Commit graph

889 commits

Author SHA1 Message Date
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 f6707ecfba Fixed graphics state analyzer 2017-04-04 23:28:06 +00:00
Bart Trzynadlowski c4bf565a1a Added cstring 2017-04-04 23:27:39 +00:00
Ian Curtis 4ebcf5865a more whitespace .. 2017-04-03 12:02:49 +00:00
Ian Curtis a141635be6 white space .. 2017-04-03 12:01:37 +00:00
Ian Curtis c617a453fa Cache dereferenced values. Cuts loading time from 15 to 5 seconds in debug mode :) 2017-04-03 12:00:25 +00:00
Bart Trzynadlowski 5aafbbf936 Included cstring for memcpy 2017-04-03 05:34:23 +00:00
Bart Trzynadlowski 2aa9dc7967 Rewrote large parts of ROM loading code to more gracefully handle merged sets where overwritten parent ROMs are not present. Better handling of multiple zip files. Optimized ROM loading when stride and chunk size are equal and got rid of safety checks that I don't believe are necessary any longer. 2017-04-03 01:03:38 +00:00
Ian Curtis f0e00c5dc7 Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle) 2017-04-02 21:03:59 +00:00
Bart Trzynadlowski 07660be0df Fixed missing file detection (set_difference requires inputs sorted by desired key) and improved error reporting 2017-04-01 05:08:50 +00:00
Bart Trzynadlowski 68ebf35aac Removed TODO comment 2017-03-31 05:23:34 +00:00
Bart Trzynadlowski b0957e6459 Smarter game selection when a zip file contains multiple games (prefer child when parent is also present in zip) 2017-03-31 05:23:04 +00:00
Bart Trzynadlowski e40d268214 Warn about parent ROM sets having parent defined (not allowed) 2017-03-31 04:44:45 +00:00
Bart Trzynadlowski 47ce132292 Print missing files from games 2017-03-31 04:27:09 +00:00
Bart Trzynadlowski fd0f7ec6d1 Support loading of parent ROM sets (e.g., scudp will load scud) 2017-03-30 06:17:34 +00:00
Ian Curtis cd1a551e4b compile fixes 2017-03-28 22:28:46 +00:00
Ian Curtis 1a766843b5 MSYS2 compile fix (HarryTuttle) 2017-03-28 21:02:14 +00:00
Ian Curtis 69eac95846 Replace glsl 3 function. Apparently this doesn't work on OS X. 2017-03-28 20:24:44 +00:00
Ian Curtis 70259eec34 fix compile warnings 2017-03-28 19:33:16 +00:00
Bart Trzynadlowski 318f4cf6dc Sort games found in zip file by descending order of matching files so that game with the *most* matching files is picked 2017-03-28 04:03:38 +00:00
Ian Curtis ddbf08ac73 don't ask 2017-03-27 22:06:23 +00:00
Ian Curtis f320af2049 fix project files 2017-03-27 22:01:31 +00:00
Ian Curtis 3fefff36c2 fix multiple default constructors 2017-03-27 18:15:15 +00:00
Ian Curtis 5c15dac16f add missing include 2017-03-27 14:14:36 +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 26a4417a5f Cosmetic: renamed step to stepping 2017-03-27 03:13:34 +00:00
Bart Trzynadlowski 10befe4938 No need to enclose values in quotes when writing INI file. Print that file was saved to console and log. 2017-03-27 03:10:36 +00:00
Bart Trzynadlowski 35d9842dd8 Added a TODO list 2017-03-27 03:09:24 +00:00
Bart Trzynadlowski c4a63821c3 Encapsulated zip file handling and added a "parent" member to the Game struct 2017-03-27 02:02:22 +00:00
Bart Trzynadlowski ba3a0b5e2a Checking in GameLoader.cpp, GameLoader.h, and ROMSet.h (not currently used in build) because I need to make a substantial modification in my local tree 2017-03-26 16:38:55 +00:00
Ian Curtis ff624afb4d The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated. 2017-03-25 00:06:24 +00:00
Ian Curtis 06c1cdcf94 Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases. 2017-03-24 20:54:12 +00:00
Ian Curtis 98d56ff011 cosmetic 2017-03-24 17:43:07 +00:00
Ian Curtis 82ac030dff calculate the correct number of mipmap textures 2017-03-24 16:51:52 +00:00
Ian Curtis 17f878421b Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors :) 2017-03-24 13:38:20 +00:00
Ian Curtis 17f7c2d9f6 use 32bit types 2017-03-23 17:18:33 +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
Ian Curtis 9fb6acc92d fix scissor code for native resolution (thanks HarryTuttle) 2017-03-22 20:38:44 +00:00
