Commit graph

900 commits

Author SHA1 Message Date
Matthew Daniels 801945d066 Whitespace 2023-09-25 14:41:35 +02:00
gm-matthew 24d24db988 Ping-pong flip timing depends of the value of tilegen register 0x08
Also make the debugger display 16 bytes per line when using the "listmemory" command. Mirrored system registers can now be watched
2023-09-25 14:41:35 +02:00
Ian Curtis 6b0d5c453a Merge branch 'master' of https://github.com/trzy/Supermodel 2023-09-23 15:27:12 +01:00
Ian Curtis c6ea81d996 Emulate the entire tilegen chip in a GLSL shader. (This is now possible with opengl 3+). The tilegen drawing was emulated on the CPU, but was one of the most expensive functions in the emulator according to a profiler. On a modern GPU it's pretty much free, because a GPU is a massive SIMD monster.
Tilegen shaders are mapped to uniforms, and the vram and palette are mapped to two textures.

TODO rip out the redundant code in the tilegen class. We don't need to pre-calculate palettes anymore. etc

The tilegen code supports has a start/end line so we can emulate as many lines as we want in a chunk, which will come in later as some games update the tilegen immediately after the ping_pong bit has flipped ~ 66% of the frame.

The scud rolling start tilegen bug is probably actually a bug in the original h/w implementation, that ends up looking correct on original h/w but not for us. Need hardware testing to confirm what it's actually doing.
2023-09-23 15:27:04 +01:00
gm-matthew c9b718e89a Fix Z80Debug.cpp compile with C++20
String literals should not be used to initialize char* but C++17 and earlier were letting it slide
2023-09-02 20:38:24 -07:00
Bart Trzynadlowski ebff9a8b2d SCSP: added more detail to comment explaining 68K clock speed as recommended by Brian Troha 2023-09-02 20:32:11 -07:00
gm-matthew b2fee4242c DMA device register always returns Step 1.x PCI ID
Step 2.x games by AM3 request PCI ID this way and expect to see 0x16c311db
2023-08-20 17:43:40 -07:00
gm-matthew 7924fed369 Set soundboard CPU to correct clock speed
The 68K on the soundboard is rated at 12 MHz but runs at 11.2896 MHz, which is 256 cycles/sample with a 44100 Hz sample rate. Removed SoundClock and Freq as they are not needed
2023-08-20 17:43:27 -07:00
gm-matthew 015e8e9212 Drive board uses the value 0xFF (not 0x00) on ports 42 and 45 to stop all effects when port 46 is set to 0xFF; fixes FFB effects continuing after game ends 2023-07-01 23:21:51 -07:00
ToBul 583d237b2b Fix GCC 13 build.
MSYS and probably a few Linux distros are now shipping GCC 13.
The new standards and issues are listed here,

https://gcc.gnu.org/gcc-13/porting_to.html
2023-05-07 21:42:21 -07:00
CapitaineSheridan 18f3c23a9f Work around to prevent I/O error after a while on fishing games with tension 2023-05-07 21:41:57 -07:00
CapitaineSheridan 813edb8218 Crosshair optimization:
-create crosshairs only once in Init() instead of created them at every cycle
-use matrix scale to apply the aspect ratio
2023-05-07 21:41:05 -07:00
Bart Trzynadlowski 87de86f7d1 Crosshair: use actual adjusted viewport resolution (configuration resolution is not the same thing). Fixes crosshair alignment for resolutions with non-Model 3 aspect. 2023-03-18 10:00:28 -07:00
Bart Trzynadlowski 95fc08e0a3 Windows app manifest added to enable PerMonitorV2 DPI awareness 2023-03-15 18:24:01 -07:00
Bart Trzynadlowski b5ca365928 NetBoard: guard against freeing null pointers and INetBoard needed a virtual destructor (was causing crashes on exit on some systems) 2023-03-14 11:18:20 -07:00
CapitaineSheridan abc2900770 m_crosshair is not needed and the config should be checked every frame because otherwise Alt-I command was broken (the number of crosshairs to render is mapped to a UI key) [Bart] 2023-03-13 20:18:51 -07:00
CapitaineSheridan a319bbee0c Better optimisations.
Moved all UI rendering from Main to CCrosshair.
Take care of syntax about crosshair style.
2023-03-13 20:18:51 -07:00
CapitaineSheridan b19fdb6a77 Change Media folder to Assets folder.
Naming variable convention.
Command line change -crosshair-style = vector|bmp.
Config ini variable change CrosshairStyle = vector|bmp.
CCrosshair::DrawCrosshair optimisation.
Modifying UpdateCrosshairs() to eliminate global variable.
2023-03-13 20:18:51 -07:00
CapitaineSheridan 1b066fe4b3 Crosshair refactor
-add a new separate class for crosshair
-crosshair coordinates are calculated by matrix instead of recreating every object at correct coordinates
-add ability to scale crosshair by dpi
-add ability to use bitmap crosshair (located in ./Media/). 32bits bmp format + alpha
-cmd line "-bitmapcrosshair" or "-vectorcrosshair" and/or BitmapCrosshair=0|1 in config file
-these changes are only for lost world game with Crosshairs=1|2|3

