.
|
2016-05-08 21:17:02 +00:00 |
|
Bart Trzynadlowski
|
a9095e6c8e
|
Added a register read handler for tilegen (although nothing seems to benefit from it)
|
2016-05-08 20:30:45 +00:00 |
|
Bart Trzynadlowski
|
9249eaa29f
|
Fixed logic for clearing bottom layer. Added new functions to 2D renderer interface. Avoid drawing top and bottom surfaces when no layers are present there. Added some comments to tile
|
2016-05-08 19:27:08 +00:00 |
|
Bart Trzynadlowski
|
5d048958b9
|
Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling.
|
2016-05-07 21:54:03 +00:00 |
|
Ian Curtis
|
69a44a5d5f
|
add texture helper functions
|
2016-05-07 18:57:06 +00:00 |
|
Ian Curtis
|
242cddac2d
|
remove pointless loop
|
2016-05-07 15:45:02 +00:00 |
|
Ian Curtis
|
ded3168060
|
Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
|
2016-05-07 15:28:04 +00:00 |
|
Bart Trzynadlowski
|
595e24ad60
|
Changed XInput DLL failure message
|
2016-05-07 03:25:05 +00:00 |
|
Ian Curtis
|
05e1e4de37
|
update poly header class
|
2016-05-06 15:00:12 +00:00 |
|
Bart Trzynadlowski
|
fee1cfb126
|
Fixed compilation on gcc (gotos cannot cross variable declarations)
|
2016-05-05 22:01:59 +00:00 |
|
Ian Curtis
|
da4bab5f9b
|
Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
|
2016-05-05 08:06:06 +00:00 |
|
Ian Curtis
|
b2da849d90
|
support flat shading
|
2016-05-05 00:01:17 +00:00 |
|
Ian Curtis
|
3693a51cbb
|
Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
|
2016-05-04 16:30:15 +00:00 |
|
Ian Curtis
|
b0569007ef
|
set correct microtexture wrap mode
|
2016-05-04 10:30:58 +00:00 |
|
Ian Curtis
|
c545b9fd85
|
preliminary microtexture
|
2016-05-04 00:35:07 +00:00 |
|
Ian Curtis
|
396fba7d24
|
skip viewports marked as disabled, might stop parsing some bad data
|
2016-05-03 21:17:37 +00:00 |
|
Ian Curtis
|
6d1aa4d527
|
fix compilation
|
2016-05-03 18:38:06 +00:00 |
|
Bart Trzynadlowski
|
fa65542d76
|
Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D()
|
2016-05-03 00:28:56 +00:00 |
|
Ian Curtis
|
c459772f8e
|
wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
|
2016-05-01 19:52:02 +00:00 |
|
Ian Curtis
|
7ec7906c0f
|
Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
|
2016-04-30 20:32:44 +00:00 |
|
Bart Trzynadlowski
|
48767b2267
|
Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled
|
2016-04-30 16:23:25 +00:00 |
|
Ian Curtis
|
23a5839d46
|
Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
|
2016-04-30 09:02:38 +00:00 |
|
Ian Curtis
|
30ca1792bb
|
Fix fixed shading maths
|
2016-04-30 08:58:13 +00:00 |
|
Bart Trzynadlowski
|
e0513ec723
|
Updated to-do comments
|
2016-04-29 23:57:15 +00:00 |
|
Ian Curtis
|
c499e6640c
|
fixed shading code
|
2016-04-29 23:03:46 +00:00 |
|
Bart Trzynadlowski
|
57d5bc8367
|
Legacy engine: preliminary per-vertex fixed shading. Only limited testing with LA Machineguns (appears to work), Sega Rally 2 (appears okay), and Scud Race (fixes expert course bridge but not other mis-colored polygons).
|
2016-04-29 03:56:06 +00:00 |
|
Ian Curtis
|
2785ecd25f
|
read front buffer
|
2016-04-28 22:15:36 +00:00 |
|
Bart Trzynadlowski
|
7456aa745c
|
Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled
|
2016-04-28 13:18:56 +00:00 |
|
Bart Trzynadlowski
|
34e8f00382
|
Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate)
|
2016-04-28 13:18:15 +00:00 |
|
Bart Trzynadlowski
|
0ae9e8013b
|
Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame
|
2016-04-28 01:27:35 +00:00 |
|
Ian Curtis
|
09e27e3082
|
color flag
|
2016-04-27 16:42:31 +00:00 |
|
Ian Curtis
|
a246fc1454
|
make compilable with visual studio
|
2016-04-27 11:17:12 +00:00 |
|
Ian Curtis
|
8f6ab2fcf9
|
simplify
|
2016-04-27 08:13:22 +00:00 |
|
Bart Trzynadlowski
|
3c5fcbd241
|
Forgot a newline
|
2016-04-27 04:15:22 +00:00 |
|
Bart Trzynadlowski
|
c0ec610e99
|
Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
|
2016-04-27 04:09:50 +00:00 |
|
Bart Trzynadlowski
|
04fba1466d
|
Added utility function to write BMP files
|
2016-04-27 04:08:49 +00:00 |
|
Bart Trzynadlowski
|
3682ab7300
|
Updated polygon header description with double-sided bit (forgot it in last update!)
