Ian Curtis
3f9936d664
don't clamp after spot light code, looks much closer to h/w
2016-05-26 09:06:09 +00:00
Bart Trzynadlowski
8ba8d7290e
Hooked up Sega Bass Fishing / Get Bass controls
2016-05-26 04:13:22 +00:00
Ian Curtis
89c987fae1
basic spotlight code
2016-05-26 00:08:12 +00:00
Bart Trzynadlowski
a0910f96fb
Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders.
2016-05-25 04:00:02 +00:00
Bart Trzynadlowski
6dc35f9563
Updated legacy engine vertex shader to use specular shininess and coefficient along with old equation. Still not correct (too strong compared to the old method).
2016-05-25 03:10:36 +00:00
Ian Curtis
c5ce2b9679
fix alpha testing for texture format 7
2016-05-22 19:17:15 +00:00
Ian Curtis
65d6342947
remove dead code
2016-05-21 16:26:00 +00:00
Ian Curtis
fd3eb49369
support 4 bit textures
2016-05-21 15:50:54 +00:00
Ian Curtis
e108b56664
correctly mask pointers
2016-05-19 22:23:50 +00:00
Ian Curtis
a79fd2786a
optimise hash table access for better performance
2016-05-19 19:04:44 +00:00
Ian Curtis
ff8d311dcc
support colour table pointer
2016-05-18 23:06:41 +00:00
Ian Curtis
7e3c097a31
remove debug code
2016-05-16 17:26:53 +00:00
Ian Curtis
828fd8ebb4
Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative
2016-05-16 17:10:04 +00:00
Ian Curtis
9e279a0c1f
Non luminous polygons seem to be effected by the lightModifier also. API seems to have no restriction in this regard, neither does the SDK. The ocean hunter requires this for some of the 2d stuff. Light modifier values only seem to exist between 0-16, which is strange for 5 bits of precision. Possibly top bit disables the effect and lower 4 bits are the value. This clearly differs from the SDK, but without this the values come out clearly wrong.
2016-05-16 10:49:00 +00:00
Ian Curtis
62eafacfc3
adjust (hopefully correct) fog equation
2016-05-16 10:44:16 +00:00
Ian Curtis
bc08276d60
preliminary specular
2016-05-15 16:24:49 +00:00
Bart Trzynadlowski
c9147bc93d
- Removed a stale comment
2016-05-14 06:31:44 +00:00
Bart Trzynadlowski
897b1acb21
Legacy renderer changes:
...
- Updated shading model. Unfortunately, it is far from perfect but it seems to be the best I can do for now. Not really much of a difference from before except that the Scud Race castle is fixed at the expense of the Yosemite level in LA Machineguns being too bright.
- Added lots of notes in the shading code.
- Passing both specular coefficient and shininess to shader. This will probably break specular lighting for now until the shader is updated to use the shininess correctly.
- Color table address in polygon RAM is now obtained from culling nodes as they are traversed (found this in the Pro-1000 SDK).
2016-05-14 06:25:35 +00:00
Bart Trzynadlowski
147faf37c9
Added palette bit to list of bits to dump for analysis
2016-05-14 06:21:56 +00:00
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
Ian Curtis
8ea5978093
fix parenthesis error
2016-03-22 21:59:51 +00:00
Ian Curtis
e7eb912eaa
add maths functions
2016-03-22 13:47:28 +00:00
Ian Curtis
93f6b01e0b
Update project to vs 2013. Clean compile warnings
2016-03-22 12:30:23 +00:00
Ian Curtis
ce99c47f8a
Remove double copy of shaders
2016-03-22 11:40:24 +00:00
Ian Curtis
5b3eea25fb
fix basic compile errors (with vs)
2016-03-22 11:34:32 +00:00
Bart Trzynadlowski
3627213577
Fixed compiler warnings, whitespace, and moved local variable declarations to site of assignment
2016-03-22 03:43:31 +00:00
Bart Trzynadlowski
ec7588e2cd
Include Version.h
2016-03-22 03:41:00 +00:00
Bart Trzynadlowski
028727b389
Fixed typo that broke build
2016-03-22 02:44:38 +00:00
Bart Trzynadlowski
4c7186b1f1
Fixed warnings and whitespace
2016-03-22 01:37:55 +00:00
Bart Trzynadlowski
78609688c5
Fixed warnings and whitespace
2016-03-22 01:24:23 +00:00
Bart Trzynadlowski
bd09b3b68b
Fixed warnings and whitespace
2016-03-22 01:16:46 +00:00
Bart Trzynadlowski
f0488a3c94
Moved lastCycles static int out of header file (fixes compiler warnings)
2016-03-22 01:05:34 +00:00
Bart Trzynadlowski
3afe3cf1a7
Moved
2016-03-21 23:27:30 +00:00
Bart Trzynadlowski
47c54d100b
Updated to support new IRender3D interface and added FrameTimings object.