don't forget to copy the 2 crosshair images in Supermodel/Media folder
2023-03-13 20:18:51 -07:00
Bart Trzynadlowski ae5af4c036 Fixed window position config storage and command line parsing 2023-03-09 10:34:51 -08:00
Bart Trzynadlowski 83144f80b7 Config nodes: added the ability to clear out node values or create empty leaf nodes 2023-03-09 10:34:51 -08:00
joachim 043f901c80 comply to @trzy requested changes # 2023-03-09 10:34:51 -08:00
joachim 4a64a0df71 comply to @trzy requested changes 2023-03-09 10:34:51 -08:00
joachim c301a574ed -pos=<x>,<y> -> correct error when not present 2023-03-09 10:34:51 -08:00
joachim c97e3acce7 Add two video settings:
-pos=<x>,<y>            Position [Default: centered]
-borderless             Windowed mode with no border

These 2 settings are usefull when setting up a multiplayer game on one machine.

Example for 4 windows in fullHD:

start "Master" /D"Master_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=0,0
start "Slave1" /D"Slave1_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=960,0
start "Slave2" /D"Slave2_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=0,540
start "Slave3" /D"Slave3_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=960,540
2023-03-09 10:34:51 -08:00
joachim 5fa190490d Allow joystick to be fetch if windows has no focus in SDL input mode.
This is usefull for multiple instance of supermodel networked on the same machine.
2023-03-09 10:34:51 -08:00
Aaron Paden 78f5056223 Add missing filename to ErrorLog call. 2022-12-28 20:04:25 -08:00
CapitaineSheridan 7e025e64a2 Memory allocated but not released. 2022-12-28 18:24:11 -08:00
Ian Curtis 69a458ecf7 Make sure to invalidate texture memory when going fullscreen otherwise it might not be syned correctly. 2022-12-25 00:32:01 +00:00
Ian Curtis 11c01a349f SDL_SetWindowFullscreen isn't needed as we call ResizeGLScreen which sets the fullscreen mode afterwards. 2022-12-24 23:54:47 +00:00
Ian Curtis 6dcf144694 We must explicitly call SDL_SetWindowFullscreen after setting the display mode otherwise the refresh rate doesn't change. 2022-12-24 17:29:08 +00:00
Ian Curtis ad0aed42a4 be a bit more flexible with the display frequencies we'll match 2022-12-19 14:11:21 +00:00
Ian Curtis 25604512f4 The model 3 (actually model 1,2 and 3) all used some crazy refresh rate of 57.524hz. If your screen refresh rate is 60hz, supermodel will work fine, but really run too fast. Anyway if you create a custom refresh rate, supermodel will automatically pick this, and set it when the emulator is in fullscreen mode. Apparently this works with most monitors, even cheapo low end ones.
To active set your command line to:
-res=1920,1080 -vsync -fullscreen -true-hz

Replace the resolution with whatever your monitor's native resolution is.
2022-12-19 00:13:08 +00:00
Ian Curtis 984f78ad1b Merge branch 'master' of https://github.com/trzy/Supermodel 2022-12-17 23:46:11 +00:00
Ian Curtis 57ead6037d Better opengl resource allocation. Fixes going fullscreen and back. 2022-12-17 23:46:02 +00:00
Fernando Casas Schössow d83e4754fe Fixed build on macOS 2022-12-12 16:49:07 -08:00
Fernando Casas Schössow 07429b9187 Switched to Util::Format() to generate screenshot filename 2022-12-12 16:49:07 -08:00
Fernando Casas Schössow 317f8bacde First review code changes (identation and cosmetic changes) 2022-12-12 16:49:07 -08:00
Fernando Casas Schössow d11efb8553 Changed pathType from string var to enum 2022-12-12 16:49:07 -08:00
Fernando Casas Schössow df7787f040 Keep Supermodel files (config, nvram, saves, etc.) in a predictable path when running on Linux 2022-12-12 16:49:07 -08:00
toxieainc db455ba5c1 add undefd codepath for correct use of the 18bit DAC path (which seems to be triggered for all games)
the volume correction to bring the data back into a valid range is not really needed in practice though, only Daytona2 seems to need it, and also only extremely rarely, so lets just live with a tiny bit of clamping for that game then

