-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
-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
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.
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
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 :]
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
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.
-Separate each possible boards (wheel, joystick, skipad, billboard).
-Defined a Driveboard type in Games.xml for each games.
-Due to the refactoring, Driveboard Savestates have changed (a common base data + a specific board data are saved).
-Backwards compatibility with previous save states is maintained.
-Driveboard rom section is no longer required anymore. This disables Driveboard emulation in case the rom is not found.
-Added Billboard emulation (vf3, vs2, fvipers2, von2). 7 segments and lamps Outputs are redirected to Supermodel outputs.
-Changes project to C++ 17 standard.
In xinput mode, lets the choice to have left and right gamepad motors vibrate together.
XInputStereoVibration = 1 (both motors) [default]
XInputStereoVibration = 0 (separate motors)
In sdl input mode, new control option to set minimum strength above which a Model 3 constant force command will be simulated on an sdl gamepad device.
SDLConstForceThreshold = 30 [default]
note : the vibration strength can be mod with SDLConstForceMax = [val]
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.