SpinDizzy
cce9914a13
Updated rules file.
2020-12-25 08:29:18 +00:00
SpinDizzy
53185c3eff
Introducing a special release build target with SVN version stamping.
2020-12-24 10:20:26 +00:00
SpinDizzy
1f50519905
Magical Truck Adventure rom patch to unlock region. (enter service menu, then Start P1, Start P1, Service, Start P1, Service, Test)
2020-12-21 15:39:15 +00:00
Ian Curtis
72c0c60c98
-wide-bg option to stretch the background tile layer when wide-screen mode is enabled - Daro Land
2020-12-20 18:17:34 +00:00
SpinDizzy
7d2b21a6dc
Change the duration of constant force effect in SDL2 to correct daytona games
2020-12-01 07:35:52 +00:00
SpinDizzy
d70a79a127
Makefiles update
2020-11-06 09:24:16 +00:00
SpinDizzy
5143669cb9
Star Wars Trilogy lever feedback activated
2020-10-24 09:12:54 +00:00
SpinDizzy
402baf87b8
Force Feeback for Linux
2020-10-21 08:19:51 +00:00
Ian Curtis
db013491b4
hopefully fix building on linux
2020-09-19 14:45:51 +00:00
SpinDizzy
981cdc33f5
Added Screenshot feature (ALT+S).
2020-09-19 07:54:26 +00:00
SpinDizzy
ca57659fcb
Remove using namespace from headers.
2020-09-16 07:03:03 +00:00
Ian Curtis
c0729c1048
fix compiling with visual studio
2020-09-15 08:51:23 +00:00
Ian Curtis
75f8ee61a3
fix missing polys with quad renderer
2020-09-14 20:01:52 +00:00
SpinDizzy
309537d64e
Balance initial value set to "0" rather than "false". "False" is interpreted as 0 when decoded as a float, so there will be no effect here, but this expresses the intended logic better.
2020-09-14 07:01:54 +00:00
SpinDizzy
72b2c0eb28
Fixed a longstanding bug that caused stereo channels to be flipped incorrectly.
...
This was due to the initial audio buffer write position being aligned to the middle of a 4 byte (2 byte left, 2 byte right) audio sample.
In multi-threaded mode, some sort of race condition caused this alignment to be fixed until audio playback was temporarily paused (via pausing, loading a state, etc.)
Audio playback should now be fixed and work consistently in all cases.
2020-09-14 06:59:38 +00:00
Ian Curtis
38c3ff61f9
Clip scroll fog to viewport, instead of filling entire screen. Fixes fog bug in Daytona credits.
2020-09-08 09:10:24 +00:00
Ian Curtis
aaa26f678c
Update scroll fog logic. Should fix the credits in virtua fighter and daytona that have fogging applied to the background layer and shouldn't.
2020-09-07 16:25:18 +00:00
SpinDizzy
1d37358b8c
- Add missing library from previous windows makefile update.
...
- NEW_FRAME_TIMING build option was removed because it was no longer used.
2020-09-04 05:48:41 +00:00
SpinDizzy
95488acb0a
Windows makefile update
2020-09-03 06:27:57 +00:00
SpinDizzy
60c923f45f
- Reworked logging system to support output to multiple outputs: files, stdout, stderr, and syslog (OutputDebugString on Windows, syslog on other systems).
...
- Added ordinal logging level: all, debug, info, error. Compiling with DEBUG defined is no longer necessary for debug logging. Be careful when logging debug level because it produces copious output.
- Fixed -enter-debugger options when compiled with SUPERMODEL_DEBUGGER.
- Command line parse errors no longer ignored; Supermodel will now exit.
2020-08-31 09:28:35 +00:00
SpinDizzy
6491ed46a7
Rename command line SCSP option to -legacy-scsp and -new-scsp
2020-08-26 16:14:54 +00:00
SpinDizzy
d3955062e4
Correct the returned value from previous getbass patch
...
There was a strange side effect on Ocean Hunter game
2020-08-26 16:05:23 +00:00
SpinDizzy
9e8e993026
Getbass related
...