Ian Curtis 519cce34f5 remove debug code 2017-03-19 09:54:51 +00:00
Ian Curtis 9780f333b4 The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch :) 2017-03-19 01:33:45 +00:00
Ian Curtis b19ceb0b6a Texture coordinates seem to be scaled relative to the fixed texture size of 256. Thanks to HarryTurtle for figuring this crazy logic out. The road in scud matches the arcade now almost perfectly. 2017-03-13 00:59:35 +00:00
Ian Curtis dcd018ab7e Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle) 2017-03-12 19:00:00 +00:00
Ian Curtis 732e3ef51f More fixes to microtexture coordinates. They go vertically up and down the texture sheet, and not horizontally as I had guessed. (Thanks HarryTurtle) 2017-03-11 12:55:47 +00:00
Ian Curtis 6636776f03 Fix microtexture texture coordinates (thanks HarryTuttle) 2017-03-11 01:18:43 +00:00
Ian Curtis 503c88df11 fix the bad projection matrix in dirt devils and lost world 2017-03-07 01:29:07 +00:00
Ian Curtis f173c3c3ce The hardware actually seems to treat the quad primitive as a triangle strip. The winding order can actually change between the first and second 'triangle' inside the quad, leading our code to incorrectly backface cull the 2nd triangle. So we must re-calculate the winding order for the 2nd triangle. This fixes a massive missing poly in the road in la machine guns, probably other games too. The hardware is unaffected by the winding order, as it doesn't calculate the poly normal from the vertices directly, instead it uses the provided normal in the poly header. 2017-02-21 23:35:40 +00:00
Ian Curtis 5b9741bd5d Support high priority polygons. They are treated as a separate overlay plane by the h/w. Fixes some missing fx in harley. 2017-02-20 17:22:32 +00:00
Ian Curtis 2ae2010ee4 Add high priority poly function. Used by harley. 2017-02-18 23:58:08 +00:00
Ian Curtis 4a116190b5 When the translator map?? bit is enabled the colour format seems to be 4-5bit. Max observed value is 16. Scaling these values up seems to produce the correct colours in harley and dirt devils. 2017-02-16 17:20:42 +00:00
Ian Curtis 7407d03036 Put a check in there, in case near values come out really close to zero. Fixes a slight corner case in lemans24. A check probably should have been there originally :) 2017-02-08 16:14:50 +00:00
Ian Curtis 24cbeed526 Dynamically calculate near/far frustum planes for each viewport priority layer by clipping the overlapping meshes with the 4 frustum planes. A bit brute forcy, but the results are great. 2017-02-07 14:05:03 +00:00
Ian Curtis 144125a62e mark the nodes without valid distances set 2017-02-05 15:36:05 +00:00
Ian Curtis c82dc55485 cosmetics 2016-12-22 22:11:19 +00:00
Ian Curtis 72dd0dbf98 only need to cull against 4 clipping planes 2016-12-22 22:09:13 +00:00
Ian Curtis 20a9514aa2 For scroll fog set the viewport to the entire area, allows fog to work in widescreen mode 2016-12-15 19:27:08 +00:00
Ian Curtis ca7046729e properly cache un-normalised texture coordinates, fixes a texturing regression in Daytona 2016-12-15 12:10:52 +00:00
Ian Curtis f355e2d062 fix microtexture colours 2016-12-15 00:45:32 +00:00
Ian Curtis 89e75a9803 Only check scroll fog value from the first viewport from each priority layer. Seems to fix problems with background fogging. 2016-12-14 19:57:05 +00:00
Ian Curtis 707e945db9 delete unused files 2016-12-09 14:15:11 +00:00
Ian Curtis 2c23268d88 Support microtexture relative scale. The exact scaling values are not known, but a 2x difference between each level seems highly likely. We know from visual inspection from scud that the first level is exactly 4. The SDK has a function that accepts a float input for scale and does this. lod = (1/scale) + 0.5. If lod>3 lod = 3. So this is our best guess. 2016-12-09 14:13:46 +00:00
Ian Curtis da8b63b44b The model3 shares vertices between polygons. But it also seems to do this for polygons with different textures. This means the texture coordinate for potentially different sizes textures is shared. Currently this was broken leading to some corrupted looking textures. The fix is to simply cache the old texture coordinates, and recalculate the normalised coordinates in the new texture coordinate space. 2016-12-06 14:39:46 +00:00