2016-03-21 23:25:29 +00:00
Bart Trzynadlowski
708455a82d
CRender3D -> CLegacy3D
2016-03-21 23:22:26 +00:00
Bart Trzynadlowski
60ce6180c0
Update Supermodel.h with graphics path and moved version string to separate header file
2016-03-21 23:20:32 +00:00
Bart Trzynadlowski
d61b01ab6f
Removing legacy 3D engine files that were already moved to Graphics/Legacy3D
2016-03-21 23:12:17 +00:00
Bart Trzynadlowski
34301e97e1
Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
2016-03-21 04:10:14 +00:00
Bart Trzynadlowski
9802bbbfd8
Fixed compilation errors involving min and max functions
2016-03-21 04:07:32 +00:00
Bart Trzynadlowski
0579e65ebd
Added registers to debugger: ctr, xer, srr0, srr1, sdr1, imiss, dmiss, hid0, hid1
2016-03-21 04:03:44 +00:00
Bart Trzynadlowski
27c20ff5e5
Fixed compiler warnings
2016-03-21 04:02:14 +00:00
Bart Trzynadlowski
8f87bb1698
53c810: do not increment DSP when executing interrupt instruction. Fixes invalid polygons in Virtua Fighter 3. Thanks to Ian Curtis for discovering that the polygons were incorrectly-copied garbage.
2016-02-23 05:28:17 +00:00
Bart Trzynadlowski
8e6712d2c7
Fixed display of PowerPC condition code bits in debugger (were backwards) and changed XER to print as hex.
2015-12-07 05:56:36 +00:00
Bart Trzynadlowski
3d00225cba
Support for loading an arbitrary (non-game) CROM image.
2015-12-07 05:29:07 +00:00
Bart Trzynadlowski
1035b0c6a8
Gracefully handle the case when a zip file contains no known Model 3 ROM set.
2015-06-13 02:57:41 +00:00
Bart Trzynadlowski
6bf4244207
Converted line endings from DOS to UNIX format.
2015-06-13 02:56:26 +00:00
Bart Trzynadlowski
ee8afa17c3
Contribution by Luciano Lopez:
...
- Added vs215o ROM set.
- Security board data for vs298 now also returned for vs2v991, vs299, vs299a, and vs299b, helping them run.
2015-05-12 02:50:28 +00:00
Nik Henson
8835d6fe36
Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
...
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet). The new controls are:
* InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
* InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
* InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly. Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
* InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games. With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
* fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
* removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
* added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
Bart Trzynadlowski
b017b24b1f
Changed output "Pause" to "pause", as it is spelled in MAME, for MAMEHooker.
2012-09-06 05:38:35 +00:00
Nik Henson
08d347ccc7
Small tweak to get to compile under GCC (Unix/MacOS)
2012-07-24 20:37:40 +00:00
Nik Henson
a3c15e8208
Slight tweak to changes made to sound board synchronisation code in previous commit. The previous change was necessary to ensure no deadlock when waiting for sound board thread to exit but it introduced unwanted buffer overruns (with the end result being that the sound was often speeded up) so have added an extra check in WakeSoundBoardThread to prevent this.
2012-07-24 20:18:30 +00:00
Nik Henson
108ac64de8
- CModel3::StopThreads was rather gracelessly killing threads while they were waiting on their semaphores, which works okay Windows but not on Mac OS-X where it was preventing Supermodel from exiting properly. Hence, have instead altered StopThreads to signal to threads that they should exit and wait until until they have all done so. This is much better and is what I should have done the first time around had I not been so lazy :-)!
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- Also fixed a small race condition in WakeSoundBoardThread. Previously if it happened to be called just before the sound board thread had finished processing a frame's worth of audio but before it had got around to waiting on the sync condition variable then the wake notification would be lost.
