Commit graph

831 commits

Author SHA1 Message Date
toxieainc d919f3865c port some changes from MAME/MESS 2022-08-16 21:34:31 -07:00
ToBul e06788e768 Fix SUPERMODEL_DEBUGGER build. - Ian
As requested by Bart; Ian's last SourceForge commit.
Also, purely to appease my OCD, a change I forgot on my last 'Games.xml' PR that really shouldn't bother me as much as it does.
2022-08-14 11:46:35 -07:00
toxieainc d4633a868d Revert "port some changes from MAME/MESS"
This reverts commit b5f3d8b68e1ae62a08b00a730b6b8150758c0af3.
2022-08-09 20:37:42 -07:00
toxieainc 03002d3f22 port some changes from MAME/MESS 2022-08-09 20:37:42 -07:00
toxieainc 2df681f009 equivalent optimizations, NFC 2022-08-09 20:37:42 -07:00
toxieainc cb9d73c9d0 port some (simple) changes from MAME/MESS 2022-08-09 20:37:42 -07:00
toxieainc 27e071dafb add comment 2022-07-18 21:43:13 +02:00
toxieainc dda48d7606 address review 2022-07-17 20:29:25 +02:00
toxieainc 24173a2140 revert "" -> std::string() 2022-07-17 20:25:51 +02:00
toxieainc c42a2d8951 check for __GNUC__ instead of just assuming it 2022-07-17 20:23:11 +02:00
toxieainc abb1273aa0 slightly optimize DrawTileLine (less branches/logic) 2022-07-11 18:49:02 +02:00
toxieainc b98be0c2e7 optimize ReadRegister, as localtime (at least on MSVC/Windows) is significantly showing up in profiling
e.g. in SW Trilogy

caches localtime until time changes (i.e. limits calls to 1/sec)
2022-07-11 18:47:13 +02:00
toxieainc ba7145df52 use intrinsics for endian swap 2022-07-11 18:42:15 +02:00
toxieainc b2b8396947 missed 2 changed files with last commit 2022-07-11 18:27:44 +02:00
toxieainc 4961951a89 fix a real error (m68kdasm) and some harmless performance warnings and use modern headers 2022-07-11 18:10:41 +02:00
toxieainc e0053b3a46 fix some real errors (Model3,InputSystem), minor errors (SCSP,SDL/Main) and some performance warnings 2022-07-11 17:43:59 +02:00
Bart Trzynadlowski 8c8cc3d32b Preparing for Git snapshot build bot and updated copyright header to reference full lifespan of Supermodel repo 2022-06-23 12:34:02 -07:00
Ian Curtis a742a73772 njz3: Fix sound volume with new quadrophonic audio code 2022-06-19 16:15:54 +00:00
Ian Curtis e3bc56c8f1 values must be signed, to handle negative numbers, my bad 2022-06-14 21:24:43 +00:00
Ian Curtis 78eab65749 minor fix 2022-06-14 18:14:06 +00:00
Bart Trzynadlowski 7be381c9ba Added configurable refresh rate. Default is 60 but -true-hz on the command line enables 57.524 Hz mode, which some players report making Spikeout and the timing of combos in VF3 more authentic. The config key is RefreshRate and is specified as a floating point value. Should the desire arise, arbitrary refresh rates can be set in Supermodel.ini using this key but almost no validation of the value is performed. Thanks to forum user trap15 for the original code and PonMi for advocating for this patch to be included. 2022-06-12 17:51:57 +00:00
Ian Curtis 83e7b5f45d njz3: Proper quadrophonic audio support. Need 4+ speakers to take advantage otherwise down mixed to stereo. 2022-06-09 21:10:39 +00:00
Bart Trzynadlowski 5e61e2f388 Added default values for PortIn, PortOut, and AddressOut 2022-03-31 23:09:32 +00:00
Ian Curtis 84ae9df665 fix: explicit specialization requires 'template <>' 2022-02-06 17:32:44 +00:00
Bart Trzynadlowski fe7baa108f Bitmap size field in the BITMAPV4HEADER was not being set correctly (the image viewers I've been using are unaffected by this but it ought to be corrected) 2022-02-05 06:44:53 +00:00
