Commit graph

17 commits

Author SHA1 Message Date
Nik Henson 183dca563d Committing various small updates that have been hanging around in my source tree for a while now:
- Added 'crosshairs' command line and config option.
- Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this).
- Added fullscreen toggle within game using Alt+Enter key combination.
- Added framework for lamp outputs and 'outputs' command line and config option.  So far only the lamps for driving games are hooked up in the emulator (others to be added later).
- Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable)
- Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was.
- Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2.
- Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one.  This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding).
- Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame.  This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal).
- Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache.
- Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors.
- Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader).  I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow.
- Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
Bart Trzynadlowski a1346b57f5 - Changed spelling of some messages in drive board code.
- Added an extra blank line after info display in CModel3.
- Cleaned up comments in Main.cpp.
- More document updates. Fixed '-no-music'->'-no-dsb', 'EmulateMusic'->'EmulateDSB'.
2011-09-22 17:28:49 +00:00
Bart Trzynadlowski 2a314041ad Commented out verbose/debug output in drive board code for release. 2011-09-22 09:02:50 +00:00
Bart Trzynadlowski 46bc52bb12 - Changed save state error messages slightly.
- Wrapped rows that exceed 80 columns in Supermodel.ini.
- Added some member and function comments to a few header files. 
- Changed version string to 0.2a-RC2 in anticipation of sending another release candidate build to testers.
- Added GAME_INPUT_RALLY flag to dirtdvlsa, eca, and ecax.
- Configuration dialog no longer refers to Sega Rally 2 and Dirt Devils; instead, "Miscellaneous Driving Game Buttons"
- More additions to README.txt.
2011-09-22 06:11:47 +00:00
Nik Henson eaa3bbf8b7 Changes to get debugger classes to compile under Linux 2011-09-21 23:47:11 +00:00
Nik Henson 58954ee4cc Small updates:
- added methods to CModel3 to access sound board and drive board
 - added methods to CSoundBoard to access 68K and DSB (if attached)
 - added methods to CDSB1 & CDSB2 to access Z80 & 68K respectively
 - small code tweak in DriveBoard.cpp
 - comment tweaks in Model3.h & Model3.cpp
2011-09-15 21:10:38 +00:00
Bart Trzynadlowski 2f5bf43bda Updated copyright information and added headers to all remaining files except debugger. 2011-09-14 19:08:43 +00:00
Nik Henson ca8d838826 Added stopping of all force feedback effects on reset (just in case some were playing at that point) 2011-09-13 22:45:32 +00:00
Nik Henson e223d388eb Driveboard changes:
- added notification message if drive board is disabled when loading incompatible save state
- removed some superflous print statements, but have kept in printing out of force feedback commands for now (which have also been made more visual)
- made sure that feedback state is reset in SendStopAll()
2011-09-12 21:07:03 +00:00
Nik Henson 8dfb033034 Changed drive board logic slightly for stopping vibrate effect as wasn't always cancelling the effect in Daytona 2 2011-09-12 19:55:53 +00:00
Nik Henson 4c18925679 Fixed bug with loading/saving of state - it wasn't persisting the ram array properly 2011-09-11 18:55:13 +00:00
Nik Henson 5b5d24293f Fixed bug which was crashing emulator when loading/saving state of games that do not use the drive board 2011-09-10 21:00:33 +00:00
Nik Henson 0495421cbc DriveBoard changes:
- fixed bug in SendConstantForce which was sending incorrect values at times
- removed friction effect for now, until can determine its exact command seq
- added checking of compatibility of saved state and temporary disabling of drive board if not compatible
2011-09-09 07:18:52 +00:00
Bart Trzynadlowski b76b43cc93 - Fixed drive board. Now determines whether it is attached and enabled in Reset(). 2011-09-08 17:58:25 +00:00
Bart Trzynadlowski 11d1d61bc2 - Removed BOOL and replaced it with native C++ type, bool.
- Removed TRUE and FALSE, changed to 'true' and 'false' keywords.
2011-09-08 06:34:18 +00:00
Bart Trzynadlowski 70ec09de92 - Added drive board ROM loading.
- Changed EnableFFeedback -> ForceFeedback to be more consistent with the other options.
- Updated help text.
2011-09-08 01:07:06 +00:00
Nik Henson 5c8af8d259 Initial version of drive board (still work-in-progress) 2011-09-07 07:06:40 +00:00