|
2016-04-26 23:06:40 +00:00 |
|
Bart Trzynadlowski
|
85a77bb016
|
Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
|
2016-04-26 23:04:11 +00:00 |
|
Ian Curtis
|
3e8439c09c
|
fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
|
2016-04-26 09:06:48 +00:00 |
|
Bart Trzynadlowski
|
b730fc466c
|
Legacy engine: vertex normals are standalone and do not need to be added to polygon normal
|
2016-04-26 00:12:02 +00:00 |
|
Bart Trzynadlowski
|
112777385e
|
Added a debug option to load and render a single frame of graphics state from a save state file. Only available if compiled with DEBUG defined. Invoked using: -gfx-state=<file> on command line.
|
2016-04-24 17:06:14 +00:00 |
|
Bart Trzynadlowski
|
1265c8d184
|
Using IEmulator interface instead of CModel3 directly
|
2016-04-24 03:01:42 +00:00 |
|
Bart Trzynadlowski
|
9baa0488e3
|
Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a)
|
2016-04-24 01:50:03 +00:00 |
|
Bart Trzynadlowski
|
3bd8e20639
|
Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line.
|
2016-04-24 01:40:16 +00:00 |
|
Bart Trzynadlowski
|
908d979cd7
|
Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
|
2016-04-22 23:46:49 +00:00 |
|
Ian Curtis
|
58d187e59a
|
parse viewports in normal order
|
2016-04-19 22:05:12 +00:00 |
|
Ian Curtis
|
df9fefd064
|
walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
|
2016-04-18 22:25:05 +00:00 |
|
Ian Curtis
|
057ee94210
|
simplify
|
2016-04-18 14:06:10 +00:00 |
|
Ian Curtis
|
a5301efed6
|
avoid cast warning
|
2016-04-17 00:02:16 +00:00 |
|
Ian Curtis
|
c4dc96ef71
|
simplify list code
|
2016-04-17 00:00:51 +00:00 |
|
Bart Trzynadlowski
|
34d4d8981d
|
Fixed 8-bit texture decoding in legacy 3D engine. Contour mode/alpha still needs to be made consistent (as much as possible) with new engine.
|
2016-04-15 04:26:42 +00:00 |
|
Bart Trzynadlowski
|
9a2bb78add
|
Hooked up Magical Truck Adventure controls
|
2016-04-13 03:28:04 +00:00 |
|
Ian Curtis
|
d2563c035f
|
you were right Bart :) (Fixes broken sound in last build)
|
2016-04-11 15:16:35 +00:00 |
|
Ian Curtis
|
499ac0e1c9
|
Don't use variable sized variables across platforms, unless needed
|
2016-04-11 09:00:20 +00:00 |
|
Ian Curtis
|
6d313fcf9e
|
Fix - cannot specify explicit initializer for arrays
|
2016-04-11 08:38:59 +00:00 |
|
Bart Trzynadlowski
|
94c66eea7b
|
Figured out Step 1.0 VROM texture uploads. Fixes missing textures in VF3 and VF3TB.
|
2016-04-11 03:48:36 +00:00 |
|
Bart Trzynadlowski
|
ef87093824
|
Debugger compilation fixed: CBus -> IBus
|
2016-04-11 03:39:19 +00:00 |
|
Bart Trzynadlowski
|
2524f2e837
|
Fixed Magical Truck Adventure by emulating VROM texture ports as a FIFO. Now, VF3 crashes on Akira's stage (and probably the other stages with texture glitches). Other games may be affected, too (not thoroughly tested yet).
|
2016-04-11 00:19:10 +00:00 |
|
Bart Trzynadlowski
|
775256118d
|
Fixed Magical Truck Adventure country check (accidentally removed a line in previous commit).
|
2016-04-10 23:57:55 +00:00 |
|
Bart Trzynadlowski
|
7ade3a6abb
|
Magical Truck Adventure expects 0x03 to be returned from MIDI control port (thanks, Ville). Game now boots but crashes because VROM texture uploads clobber memory for some reason.
|
2016-04-10 21:47:07 +00:00 |
|
Bart Trzynadlowski
|
198a469ff7
|
Created IEmulator interface, renamed CBus to IBus and CPCIDevice to IPCIDevice. Frames now rendered when emulator paused.
