Virtua Striker 2 '99.1 (Step 1.5, Export, USA, Revision B)
Virtua Striker 2 '99.1 (Step 1.5, Japan, Revision B)
Thanks to Brian Troha and The Dumping Union
music timing in Daytona USA 2 and Sega Rally 2. DSB1 CPU timing
increased from 1MHz to 4MHz, improving music fade timing in Scud Race.
Thanks to gm_matthew for these discoveries.
-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]
New clones
-Sega Bass Fishing Deluxe (USA) (Brian Troha)
-Dirt Devils (USA, Revision A) (Brian Troha)
------------
Note/Warning:
This will match future Mame 0.228 changes.
Please Check/Edit carefully all your rom set because there are many changes (e.g. set name).
Thinking of delete or rename your nvram, or restart from the start.
This is only a simulation (cmd are interpreted), not an emulation because we lack informations on the game itself and its driveboard (does it have dedicated cpu/rom ?).
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.
- 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.
- 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)