Bart Trzynadlowski
5fdb50a869
README.txt: Updated Section 5 (video settings), squeezed everything back into 80 columns, changed 'Virtua Fighter 2 '98' to 'Virtua Striker 2 '98' in Section 10
2023-03-14 17:56:17 -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
3848d276da
Autobuild script update following crosshair update
2023-03-14 00:59:18 -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
0cc1b37f95
README.txt: Fixed a typo, end-of-sentence formatting in section 10, and added ECA cheat codes as per Brian Troha's suggestion
2023-03-13 20:10:08 -07:00
Bart Trzynadlowski
05c57abc2f
README.txt: fixed typo
2023-03-11 11:08:10 -08:00
Bart Trzynadlowski
188bb5c285
README.txt: Added region codes to section 10 (c/o Brian Troha)
2023-03-10 18:13:04 -08:00
Bart Trzynadlowski
7e7686c6f2
Games.xml: Corrected name of Virtual On 2 to Cyber Troopers Virtual-On Oratorio Tangram
2023-03-10 14:59:10 -08:00
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
Bart Trzynadlowski
f7dcc1c445
Games.xml and README.txt updated by Brian Troha (new Ocean Hunter ROM sets and several updates to version descriptions, etc.)
2023-03-06 21:47:03 -08:00
The Brink of Tomorrow
ffc320904e
Update README.md with macOS build details
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Update README.md with macOS build and run instructions
2023-02-25 14:52:32 -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.
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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
gm-matthew
50d947deee
Add FileSystemPath.cpp to Visual Studio project
2022-12-14 00:29:25 -08:00
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)
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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
ToBul
acc7161ca5
[Makefile.Win32] $MSYSTEM check never fails.
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'make clean' from Win command shell doesn't fully clean, condition always true.
2022-11-13 10:49:20 -08:00
Ian Curtis
5f30614c4c
FIx shaders failing to build on apple h/w
2022-11-09 18:56:15 +00:00
Ian Curtis
fe36b07702
Update makefile
2022-11-08 10:35:05 +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