Commit graph

108 commits

Author SHA1 Message Date
Matthew Daniels 50465f9a5a Shared RAM on simulated netboard is now double-buffered; Spikeout Final Edition no longer requires a hack to work.
Preparing to enable simulated netboard to run in its own thread
2021-11-05 00:23:29 +00:00
Matthew Daniels b62110617b New JTAG patch for Sega Rally 2; linked mode now fully working.
Few other minor changes
2021-10-30 23:00:49 +00:00
Matthew Daniels a20366d338 Fix netboard resets and detection of simulated netboard linking to itself 2021-04-19 22:15:50 +00:00
Matthew Daniels 5a570ce7fe Adding simulated netboard; all linked games except Sega Rally 2 working at full speed. 2021-04-14 01:20:45 +00:00
Matthew Daniels 98d4f1c6f6 Corrected alignment issues with netboard RAM; send/receive parameters no longer need to be manipulated to work correctly. Fixes bugs including Scud Race linked car orientation. 2021-03-22 01:08:45 +00:00
SpinDizzy e4998f57fd Skichamp Driveboard error fix. 2021-02-18 10:35:38 +00:00
SpinDizzy 08d4735ee8 Huge refactor of the Driveboard:
-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.
2021-02-18 10:29:15 +00:00
SpinDizzy 6627b1e95f The controls of bass/getbass games were no longer good, following recent rom set name changes in Games.xml. 2021-01-05 14:24:57 +00:00
SpinDizzy 6626afc8bb Added rumble skipad in Ski Champ game.
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 ?).
2020-12-30 17:14:14 +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
SpinDizzy 5143669cb9 Star Wars Trilogy lever feedback activated 2020-10-24 09:12:54 +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 6af882548f Linux build compatibility changes 2020-07-03 09:15:08 +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 1a3407bec8 Fix corrupted memory in network mode 2020-06-17 11:41:41 +00:00
Ian Curtis daef27be37 Replace network code with new tcp implementation 2020-06-16 11:55:38 +00:00
Ian Curtis d688fdd3d5 cache variable, without it is unusably slow in debug mode 2020-06-12 17:33:21 +00:00
SpinDizzy 4f347ff3f1 SDL1 to SDL2 internal changes 2020-04-19 08:34:58 +00:00
Ian Curtis e1827cfd13 Stretch the time the ping_pong bit flips a bit to bump writes into correct frame. Otherwise they end up getting written at like 99.8% of the frame and overlapping with the next. 2019-11-08 20:36:11 +00:00
Ian Curtis 2e6968fe9d Thanks to our anonymous contributor who managed to patch a model 3 game and run it on real h/w, we were able to obtain some timing values we had been long been missing for correct emulation. The h/w polls something called the ping_pong bit at start-up to sync the GPU with the CPU. Unfortunately we didn't have the correct values and just manually used some per game hacks to get games to run. This mostly worked, but some games were writing more or less frames than they should have been for a given time period. When the ping_pong bit flips at 66% of the frame time, games were writing data for a new frame, which meant writes were often straddling 2 separate frames. We aren't 100% sure if IRQ2 or the ping_pong bit is vblank. 2019-11-07 20:29:17 +00:00
SpinDizzy b0813ef7a0 - PCI bridge can be specified in Games.xml for games that use a different version than expected based on stepping. No more hard-coded exceptions.
- Real3D PCI ID can be specified in Games.xml for exceptions that require it.
- Real3D status bit timing specified in Games.xml for exceptions that require it.