2012-07-23 20:35:10 +00:00
Bart Trzynadlowski
f1e93bcd8f
- Fixed Win32 GCC Makefile.
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- Reverted Nik's polygon palette index change in Models.cpp. Subtracting 1 was breaking Scud Race.
- Added an explicit typecast in Inputs.cpp, which GCC requires for some reason.
2012-07-16 02:27:55 +00:00
Nik Henson
183dca563d
Committing various small updates that have been hanging around in my source tree for a while now:
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- 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
772c94d122
- Committing Nik's timing changes: the PowerPC's DEC and TBR now count at the correct rate and time is accurately maintained between calls to the emulator. A VBlank bit was identified in the Real3D status register space and is now timed. Unfortunately, there are still some problems and not all games are perfect, but FV2, VS2, and others are working much better or perfectly.
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- Added a new dump of Scud Race Plus (scudp1). Strangely, this one uses an MPC106 instead of the MPC105 used by every other Step 1.5 game...
2012-07-12 06:13:24 +00:00
John Peterson
3963a7a53c
Applied a series of patches by John Peterson:
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- Fixed a printf statement in ConsoleDebugger.cpp.
- Fixed memory watches not breaking in CPUDebug.h.
- Added some helpful batch files to the VS2008 directory.
- Added support for automatic loading of parent ROM sets.
2012-07-12 05:28:08 +00:00
Bart Trzynadlowski
93b71c8429
Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter.
2012-03-31 19:41:55 +00:00
Bart Trzynadlowski
1bce444668
Brought in the near clipping plane for Step 1.5+. Objects close to camera are no longer cut-off (e.g., driver arms and steering wheels in cockpit views). Note: This change should probably be applied to Step 1.0 as well in the future. For now, I am leaving the old distance because Step 1.0 coordinates need closer investigation. Bringing in the near clipping plane extends the view frustum depth and will worsen Z-buffer accuracy. Be on the lookout for Z-fighting that did not previously exist.
2012-02-28 04:34:32 +00:00
Nik Henson
f9c3b9b5f8
DirectInputSystem's initial state wasn't being initialized properly, which would sometimes result in invalid input values until keyboard or mouse was successfully acquired
2012-02-27 20:32:15 +00:00
Bart Trzynadlowski
69610ef8dd
Added a clear() method to VBORef and removed unsafe memset() clear.
2012-02-25 06:36:04 +00:00
Nik Henson
3b41239cfb
This update fixes (hopefully) the last of the texture upload lags that were affecting some games, in particular Daytona 2 and Spikeout.
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To achieve this UploadTextures no longer clears the model cache when called. Instead the cache is kept in-tact (which should help improve cache hits) and all textures referenced by models being rendered are (re-)decoded with every frame.
To help with tracking all the unique texture references contained in a model a new class TextureRefs has been added.
2012-02-23 23:20:21 +00:00
Bart Trzynadlowski
aba801ebb4
Byte swapped sample ROMs. This should fix the audio distortion that many users noticed. The differences are particularly noticeable in Scud Race and Daytona 2.
2012-02-23 03:08:57 +00:00
Bart Trzynadlowski
16e4fcab06
Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.
2012-02-23 00:12:46 +00:00
Bart Trzynadlowski
fcf1d955a9
Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead.
2012-02-22 01:34:42 +00:00
Bart Trzynadlowski
c085be59af
Further optimization/simplification of the 2D renderer's main loop.
2012-02-20 04:09:11 +00:00
Bart Trzynadlowski
453df4f5f5
- Finished cleaning up and optimizing the 2D renderer.
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- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.
2012-02-20 03:45:48 +00:00
Bart Trzynadlowski
0257f1f9e8
Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2.
2012-02-17 07:45:50 +00:00
Bart Trzynadlowski
5709010cb2
Default SCSP balance set to 0. Was erroneously set at +50%.
2012-02-14 09:13:36 +00:00
Bart Trzynadlowski
79d24d403f
- NOTE: In this revision (possibly earlier), I've started to notice some intermittent geometry glitches in Spikeout and slowdown while playing certain characters.
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- Added multi-texture fragment shader to repo.
- Added a multiTexture option (enabled by default) to use multi-texturing to decode textures.