Ian Curtis 10a5d2c0e1 refactor 2016-12-06 12:25:34 +00:00
Ian Curtis eece2d75b4 tweak scroll fog logic 2016-12-04 22:37:49 +00:00
Ian Curtis adbebb0204 clean up 2016-12-04 22:37:22 +00:00
Ian Curtis a310e8e5cf minor optimisations 2016-11-28 17:32:25 +00:00
Ian Curtis abc8c24b69 Only check the geometry for culling with valid node distances. We will need this later. 2016-11-27 19:30:46 +00:00
Ian Curtis fe60d115d2 Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore. 2016-11-26 01:19:51 +00:00
Ian Curtis 665fa90425 Get clipping planes directly from the viewport data. Also no need to clip against a far plane 2016-11-26 01:12:08 +00:00
Ian Curtis 54c405709f Need to walk back in memory and check the previous texture tiles to see if they overlap with the current textures being invalidated. If they overlap they must be cleared too. Algorithm is a bit brute forcy and more expensive than I'd like but it fixes the bad textures in Spikeout. 2016-11-22 20:30:10 +00:00
Ian Curtis 84ae8f035c Skip processing the mipmap section of memory. The real3d doesn't create mipmaps down to 1x1 that is needed to do mipmapping properly on modern hardware anyway. 2016-11-21 09:04:56 +00:00
Ian Curtis 2ddc8a30e0 Clear queued texture uploads after processing them. Saves re-uploading the same textures whilst paused 2016-11-20 17:02:59 +00:00
Ian Curtis 10dd530cde More accurate 2D colours. White should map to 255 not 248 2016-11-15 12:44:47 +00:00
Ian Curtis 483ba2f398 Fix the shading in scud. When lighting is disabled the fixed shading intensities appear to be offset values added to the colour value. 2016-11-11 17:50:27 +00:00
Ian Curtis 0a7c0d0864 change throttle logic for smoother playback, we could get closer to 60fps if SDL timers weren't so lame 2016-10-21 00:04:12 +00:00
Ian Curtis 2f49012786 change scroll fog logic to parse the lower priority viewports first 2016-10-09 18:10:57 +00:00
Ian Curtis f0a15febd1 implement scroll fog, fixes a tonne of missing fx 2016-10-09 16:34:12 +00:00
Ian Curtis ef11990d19 Parse out scrollfog value used for blending over the 2d background. 2016-10-08 15:41:16 +00:00
Ian Curtis 33e795de9b Fix scenes with missing fog in ocean hunter. The game was passing negative fog densities. The sign seems to be ignored by the model 3. 2016-10-08 15:15:25 +00:00
Ian Curtis 9eeb81ac69 same fix for legacy engine 2016-10-08 12:10:47 +00:00
Ian Curtis 33cf6c89d1 our scratch mem must match correct max texture size 2016-10-08 11:59:25 +00:00
Ian Curtis c472d90fb9 Fix the sky in advanced stage in Dirt Devils. It uses a massive (for 1998 :p) 1024x256 texture. 2016-10-06 20:10:45 +00:00
Ian Curtis c3581c9fe8 Support multiple microTextures, fixes crazy texturing in sega ski champ. I'm assuming microtextures are always located on the other memory bank to the base texture. This logic seems to work for all our games anyway. 2016-10-06 01:37:29 +00:00
Bart Trzynadlowski e21ea93319 Added RGBA4 format to BMP file writer 2016-09-07 01:25:27 +00:00
Bart Trzynadlowski 3df3610361 Made parsing of hex values more robust 2016-08-25 04:54:08 +00:00
Bart Trzynadlowski 458684eb22 Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one 2016-08-24 22:21:18 +00:00
Bart Trzynadlowski 4b184b05dc Updated game loader to make use of latest changes to config tree: generic value types and eliminated pointers 2016-08-24 04:13:23 +00:00
Bart Trzynadlowski c2f80cef6b Support for hex numbers in string to integer conversions (with '0x' prefix) and special keywords in string to bool conversions (true/false/on/off/yes/no) 2016-08-24 04:11:52 +00:00
Bart Trzynadlowski f08ad1584f Added Util::Stricmp() and small tweak to serialization of Util::Format 2016-08-24 04:10:20 +00:00
Bart Trzynadlowski 2efe18b525 Added support for multiple value types in config nodes.