2019-01-13 16:00:37 +00:00
Ian Curtis d8f736e7a8 timing fix for srally2x (Spindizzi) 2019-01-06 23:48:34 +00:00
Ian Curtis 9f5a19a04a Use correct PCI IDs (Harry Tuttle) 2018-07-09 08:06:06 +00:00
Ian Curtis 609d1ba19f Fix step 1.0 games with NET_BOARD defined (Spindizzi) 2018-03-08 14:27:28 +00:00
Ian Curtis d8572a923a Update network code (Spindizzi) 2018-02-24 15:53:18 +00:00
Ian Curtis 995cf6adb0 white space 2018-01-29 19:33:29 +00:00
Ian Curtis 10cefb7c61 Support both types of lightgun in lost world. 2nd type fixes some missing fx. Thanks to Any for pointing this out. To use the old type change analog_gun1 to gun1 in the xml file. 2018-01-29 19:31:23 +00:00
Ian Curtis 964f08c894 Disable the netboard if EmulateNet=0 (Spindizzi) 2018-01-25 20:38:31 +00:00
Ian Curtis cf7850602b fix build 2018-01-08 00:13:23 +00:00
Ian Curtis 0b6da91cc0 add the rest of the network board code (Spindizzi) 2018-01-07 14:07:59 +00:00
Bart Trzynadlowski 55bb02d4e5 - New work-in-progress frame timing code (disabled by default, compile with NEW_FRAME_TIMING defined to activate it)
- New JTAG emulation, moved into its own class, CJTAG
- Removed game-specific sun clamp hacks from CNew3D (JTAG and Real3D emulation will call the appropriate method to configure this at run-time)
- Removed JTAG from Real3D save state data and reused some of that space for new state variables having to do with the internal JTAG-based config as well as new frame timing state variables
2017-09-24 20:52:48 +00:00
Bart Trzynadlowski f04a285727 DMA and register space access for Real3D have been unified and CReal3D::ReadRegister() returns little endian data now that the PowerPC handler byte-swaps back, to be consistent with how DMA registers work. 2017-08-29 01:28:21 +00:00
Bart Trzynadlowski 507990a350 Fixed up memory region dumping code to use the new Util::FlipEndian functions 2017-08-19 19:27:58 +00:00
Ian Curtis 063b7d3ea4 Remove debug code 2017-08-09 21:40:48 +00:00
Ian Curtis 5709ee2659 Sometime ago I managed to work out that specular on the model3 is not real specular, and really is just an extension of diffuse lighting. But attempts were derailed by corner cases and the fact we were not handling the normals correctly. Anyway Harry managed to successfully come up with an algorithm, and coefficients that give an almost perfect match to specular on the model3, based soley on observations from video footage! He also worked out that the lighting on hardware 1.5 onwards appears to be unclamped (ie greater than 1). This quite radically changes the brightness of some of the games, but much better matches the original hardware. 2017-08-09 16:56:56 +00:00
Bart Trzynadlowski a649a0d36b Removed patches from source code and moved them into game XML file. Created ROMSet.cpp. Print a more descriptive error when game XML file fails to load. 2017-04-08 18:30:29 +00:00
Bart Trzynadlowski 4ca7d5ef0e Harry Tuttle's change to Harley gear shift to use a single bit instead of two (no detectable difference in behavior, though) 2017-04-07 04:30:27 +00:00
Bart Trzynadlowski c013eab711 Changes by Harry Tuttle: game list more accurately reflects MAME's, added a root level XML "games" node, print ROM version along with title 2017-04-05 05:35:45 +00:00
Bart Trzynadlowski f34e25dfc7 Massive internal change: removed CConfig object and replaced it with a hierarchical config object system (Util::Config::Node). Games are now defined in an XML file. Hopefully I didn't break too many things :/ 2017-03-27 03:19:15 +00:00
Bart Trzynadlowski 61159c07f8 Added 8- and 16-bit tilegen VRAM access handlers to fix missing columns in Star Wars Trilogy tilemaps. Thanks to Spindizzi for initial confirmation that this was the problem. 2017-03-23 04:22:25 +00:00
Bart Trzynadlowski de043355bc Marked offset of code in CROM for scudp 2016-06-24 01:01:30 +00:00
Bart Trzynadlowski b0911afd1f Added drive board and lamp raw outputs (submitted by SailorSat) 2016-06-07 01:51:16 +00:00
Ian Curtis 8979246642 remove bad rom patches 2016-05-26 16:21:42 +00:00
Bart Trzynadlowski 8ba8d7290e Hooked up Sega Bass Fishing / Get Bass controls 2016-05-26 04:13:22 +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
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
Ian Curtis 6d1aa4d527 fix compilation 2016-05-03 18:38:06 +00:00