- Added some comments regarding timing to the PowerPC execution loop.
2012-02-14 03:28:52 +00:00
Nik Henson
30130f2bd5
Updated fragment shaders' floating point comparisons and also some knock-on changes from SVN revision 246.
2012-02-13 23:51:32 +00:00
Nik Henson
8a4ea64994
Added OSD/Video.h to provide OSD-dependent video functionality. The static functions in here get called by Model3.cpp from within the render thread so that any OSD related rendering can also be run in parallel for a further speed increase.
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Updated OSD/SDL/Main.cpp to provide the SDL implementations of the functions in OSD/Video.h.
2012-02-13 23:37:48 +00:00
Nik Henson
84eb017744
Added support for multiple texture sheets (with up to one per Model 3 texture format) as a rather brute-force way to handle overlapping texture formats in the current 3D engine. This fixes some corrupt textures in Daytona 2 and Virtua Striker 2 (and possibly other games) and also offers a small speed increase when some scenes load multiple overlapping textures.
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This feature only enables itself when a compatible shader script is loaded. Since none have been checked in yet this means it is currently disabled.
2012-02-13 21:54:26 +00:00
Bart Trzynadlowski
35a47bc7e3
Added command line options to force windowed mode and to control GPU multi-threading.
2012-02-11 16:40:09 +00:00
Bart Trzynadlowski
1b8740165c
Added a wide screen hack that can be enabled with the -'wide-screen' argument or WideScreen in the config file.
2012-02-10 19:53:51 +00:00
Bart Trzynadlowski
40a51287df
Tweaked help text slightly.
2012-02-09 17:15:15 +00:00
Bart Trzynadlowski
09f9bd81fd
Fixed left/right stereo channels -- they were reversed by default.
2012-02-09 17:12:13 +00:00
Bart Trzynadlowski
c5d0cb0d97
Added front/rear speaker balance (actually the master/slave SCSP balance). Balance setting is stored in CSoundBoardConfig and can be set on the command line (-balance) or config file (Balance). Valid range is 100 (front speaker volume doubled, rear muted) to -100. The default is 0, both sets at full volume. Balance is applied in the SCSP core before overall sound and music volume settings.
2012-02-09 07:58:07 +00:00
Bart Trzynadlowski
6814ef1ed8
Added preliminary specular lighting to shaders. The "no spotlight" shader has not yet been updated.
2012-02-06 02:54:43 +00:00
Bart Trzynadlowski
9fc0d7b3cc
Updated some comments regarding the VF3 ROM patches. It seems many of them are no longer necessary. The single necessary patch affects timing (note how the warning screen stays up longer when it is removed). This needs to be investigated -- perhaps it can lead to a timing fix for vf3, vs2, and fvipers2?
2012-02-01 18:08:13 +00:00
Bart Trzynadlowski
0fcb9686f9
Documented the tile generator.
2012-01-27 22:27:38 +00:00
Bart Trzynadlowski
8a8609f383
- Added specular highlight support to the 3D engine. A shininess parameter is now be passed to the shaders. Does not work correctly and I will save the shaders themselves for a future commit.
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- Added support for layer priorities. Highly unoptimal! This absolutely needs to be polished up before any release (and properly documented). For now, priorities in the popular games seem to be fixed but not all possible priority settings have been figured out yet.
2012-01-27 05:52:59 +00:00
Bart Trzynadlowski
c38ec7d5af
Removed unused dirty rectangle code.
2012-01-26 02:57:02 +00:00
Bart Trzynadlowski
e00a372cef
Removed unused dirty rectangle code.
2012-01-26 02:49:07 +00:00
Bart Trzynadlowski
b7980aa562
Removed unused dirty rectangle code.
2012-01-26 02:48:16 +00:00
Bart Trzynadlowski
3315fb463b
Small correction to lighting model in shaders. Light intensity is no longer clipped.
2012-01-22 01:05:59 +00:00
Bart Trzynadlowski
b57ba51e44
Removed unused (and non-functional) 'stack machine' scene graph traversal.
2012-01-18 08:12:23 +00:00
Bart Trzynadlowski
611ef43ba5
Now compiles with MinGW. Among other things, the use of __uuidof() was removed.
2012-01-18 04:59:42 +00:00
Nik Henson
d1d5175548
New multi-threaded rendering changes that parallelise graphics rendering and PPC execution in order to increase performance on multi-core machines.