while add it, make some formatting similar to MAME, and add one comment regarding a most likely wrong recent MAME change
2022-11-29 12:36:27 -08:00
Ian Curtis 153c510009 Fix uniform location. 2022-11-26 12:58:07 +00:00
Matthew Daniels 7513cc769a Update Model3.cpp
whitespace
2022-11-25 15:27:12 -08:00
gm-matthew 6a392f2cc9 Add comment 2022-11-25 15:27:12 -08:00
gm-matthew 916d3d3af1 whitespace 2022-11-25 15:27:12 -08:00
gm-matthew 2063303a4d Wait until IRQ2 is acknowledged before starting IRQ40 sequence. Fixes Ski Champ hanging at FBI screen when region set to USA 2022-11-25 15:27:12 -08:00
gm-matthew 79a2414f3f Incomplete texture headers uploaded via FIFO are now discarded. Ski Champ sends one more 32-bit word via DMA than it should which was causing Supermodel to erroneously intepret the extra word as another texture 2022-11-19 21:06:39 -08:00
Ian Curtis 5f30614c4c FIx shaders failing to build on apple h/w 2022-11-09 18:56:15 +00:00
Ian Curtis e47258c61d Remove some left over depreciated opengl functions. They were basically no-op anyway with shader path. 2022-11-07 23:52:44 +00:00
Ian Curtis 9348fd852d Merge branch 'master' of https://github.com/trzy/Supermodel 2022-11-07 21:33:08 +00:00
Ian Curtis 40c8259130 Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.

A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.

This is a big update so I apologise in advance if I accidently broke something :]
2022-11-07 21:33:01 +00:00
toxieainc 4c727abdc8 change all INT16 mixing/intermediate clamping to floats
also fixes 3 bugs:
1) mpeg right channel volume was always using the left channel volume, too
2) too high MusicVolume setting was not clamped to 0..200
3) too high SoundVolume setting was not clamped to 0..200
2022-11-06 13:00:13 -08:00
Bart Trzynadlowski 121f81c742 68K now uses run-time hooks for IRQ and instruction hook callbacks 2022-11-02 18:46:08 -07:00
Ian Curtis b2e5a200da Fix build for linux (just missing header) 2022-10-17 09:34:11 +01:00
Ian Curtis f0872cc998 Upgrade the glsl shader class a bit. Add a const char* comparitor so we can use a map with a simple "string" key. Fine to use when performance is not critical. 2022-10-16 21:03:41 +01:00
Ian Curtis 6fbf938335 Add a proper git ignore file .. And fix the legacy renderer to build with new visual studio (2019) 2022-10-16 20:45:40 +01:00
toxieainc e644751f01 after clarifications, minor cleanup 2022-10-10 16:35:02 -07:00
toxieainc 75771b3d14 remove 2 dupe function calls, where ProcessLos should actually be rather costly 2022-10-10 16:35:02 -07:00
Fernando Casas Schössow 412e9232d7 Fix new 3D engine texture2DLod function missing error on Linux/MESA. MESA requires needed extensions to be explicitly declared in code otherwise it will not enable them. 2022-10-10 16:30:09 -07:00
toxieainc aae58edd62 change one more place with potential aliasing issue 2022-10-03 17:59:59 -07:00
toxieainc 5f97e5af6c address review 2022-10-03 17:59:59 -07:00
toxieainc 519d695f57 address review and move bit casts to new header 2022-10-03 17:59:59 -07:00
toxieainc 1b0e3be8dc use correct slash 2022-10-03 17:59:59 -07:00
toxieainc 22ffb5cc19 Harmless math warning fixes. map->unordered_map in CNew3D::CacheModel. Avoid general aliasing problems (using bit_cast or the recommended/optimized-away memcpy). 2022-10-03 17:59:59 -07:00
toxieainc 0eef09ba2b Revert "port some changes from MAME/MESS"
This reverts commit b5f3d8b68e1ae62a08b00a730b6b8150758c0af3.
2022-08-19 08:41:22 -07:00
toxieainc d7041a83c9 fix missing version GLSL compiler warnings on startup
happens (at least) on Intel drivers
2022-08-19 08:41:22 -07:00
toxieainc 7052e8375e port some changes from MAME/MESS 2022-08-19 08:41:22 -07:00
toxieainc a60f99848f Revert "port some changes from MAME/MESS"
This reverts commit b5f3d8b68e1ae62a08b00a730b6b8150758c0af3.
2022-08-16 21:34:31 -07:00
toxieainc 6c24bf7c8f Optimize quad rendering by replacing the double computations for the area computation with the equivalent shoelace algorithm along with kahans algorithm to compute the cross products. In addition pull out the /w to the end, which increases precision even more.
Thus making the result similar to the fp64 version, tested e.g. with harleys first person mode (all artifacts still gone as before).

Improves perf on low end boards (e.g. Intel) dramatically (10fps with harley before, now 70 on my laptop), and even on higher end (e.g. NVIDIA laptop, quads are now faster than tri pipeline on my laptop).
2022-08-16 21:34:31 -07:00
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