|
2016-04-10 03:42:41 +00:00 |
|
Ian Curtis
|
f52cb3c491
|
tweak frustum planes
|
2016-04-08 23:29:31 +00:00 |
|
Bart Trzynadlowski
|
e08b754140
|
Changed help text to explain that -sound-volume and -music-volume only take effect when DSB is present
|
2016-04-05 04:31:39 +00:00 |
|
Bart Trzynadlowski
|
22907b033f
|
Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp
|
2016-04-05 04:30:52 +00:00 |
|
Ian Curtis
|
5f68544641
|
revert viewport code
|
2016-04-04 10:50:05 +00:00 |
|
Ian Curtis
|
ecea4cad56
|
change tex format 4
|
2016-04-04 10:21:34 +00:00 |
|
Bart Trzynadlowski
|
38d5d14157
|
Clamping diffuse+ambient light intensity to 1.0 (legacy engine)
|
2016-04-04 04:32:10 +00:00 |
|
Bart Trzynadlowski
|
faf5f9cf48
|
Added a comment about viewports
|
2016-04-04 04:31:26 +00:00 |
|
Bart Trzynadlowski
|
6d9426759b
|
Fixed texture enable bit (fixes Star Wars light sabers and Sega Rally 2 cones) and added a hack for (and more comments about) color modulation. Scud Race, Sega Rally 2, LA Machineguns, etc. look correct now, but Fighting Vipers 2 shadows are no longer dark enough. Other bugs may exist.
|
2016-04-04 03:50:24 +00:00 |
|
Bart Trzynadlowski
|
1d4f5c871d
|
Fixed Types.h include
|
2016-04-04 03:43:55 +00:00 |
|
Bart Trzynadlowski
|
a202d8adc3
|
Do not print extra hardware message when there is none
|
2016-04-04 03:42:55 +00:00 |
|
Bart Trzynadlowski
|
d8aefa421d
|
8-bit texture upload byte selection (thanks to Ville; but not tested yet); code cleanup
|
2016-04-04 03:42:26 +00:00 |
|
Ian Curtis
|
d155fbd6e4
|
rgb values were swapped for paletted colours
|
2016-04-03 23:21:50 +00:00 |
|
Ian Curtis
|
3bc2794b0a
|
Use the correct texture enable bit
|
2016-04-03 16:10:40 +00:00 |
|
Bart Trzynadlowski
|
3c8352f4ca
|
Added a comment: observation of Star Wars and Scud Race color modulation issues.
|
2016-04-03 04:09:06 +00:00 |
|
Ian Curtis
|
688af26846
|
Possible work around for slightly incorrect viewport positions in ECA and harley
|
2016-04-02 22:13:59 +00:00 |
|
Ian Curtis
|
a99f022487
|
add missing include
|
2016-04-02 22:08:25 +00:00 |
|
Bart Trzynadlowski
|
6e5c301de8
|
Encryption device emulation (thanks to MAME), fixed warnings in Model3.cpp, added a string formatter helper, and updated Win32 GCC Makefile.
|
2016-04-02 21:50:40 +00:00 |
|
Bart Trzynadlowski
|
c0f679479a
|
Added virtual destructor to CDSB
|
2016-04-02 21:35:06 +00:00 |
|
Bart Trzynadlowski
|
0d989831ed
|
Added encryption keys, converted to cstdint types, fixed whitespace
|
2016-04-02 21:33:33 +00:00 |
|
Bart Trzynadlowski
|
c7ad13fb31
|
Whitespace, cstdint types
|
2016-04-02 21:32:28 +00:00 |
|
Ian Curtis
|
c7412828d4
|
Use proper texture wrapping mode for 2d. Stops garbage down the top and left sides. Should really use NPOT texture.
|
2016-04-02 12:23:46 +00:00 |
|
Ian Curtis
|
7e7847bc83
|
Allow asymmetric projection matrices. Fixes a bunch of missing effects and bad camera angles in harley.
|
2016-03-31 09:27:42 +00:00 |
|
Ian Curtis
|
aee89390ba
|
add LOD table data. Maybe we can get clipping planes out of these
|
2016-03-28 20:11:46 +00:00 |
|
Ian Curtis
|
e79b241a49
|
properly mark dynamic meshes as such
|
2016-03-28 19:58:36 +00:00 |
|
Ian Curtis
|
e1278f4451
|
allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders
|
2016-03-27 08:39:40 +00:00 |
|
Ian Curtis
|
ffaed8ae32
|
clear the rom mesh buffer
|
2016-03-26 22:48:51 +00:00 |
|
Ian Curtis
|
4992e59673
|
Cache rom models, for better performance.
|
2016-03-26 22:44:26 +00:00 |
|
Ian Curtis
|
8488f22ac5
|
|
2016-03-24 13:26:28 +00:00 |
|
Ian Curtis
|
0327db246f
|
WIP
|
2016-03-24 13:17:17 +00:00 |
|
Ian Curtis
|
23172c9aec
|
fix for bad matrix with NaN
|
2016-03-23 01:05:02 +00:00 |
|
Bart Trzynadlowski
|
5c513445b1
|
Fixed detected axis printf() and compiler warnings (hopefully I did not parenthesize any conditionals incorrectly!)
|
2016-03-23 00:47:53 +00:00 |
|
Ian Curtis
|
f031e5d095
|
finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes.
|
2016-03-22 23:39:59 +00:00 |
|