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
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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
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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
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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.
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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:
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-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.
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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.
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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
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-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:
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-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.
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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
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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.
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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
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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"
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This reverts commit b5f3d8b68e1ae62a08b00a730b6b8150758c0af3.
2022-08-19 08:41:22 -07:00
toxieainc
d7041a83c9
fix missing version GLSL compiler warnings on startup
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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"
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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.
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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
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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"
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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
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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
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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