Removed Ptr_t and ConstPtr_t from public interface, moved config tree builders into their own file, and made them pass by reference and value.
Exceptions can be thrown now on lookup failures.
Removed s_empty_node -- failed lookups in [] operator create a permanent "hidden" child.
Updated comment in NewConfig.cpp.
2016-08-21 22:22:45 +00:00
Bart Trzynadlowski 01a6ad1596 Added copy constructor and assignment operator using C++11 move semantics 2016-08-19 00:01:45 +00:00
Bart Trzynadlowski a9816467d8 Defined inputs 2016-08-18 04:19:36 +00:00
Bart Trzynadlowski fbeeb3c922 Support for deep copies via assignment operator. This will pave the way for elimination of Ptr_t and ConstPtr_t. 2016-08-18 04:14:36 +00:00
Bart Trzynadlowski 5652aab91f Added Write() method to write buffer to an ostream, and added an ostream operator overload 2016-08-18 04:13:50 +00:00
Bart Trzynadlowski 1dc360a8b0 Changes to game loader interface, added 32-bit word swapping utility function 2016-08-11 03:53:19 +00:00
Bart Trzynadlowski a2423a8b75 Initial check-in of game loader (not operational yet) 2016-08-10 03:28:40 +00:00
Bart Trzynadlowski 037bfc648d Byte swapping utility function 2016-08-10 03:27:59 +00:00
Bart Trzynadlowski 718c237063 Added ValueAsBool(), ValueAsBoolWithDefault(), and ValueAsUnsignedWithDefault() 2016-08-10 03:27:01 +00:00
Bart Trzynadlowski 52d6eac7e5 Added Util::Config::Node::ValueAsUnsigned() with support for base 10 and 16 ('0x' prefix) 2016-07-10 04:25:41 +00:00
Bart Trzynadlowski 331d7042f2 Added Util::ToLower() 2016-07-10 04:25:12 +00:00
Bart Trzynadlowski a84aacf80b Config::Node::Add() now supports nested keys (e.g., Add("foo/bar/baz", "0") will create three nested config nodes) 2016-07-09 15:19:17 +00:00
Bart Trzynadlowski 24c341120a Changed Config::Node::Create() to Add() and added a Set() method (for INI semantics). Turned Test_Config.cpp into a proper unit test reporting pass/fail for each test. 2016-07-09 14:45:48 +00:00
Bart Trzynadlowski 2e069af603 Adding tinyxml2 lib 2016-07-07 05:05:27 +00:00
Bart Trzynadlowski 724dc93294 XML parsing support for new config system 2016-07-07 04:59:10 +00:00
Bart Trzynadlowski bcc663d4eb Moved logging functions into OSD/Logger.cpp (eventually logging system will be reworked entirely) and added new config tree structure (not yet used). 2016-07-05 01:15:58 +00:00
Bart Trzynadlowski 0ab486645c Updated Fragment_NoSpotlight.glsl (fragment shader for legacy engine without spot light) 2016-07-04 01:00:24 +00:00
Ian Curtis 732bff2769 disable spot light if the extent is zero 2016-06-29 20:53:19 +00:00
Ian Curtis efa7776871 parse some unimplemented spot light values from viewport 2016-06-27 17:35:27 +00:00
Bart Trzynadlowski de043355bc Marked offset of code in CROM for scudp 2016-06-24 01:01:30 +00:00
Ian Curtis d058a29ac8 stencil translucent non textured polys 2016-06-19 23:33:06 +00:00
Ian Curtis 85c4d85562 refactor 2016-06-19 21:43:09 +00:00
Ian Curtis c2b1db11f8 Cull geometry based on the culling distances in the nodes. Should give some sort of speedup on lower end pcs where the CPU is predominantly the bottle neck. 2016-06-16 20:05:29 +00:00
Bart Trzynadlowski f31f06b42e Fix compilation when SUPERMODEL_DEBUGGER enabled 2016-06-13 00:53:39 +00:00
Ian Curtis d799c63b1a cache bound texture 2016-06-10 11:29:20 +00:00
Ian Curtis 48a79a8f14 cleaning 2016-06-10 10:18:47 +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 8440bc7f03 support negative exponent 2016-06-03 09:33:46 +00:00
Ian Curtis 5081ee99dc Add code to convert the 16bit float format used by the hardware back into float 754 format. 16bit floats are used for the culling radiuses in the nodes. 2016-06-03 00:01:34 +00:00