Bart Trzynadlowski 3f6937e1a6 When dumping textures, two T1RGB5 texture maps are written: with and without contour processing. Contour processing can be disabled per-polygon and some textures intended to be used without contour processing contain pixels with T=1 that are clearly not supposed to be transparent. We now output textures_t1rgb5_contour.bmp and textures_t1rgb5_opaque.bmp. 2022-02-05 00:52:34 +00:00
Bart Trzynadlowski 32933ef9b0 Added a -dump-textures option (config key DumpTextures) that writes texture BMP files, one for each known format (12 in all currently) 2022-02-01 23:15:06 +00:00
Matthew Daniels 646b46fd4b 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
2022-01-23 15:32:53 +00:00
Ian Curtis 0ef90899e1 Double buffer the line of sight values. Should allow the correct values to be returned if GPU threading is enabled. 2022-01-02 12:48:09 +00:00
Ian Curtis bc774ca10e methods should be marked as noexcept because they cannot throw 2021-12-19 17:48:38 +00:00
Ian Curtis b8aac0a4f8 white space. 2021-12-17 23:58:20 +00:00
Ian Curtis 6f7130c50b Better document real3d registers 2021-12-17 23:57:12 +00:00
Matthew Daniels 6ff099b5ba Clear all Real3D DMA registers on reset; uninitialized values were causing issues with MSVC debug builds 2021-12-17 23:36:54 +00:00
Matthew Daniels 3e9c887277 Another header include fix 2021-12-15 14:47:41 +00:00
Matthew Daniels 94772ae3d9 Include required header files in Model3GraphicsState.h - fixes potential build errors in GCC 2021-12-15 13:55:27 +00:00
Matthew Daniels 0c47ac831a Increase MIDI FIFO buffer size for SCSP; should prevent FIFO overflows
Also use similar macro for DSB FIFO buffer
2021-11-30 23:01:37 +00:00
Matthew Daniels e93c5d710f 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; Real3D 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.
2021-11-28 01:11:11 +00:00
Matthew Daniels 9ffce8b92a Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs.
Making changes to a header file should no longer force the entire project to recompile.
2021-11-22 17:15:06 +00:00
Matthew Daniels 50465f9a5a Shared RAM on simulated netboard is now double-buffered; Spikeout Final Edition no longer requires a hack to work.
Preparing to enable simulated netboard to run in its own thread
2021-11-05 00:23:29 +00:00
Matthew Daniels b62110617b New JTAG patch for Sega Rally 2; linked mode now fully working.
Few other minor changes
2021-10-30 23:00:49 +00:00
Matthew Daniels 94d8a1b22d Increase size of DSB2 FIFO buffer; fixes Sega Rally 2 music occasionally not switching or fading out 2021-10-26 22:47:24 +00:00
Matthew Daniels b18f6d1b54 Non-linked games no longer falsely list the net board under extra hardware 2021-05-09 23:22:18 +00:00
Matthew Daniels b7755c9ae1 Fix 16-bit variables not displaying correctly in Z80 debugger (at least in MSVC builds) 2021-05-09 18:12:40 +00:00
Matthew Daniels a20366d338 Fix netboard resets and detection of simulated netboard linking to itself 2021-04-19 22:15:50 +00:00
Matthew Daniels 5a570ce7fe Adding simulated netboard; all linked games except Sega Rally 2 working at full speed. 2021-04-14 01:20:45 +00:00
Matthew Daniels 98d4f1c6f6 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. 2021-03-22 01:08:45 +00:00
Ian Curtis 4b9221ecd6 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. 2021-03-15 15:55:39 +00:00
SpinDizzy 020e2d1b32 DSB2 clock speed from 4MHz to 11MHz. 2021-03-13 08:17:11 +00:00
SpinDizzy de470aaf52 Fixed cycle counting overflow that was causing DSB2 to halt execution. 2021-03-07 10:12:37 +00:00
Ian Curtis 6cf9974102 missing header 2021-03-03 20:31:57 +00:00
SpinDizzy 46b1de2238 DSB2 IRQ 2 now fires at 1KHz rather than once per frame, improving
music timing in Daytona USA 2 and Sega Rally 2. DSB1 CPU timing 
increased from 1MHz to 4MHz, improving music fade timing in Scud Race. 