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New gpuMultiThreaded config option to enable/disable multi-threaded rendering (enabled by default, disabling it reverts to previous behaviour).
Other rendering optimisations:
- texture uploads now only affect appropriate region in the texture sheet, rather than uploading the whole sheet each time
- performance of clearing the model caches has been improved
New Alt+O key input added to toggle outputting of frame timings for debugging purposes.
2012-01-16 23:21:14 +00:00
Nik Henson
0835e38b94
Removed unecessary SDL include
2012-01-16 23:04:37 +00:00
Nik Henson
b7242d27e8
Added CThread::Sleep && CThread::GetTicks methods
2012-01-16 22:07:17 +00:00
Bart Trzynadlowski
2ece814f43
Assigned new version number: 0.3a-WIP.
2011-12-27 19:16:22 +00:00
Bart Trzynadlowski
532eafef55
Fixed a bug w/ Read16() -- was not casting to a pointer properly, caused Scud Race to crash.
2011-12-26 07:15:32 +00:00
Bart Trzynadlowski
bdf11c765f
Preliminary backface culling fix. Matrices which effectively change the polygon winding without changing the Z component of the polygon normal are tested for when appending items to the display list. If necessary, the polygon winding is changed on the fly to ensure visibility is correct. This code desperately needs to be optimized. Note: Not yet thoroughly tested.
2011-12-26 06:10:55 +00:00
Bart Trzynadlowski
a71af94edb
Fixed ROM banking -- appears to fix the sounds in Daytona 2 PE and VON2 but otherwise has not been extensively tested. The high 8MB of the 68K address is treated as a single window into the 16MB sample ROM, and can point either to the low or high 8MB bank.
2011-12-23 21:06:45 +00:00
Bart Trzynadlowski
4c3d6e1abf
Fixed a MAGIC_NUMBER comment typo.
2011-12-23 21:03:24 +00:00
Nik Henson
885d946458
Small bug fix
2011-12-23 19:34:50 +00:00
Nik Henson
68554108ac
Small tweak to improve startup time
2011-12-23 12:39:34 +00:00
Nik Henson
b9375bb09b
Optimisations to improve performance when running with debugger. Now runs at about 2/3 speed of full speed of emulator, rather than 1/3 like before.
2011-12-23 12:01:31 +00:00
Nik Henson
dfa77e9207
Added support for joystick sliders to input system.
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Added extra debugging output to calibration input detection routine (activated by pressing Shift).
2011-11-01 23:24:37 +00:00
Nik Henson
e431b79f57
Fixed small bug which meant wasn't correctly clearing SCSP structures on initialisation.
2011-11-01 23:16:36 +00:00
Nik Henson
e6fd2e2240
Added DirectInputConstForceLeftMax and DirectInputConstForceRightMax options to allow different force feedback strengths in each direction. DirectInputConstForceMax still works as before but these new options will override it for the given direction if they are specified.
2011-10-02 20:53:12 +00:00
Nik Henson
0c4f93897f
Force feedback fixes in DirectInputSystem.cpp:
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- Fixed bug which meant right constant force was not being capped to DI_EFFECTS_MAX
- Made sure all values are being clamped to sensible ranges
2011-09-25 22:46:58 +00:00
Bart Trzynadlowski
d2b381ce8b
- Documentation updates.
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- Added fflush() to config dialog output where it was missing.
2011-09-24 20:54:47 +00:00
Bart Trzynadlowski
7f97346fc9
- Tweaked some error messages and comments. Hopefully, this is the last update for v0.2a's code.
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- Documentation updates.
2011-09-24 01:49:48 +00:00
Bart Trzynadlowski
83067f076f
- Only player 1 crosshair is shown by default now.
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- Tweaked Makefiles a bit.
- More documentation updates.
- Changed version string to 0.2a in preparation for the final release :)
2011-09-23 07:18:40 +00:00
Bart Trzynadlowski
33f35effaf
- Tweaked text in input configuration dialog.
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- Changed version string to 0.2a-RC3 because RC2 build was sent out to testers earlier.
2011-09-22 18:15:29 +00:00
Bart Trzynadlowski
4527014e75
- Getting/setting MPEG playback position also includes the end offset. Hopefully will fix save states from crashing when reloaded sometimes in DSB1 and DSB2 games.