Game now boots in game
Add missing analog input and buttons
2020-08-25 08:48:25 +00:00
SpinDizzy
97d61a970c
Small oversight in the new SCSP code
2020-08-24 10:09:01 +00:00
Ian Curtis
816d541b98
Various SCSP improvements and code cleanup:
...
- Ported MAME's implementation
- Corrected FM sound for songs in VF3 that use it
- Music tempo now closer to real hardware thanks to emulating two SCSP chips.
- Add LegacySoundDSP config option for games with SCSP DSP glitches (ex. engine noises in Sega Rally 2, and loud garbage on Bahn's stage in Fighting Vipers 2)
- Renamed SysFPS to "SoundClock" (since raising this appears to adjust the sound frequency).
(Submitted by Paul Prosser)
2020-08-22 20:41:47 +00:00
SpinDizzy
cf64375371
New ecap crc rom + rom patch
2020-08-22 09:03:53 +00:00
SpinDizzy
27cda80abb
Low level z80 core bug
...
Discovered when looking at lemans ffb board (real Model3 rom, not Model2 stcc one)
This could affect other ffb board and/or scud race DSB1 sound board
However I didn't notice any bad things
2020-08-22 09:00:13 +00:00
Ian Curtis
d77433b525
Remove some debug code
2020-08-01 09:02:04 +00:00
Ian Curtis
ba917aca6d
Update glew version
2020-07-31 19:18:51 +00:00
Ian Curtis
5e434e2644
build fixes for mac
2020-07-27 10:28:48 +00:00
SpinDizzy
858b84f424
skichamp rom patch : prevent driveboard error at boot
2020-07-27 09:02:07 +00:00
SpinDizzy
6af882548f
Linux build compatibility changes
2020-07-03 09:15:08 +00:00
SpinDizzy
12081a9ff7
Update makefiles
2020-07-03 09:08:03 +00:00
Ian Curtis
f7d75b783d
silence a few casting warnings
2020-07-01 17:51:21 +00:00
SpinDizzy
a73a06d546
Netboard related : Define a new hardware line in games.xml
2020-07-01 15:56:21 +00:00
SpinDizzy
345310fbee
_rotl() replacement
2020-06-17 16:31:22 +00:00
Ian Curtis
9a651bdb61
Only try and make a connection if we have enabled EmulateNet
2020-06-17 15:11:58 +00:00
Ian Curtis
1a3407bec8
Fix corrupted memory in network mode
2020-06-17 11:41:41 +00:00
Ian Curtis
597ea93749
remove old files
2020-06-16 12:01:13 +00:00
Ian Curtis
daef27be37
Replace network code with new tcp implementation
2020-06-16 11:55:38 +00:00
Ian Curtis
8071efbf79
Add SDLnetworking + some basic tcp classes
2020-06-13 19:46:12 +00:00
Ian Curtis
d688fdd3d5
cache variable, without it is unusably slow in debug mode
2020-06-12 17:33:21 +00:00
Ian Curtis
8b4a4ec93f
add missing file
2020-06-10 09:12:34 +00:00
Ian Curtis
90df4afbad
update vs project files
2020-06-08 14:27:37 +00:00
Ian Curtis
f69d7c7006
fix output values
2020-06-08 10:14:03 +00:00
Ian Curtis
6f6c98c671
The translator map seems to work with paletted colour values too, and the result is not clamped. Colours are passed to the GPU as unsigned bytes to multiplying by 16 will overflow, so we do the logic in the shader. If we passed floats we could skip the shader logic.
2020-05-11 09:05:46 +00:00
Ian Curtis
e2ad593e88
When the translator map is enabled the colour values seem to use 4 bits, 0-16. Why not 0-31 I don't know. Anyway virtua on is overflowing these values for some of the smoke effects. For us the numbers were wrapping around. Clamping is enough to fix this. (Thanks model123)
2020-05-07 19:34:22 +00:00
SpinDizzy
5b406059ce
custom resolution bug fix
2020-04-24 07:04:41 +00:00
SpinDizzy
4f347ff3f1
SDL1 to SDL2 internal changes
2020-04-19 08:34:58 +00:00
Ian Curtis
14e2a50212
remove files
2020-01-22 18:44:30 +00:00