Thanks to gm_matthew for these discoveries.
2021-03-03 15:30:19 +00:00
Ian Curtis e3374256ff Just a few compile warnings 2021-02-20 22:19:16 +00:00
Ian Curtis 0bfc2aea31 Fix project file 2021-02-19 11:03:48 +00:00
SpinDizzy e4998f57fd Skichamp Driveboard error fix. 2021-02-18 10:35:38 +00:00
SpinDizzy 08d4735ee8 Huge refactor of the Driveboard:
-Separate each possible boards (wheel, joystick, skipad, billboard).
-Defined a Driveboard type in Games.xml for each games.
-Due to the refactoring, Driveboard Savestates have changed (a common base data + a specific board data are saved).
-Backwards compatibility with previous save states is maintained.
-Driveboard rom section is no longer required anymore. This disables Driveboard emulation in case the rom is not found.
-Added Billboard emulation (vf3, vs2, fvipers2, von2). 7 segments and lamps Outputs are redirected to Supermodel outputs.
-Changes project to C++ 17 standard.
2021-02-18 10:29:15 +00:00
SpinDizzy ab367774d3 Introduce new config keywords.
In xinput mode, lets the choice to have left and right gamepad motors vibrate together.
XInputStereoVibration = 1 (both motors) [default]
XInputStereoVibration = 0 (separate motors)

In sdl input mode, new control option to set minimum strength above which a Model 3 constant force command will be simulated on an sdl gamepad device.
SDLConstForceThreshold = 30 [default]
note : the vibration strength can be mod with SDLConstForceMax = [val]
2021-01-30 09:54:03 +00:00
SpinDizzy 6627b1e95f The controls of bass/getbass games were no longer good, following recent rom set name changes in Games.xml. 2021-01-05 14:24:57 +00:00
SpinDizzy 6626afc8bb 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 ?).
2020-12-30 17:14:14 +00:00
SpinDizzy 34c24c0104 - Suppressed net board console output (using debug logging now)
- Added GPL headers to net board source files
2020-12-28 16:22:12 +00:00
SpinDizzy 53185c3eff Introducing a special release build target with SVN version stamping. 2020-12-24 10:20:26 +00:00
SpinDizzy 1f50519905 Magical Truck Adventure rom patch to unlock region. (enter service menu, then Start P1, Start P1, Service, Start P1, Service, Test) 2020-12-21 15:39:15 +00:00
Ian Curtis 72c0c60c98 -wide-bg option to stretch the background tile layer when wide-screen mode is enabled - Daro Land 2020-12-20 18:17:34 +00:00
SpinDizzy 7d2b21a6dc Change the duration of constant force effect in SDL2 to correct daytona games 2020-12-01 07:35:52 +00:00
SpinDizzy 5143669cb9 Star Wars Trilogy lever feedback activated 2020-10-24 09:12:54 +00:00
SpinDizzy 402baf87b8 Force Feeback for Linux 2020-10-21 08:19:51 +00:00
Ian Curtis db013491b4 hopefully fix building on linux 2020-09-19 14:45:51 +00:00
SpinDizzy 981cdc33f5 Added Screenshot feature (ALT+S). 2020-09-19 07:54:26 +00:00
SpinDizzy ca57659fcb Remove using namespace from headers. 2020-09-16 07:03:03 +00:00
Ian Curtis c0729c1048 fix compiling with visual studio 2020-09-15 08:51:23 +00:00
Ian Curtis 75f8ee61a3 fix missing polys with quad renderer 2020-09-14 20:01:52 +00:00
SpinDizzy 309537d64e 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. 2020-09-14 07:01:54 +00:00
SpinDizzy 72b2c0eb28 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.