2011-09-22 18:04:39 +00:00
Bart Trzynadlowski
a1346b57f5
- Changed spelling of some messages in drive board code.
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- 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
d00b03f65b
Force feedback no longer available as an option on non-Windows builds.
2011-09-22 07:24:15 +00:00
Bart Trzynadlowski
46bc52bb12
- Changed save state error messages slightly.
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- 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
206ef1aca4
Changes to get debugger classes to compile under Linux
2011-09-21 23:49:55 +00:00
Nik Henson
232da52dd0
Changes to get debugger classes to compile under Linux
2011-09-21 23:48:33 +00:00
Nik Henson
eaa3bbf8b7
Changes to get debugger classes to compile under Linux
2011-09-21 23:47:11 +00:00
Nik Henson
773c2ec9ad
Fix to get InputSystem.cpp to compile under Linux again after updates today
2011-09-21 23:45:49 +00:00
Nik Henson
55e6a843bb
Added copyright headers to all debugger files and replaced C standard library headers with c++ versions
2011-09-21 22:53:41 +00:00
Nik Henson
cb2b8f9235
Tweaked header comment!
2011-09-21 22:32:16 +00:00
Nik Henson
dba953d1a0
Added copyright header to file
2011-09-21 22:31:27 +00:00
Nik Henson
b87f24cdf2
Removed DirectInputEffectsGain force feedback configuration parameter as it's not that useful as it's easier to adjust effects individually
2011-09-21 22:28:13 +00:00
Nik Henson
0528a4f0c6
Changes to input system:
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- altered PrintSettings to output all settings for attached controls, even if no different to defaults
- added option on calibration screen to detect an axis simply by moving the axis
2011-09-21 22:15:16 +00:00
Nik Henson
c0dc0b83b6
Changes to DirectInputSystem:
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- corrected axis identification code as was not enumerating axes properly in all cases
- added fallback which just adds all axes if there is any hint of an irregularity whilst enumerating axes
2011-09-21 22:08:36 +00:00
Bart Trzynadlowski
24f46e9f86
Updated UNIX Makefile, fixed some syntax errors.
2011-09-21 19:12:50 +00:00
Bart Trzynadlowski
ee471539c5
- Fixed newlines in logs.
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- Set default PowerPC frequency to 50 MHz.
- Minor tweak to help text.
- More README.txt updates.
2011-09-19 03:56:15 +00:00
Nik Henson
c61c4d6ce1
Fixed mistake in previous commit!
2011-09-18 23:38:15 +00:00
Nik Henson
d80c7b97ad
Added missing memory regions for DSB CPUs
2011-09-18 23:35:22 +00:00
Nik Henson
f695ff7094
CModel3::StopThreads() now makes sures threads are paused before deleting thread objects.
2011-09-18 22:49:21 +00:00
Nik Henson
5a0f038171
Changes to allow debugging of Musashi 68K core:
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- added methods to attach/debug debugger.
- added instruction hook & callback to m68kconf.h and added hooks into CMusashi68KDebug to allow debugger to control execution.
- added methods to allow reading/writing of 68K registers (for all registers and for a given context, rather than just current one).
2011-09-18 22:44:20 +00:00
Nik Henson
c155ae7503
Small cosmetic changes...
2011-09-18 22:31:42 +00:00
Nik Henson
65536fd0fe
Changes to allow debugging of Z80 core:
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- added methods to attach/detach debugger.
- added hooks into CZ80Debug to allow debugger to control execution.
- added methods to allow reading/writing of Z80 registers.
2011-09-18 22:21:14 +00:00
Nik Henson
041e6659b3
Changes due to updates in debugger classes.
2011-09-18 22:13:20 +00:00
Nik Henson
5f82fd79c3
Small bug fix in INIFile.cpp - was not parsing negative numbers.
2011-09-18 22:03:06 +00:00
Nik Henson
c8f4fbc901
Added includes for new debugger header files Musashi68KDebug.h & Z80Debug.h
2011-09-18 22:01:35 +00:00
Nik Henson
e8e02ba685
Changes to debugger classes:
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- updated debugger classes to compile again with all recent changes.
- improved debugger classes to allow them to work in multi-threaded emulator and be able to handle CPUs on different threads.