Bart Trzynadlowski 6dc5845d47 Added -vsync and -no-vsync option descriptions to command line help 2016-06-02 23:51:43 +00:00
Ian Curtis 9bc1fbf0cb remove dead code 2016-06-02 21:26:50 +00:00
Bart Trzynadlowski 968652bcfb Added a Split() function to Util::Format. 2016-06-02 03:14:46 +00:00
Bart Trzynadlowski d1330d310c XInput fix: search for all three possible XInput DLLs (xinput1_4.dll, xinput1_3.dll, and xinput9_1_0.dll). I have not tested 32-bit builds. 2016-06-02 00:13:42 +00:00
Ian Curtis ff8e9d6aad Check for overflow. Fixes some fade effects 2016-05-30 23:10:56 +00:00
Bart Trzynadlowski 9a49fefe12 Legacy engine: fixed texture offsets (VON2 was broken by last commit). Texture coordinates are wrapped within the bank first and then the bank can be swapped. This also allows the full range of texture coordinate bits to be used as specified in the Pro-1000 SDK. 2016-05-30 19:18:11 +00:00
Ian Curtis 36074d9fd5 Y texture offsets are just 5 bits. Texture coordinate wrap around happens in the same texture sheet, not into the next one. Fixes various texturing bugs in sega rally. 2016-05-30 13:25:00 +00:00
Bart Trzynadlowski d1f49675b1 Legacy engine: Culling node texture Y offset is only 5 bits (fixes Sega Rally 2 initials decal) 2016-05-29 20:49:28 +00:00
Bart Trzynadlowski 2ee0d9018e New engine: modf -> std::modf (fixes compilation on gcc) 2016-05-28 20:54:25 +00:00
Bart Trzynadlowski 1a908dd414 Legacy engine: expanded color index to 12 bits from 11. Does this affect any games? 2016-05-28 20:50:05 +00:00
Bart Trzynadlowski 5c1a240565 New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods. 2016-05-28 20:49:10 +00:00
Bart Trzynadlowski 2ef5203839 Forgot to describe one polygon header field in Model.cpp 2016-05-28 20:40:45 +00:00
Bart Trzynadlowski e4a5c341dd Updated polygon header descriptions 2016-05-28 20:33:10 +00:00
Bart Trzynadlowski 0ebb8d5d47 Legacy engine: Added stencil buffering for layered models and shadows. Not as accurate as new engine because stencil buffering is applied per-model rather than per-polygon, so the entire model must consist of stencil-tested polygons. In practice, though, this seems to work fine. 2016-05-28 19:52:30 +00:00
Ian Curtis ce03c13847 Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts 2016-05-28 13:21:35 +00:00
Ian Curtis 661f19be19 fix transparency values, values are from 0-32, not 0-16 where the top bit disables 2016-05-27 22:20:57 +00:00
Ian Curtis 2086b1c9af Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet. 2016-05-27 19:30:40 +00:00
Ian Curtis 8979246642 remove bad rom patches 2016-05-26 16:21:42 +00:00
Ian Curtis 3f9936d664 don't clamp after spot light code, looks much closer to h/w 2016-05-26 09:06:09 +00:00
Bart Trzynadlowski 8ba8d7290e Hooked up Sega Bass Fishing / Get Bass controls 2016-05-26 04:13:22 +00:00
Ian Curtis 89c987fae1 basic spotlight code 2016-05-26 00:08:12 +00:00
Bart Trzynadlowski a0910f96fb Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders. 2016-05-25 04:00:02 +00:00
Bart Trzynadlowski 6dc35f9563 Updated legacy engine vertex shader to use specular shininess and coefficient along with old equation. Still not correct (too strong compared to the old method). 2016-05-25 03:10:36 +00:00
Ian Curtis c5ce2b9679 fix alpha testing for texture format 7 2016-05-22 19:17:15 +00:00
Ian Curtis 65d6342947 remove dead code 2016-05-21 16:26:00 +00:00
Ian Curtis fd3eb49369 support 4 bit textures 2016-05-21 15:50:54 +00:00
Ian Curtis e108b56664 correctly mask pointers 2016-05-19 22:23:50 +00:00
Ian Curtis a79fd2786a optimise hash table access for better performance 2016-05-19 19:04:44 +00:00