2020-09-14 06:59:38 +00:00
Ian Curtis 38c3ff61f9 Clip scroll fog to viewport, instead of filling entire screen. Fixes fog bug in Daytona credits. 2020-09-08 09:10:24 +00:00
Ian Curtis aaa26f678c Update scroll fog logic. Should fix the credits in virtua fighter and daytona that have fogging applied to the background layer and shouldn't. 2020-09-07 16:25:18 +00:00
SpinDizzy 60c923f45f - 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.
2020-08-31 09:28:35 +00:00
SpinDizzy 6491ed46a7 Rename command line SCSP option to -legacy-scsp and -new-scsp 2020-08-26 16:14:54 +00:00
SpinDizzy d3955062e4 Correct the returned value from previous getbass patch
There was a strange side effect on Ocean Hunter game
2020-08-26 16:05:23 +00:00
SpinDizzy 9e8e993026 Getbass related
Game now boots in game
Add missing analog input and buttons
2020-08-25 08:48:25 +00:00
SpinDizzy 97d61a970c Small oversight in the new SCSP code 2020-08-24 10:09:01 +00:00
Ian Curtis 816d541b98 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)
2020-08-22 20:41:47 +00:00
SpinDizzy 27cda80abb 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
2020-08-22 09:00:13 +00:00
Ian Curtis d77433b525 Remove some debug code 2020-08-01 09:02:04 +00:00
Ian Curtis ba917aca6d Update glew version 2020-07-31 19:18:51 +00:00
Ian Curtis 5e434e2644 build fixes for mac 2020-07-27 10:28:48 +00:00
SpinDizzy 6af882548f Linux build compatibility changes 2020-07-03 09:15:08 +00:00
Ian Curtis f7d75b783d silence a few casting warnings 2020-07-01 17:51:21 +00:00
SpinDizzy a73a06d546 Netboard related : Define a new hardware line in games.xml 2020-07-01 15:56:21 +00:00
SpinDizzy 345310fbee _rotl() replacement 2020-06-17 16:31:22 +00:00
Ian Curtis 9a651bdb61 Only try and make a connection if we have enabled EmulateNet 2020-06-17 15:11:58 +00:00
Ian Curtis 1a3407bec8 Fix corrupted memory in network mode 2020-06-17 11:41:41 +00:00
Ian Curtis 597ea93749 remove old files 2020-06-16 12:01:13 +00:00
Ian Curtis daef27be37 Replace network code with new tcp implementation 2020-06-16 11:55:38 +00:00
Ian Curtis 8071efbf79 Add SDLnetworking + some basic tcp classes 2020-06-13 19:46:12 +00:00
Ian Curtis d688fdd3d5 cache variable, without it is unusably slow in debug mode 2020-06-12 17:33:21 +00:00
Ian Curtis f69d7c7006 fix output values 2020-06-08 10:14:03 +00:00
Ian Curtis 6f6c98c671 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. 2020-05-11 09:05:46 +00:00
Ian Curtis e2ad593e88 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) 2020-05-07 19:34:22 +00:00
SpinDizzy 5b406059ce custom resolution bug fix 2020-04-24 07:04:41 +00:00
SpinDizzy 4f347ff3f1 SDL1 to SDL2 internal changes 2020-04-19 08:34:58 +00:00
Ian Curtis 5ace960f14 tweak value so the map indicator still works at the start of spikeout 2020-01-04 18:15:30 +00:00