- added debug classes for new Z80 and Musashi 68K CPU cores.
- added logging of cycle counts and frames.
- moved all Supermodel specific code & configuration to CSupermodelDebugger.
- added all Model 3 CPUs (PPC, sound board 68K, DSB 68K/Z80 and drive board Z80) to CSupermodelDebugger.
- added persisting of custom entry points in saved debug state to CCodeAnalyser.
- fixed bug with listing I/O ports in CConsoleDebugger and added displaying of cycle counts and CPU speeds when listing CPUs.
2011-09-18 21:59:23 +00:00
Nik Henson
b9430cd988
Changes to input system:
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- Joystick axis saturation values can now range from 1-200 rather than just 1-100. This lets the user make axis less sensitive, if required.
- Added joystick axes calibration menus to -config-inputs.
- Moved DirectInput & XInput feedback settings out of CDirectInputSystem and into COSDConfig (so that they can be configured per-game).
- DirectInput mode now only grabs background access to keyboard, mice and joystick when configuring inputs, otherwise it only grabs foreground access.
Other changes:
- Main.cpp now ensures all Model3 threads are paused before shutting down.
2011-09-18 21:44:40 +00:00
Bart Trzynadlowski
f0697dbc84
- Tweaked formatting of help message
2011-09-17 23:42:42 +00:00
Bart Trzynadlowski
45603b5549
- Tweaked comments in Supermodel.ini
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- More work on README.txt
- Tweaked some error/info messages.
2011-09-17 23:41:12 +00:00
Nik Henson
58954ee4cc
Small updates:
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- 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
1629cd711c
- Updated README (far from finished).
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- Music volume cannot be changed if game has no DSB.
- Extra hardware (DSB, drive board) is printed in information display when ROM is loaded.
2011-09-15 07:13:19 +00:00
Bart Trzynadlowski
9ff9f3c28f
Now always saves feedback effect configuration (this way, defaults do not have to be defined in multiple places).
2011-09-14 23:29:04 +00:00
Bart Trzynadlowski
ab719720c7
Renamed drive board ROMs to MAME's naming convention.
2011-09-14 22:46:15 +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
Bart Trzynadlowski
5bf4a6d52b
- Added mutex for MIDI FIFO access to SCSP.cpp.
2011-09-14 07:38:56 +00:00
Bart Trzynadlowski
d200dff89e
- Changed EmulateSCSP -> EmulateSound and -no-scsp -> -no-sound.
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- Changed gear shifting behavior: neutral gear has its own button now.
- Removed SUPERMODEL_SOUND.
- DirectInput is the default input system for Windows now.
- Multi-threading is on by default, replaced -multi-threaded w/ -no-threads.
- Made crosshairs larger and more visible.
- Added Nik to co-author list and began updating file copyright notices.
- Fixed Virtua Striker 2 input names (player 2 inputs end with the number 2 instead of 1).
- Added documentation to a Docs/ subdirectory.
- Exported all default input configurations to Supermodel.ini and added that to the repository. Internally, Supermodel initializes all controls to "NONE" now.
2011-09-14 06:16:22 +00:00
Nik Henson
d34223ebd2
Improved way constant force and vibrate effects are combined to control left and right vibration motors under XInput
2011-09-13 22:50:50 +00:00
Nik Henson
f6af182467
Added comment
2011-09-13 22:46:21 +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
Bart Trzynadlowski
c10e839dc0
Added a scissor box to clip viewable area. Prevents garbage in the "overscan" areas due to renderer creating viewports that exceed intended display area.
2011-09-13 06:30:42 +00:00
Bart Trzynadlowski
fdedc60f84
Constant force commands for XInput devices fixed so that they will stop when 0 force is applied.
2011-09-13 02:39:48 +00:00
Bart Trzynadlowski
02c0c32398
Fixed a possible INI file problem: unterminated strings will end at a newline now.
2011-09-12 23:09:06 +00:00
Nik Henson
e223d388eb
Driveboard changes:
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- 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
75d446c272
Changes to Audio.cpp:
...
- audio buffer is now kept as full as possible with new audio buffering method rather than just half full like before (this is okay now that buffer overruns have been eliminated)
- altered minimum size of audio buffer so that audio still works with a zero latency setting (obviously there will still be some latency)
2011-09-12 21:03:16 +00:00