Ian Curtis ff8d311dcc support colour table pointer 2016-05-18 23:06:41 +00:00
Ian Curtis 7e3c097a31 remove debug code 2016-05-16 17:26:53 +00:00
Ian Curtis 828fd8ebb4 Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative 2016-05-16 17:10:04 +00:00
Ian Curtis 9e279a0c1f Non luminous polygons seem to be effected by the lightModifier also. API seems to have no restriction in this regard, neither does the SDK. The ocean hunter requires this for some of the 2d stuff. Light modifier values only seem to exist between 0-16, which is strange for 5 bits of precision. Possibly top bit disables the effect and lower 4 bits are the value. This clearly differs from the SDK, but without this the values come out clearly wrong. 2016-05-16 10:49:00 +00:00
Ian Curtis 62eafacfc3 adjust (hopefully correct) fog equation 2016-05-16 10:44:16 +00:00
Ian Curtis bc08276d60 preliminary specular 2016-05-15 16:24:49 +00:00
Bart Trzynadlowski c9147bc93d - Removed a stale comment 2016-05-14 06:31:44 +00:00
Bart Trzynadlowski 897b1acb21 Legacy renderer changes:
- Updated shading model. Unfortunately, it is far from perfect but it seems to be the best I can do for now. Not really much of a difference from before except that the Scud Race castle is fixed at the expense of the Yosemite level in LA Machineguns being too bright.
- Added lots of notes in the shading code.
- Passing both specular coefficient and shininess to shader. This will probably break specular lighting for now until the shader is updated to use the shininess correctly.
- Color table address in polygon RAM is now obtained from culling nodes as they are traversed (found this in the Pro-1000 SDK).
2016-05-14 06:25:35 +00:00
Bart Trzynadlowski 147faf37c9 Added palette bit to list of bits to dump for analysis 2016-05-14 06:21:56 +00:00
Ian Curtis c4b5b185c6 Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these. 2016-05-13 19:26:10 +00:00
Ian Curtis c8f8cd1655 remove dead code 2016-05-13 08:40:53 +00:00
Ian Curtis e295ad6868 double up polys for two sided polys, fixes some diffuse lighting problems 2016-05-13 08:39:48 +00:00
Bart Trzynadlowski ddf3d5213d FLT_MAX -> std::numeric_limits<float>::max() 2016-05-10 03:08:36 +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
Ian Curtis 34c81eabee update header documentation 2016-05-09 16:53:12 +00:00
Ian Curtis 43add90d2f Fix bad texture seems 2016-05-09 16:26:34 +00:00
Bart Trzynadlowski 846c9d0edd Reverted stencil mask change. This reintroduces the Scud Race 'ROLLING START' bug. Previous 'fix' did not work for Magical Truck Adventure anyway and also broke some games (Daytona 2 transmission and course select screen, ECA title screen). The stencil mask is not shifted by 16 pixels and I suspect that either there is some unknown trick to horizontal scrolling or that the behavior is affected by hidden raster timing registers hidden in the JTAG interface. 2016-05-08 21:17:02 +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
Bart Trzynadlowski 5d048958b9 Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling. 2016-05-07 21:54:03 +00:00
Ian Curtis 69a44a5d5f add texture helper functions 2016-05-07 18:57:06 +00:00
Ian Curtis 242cddac2d remove pointless loop 2016-05-07 15:45:02 +00:00
Ian Curtis ded3168060 Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley. 2016-05-07 15:28:04 +00:00
Bart Trzynadlowski 595e24ad60 Changed XInput DLL failure message 2016-05-07 03:25:05 +00:00
Ian Curtis 05e1e4de37 update poly header class 2016-05-06 15:00:12 +00:00
Bart Trzynadlowski fee1cfb126 Fixed compilation on gcc (gotos cannot cross variable declarations) 2016-05-05 22:01:59 +00:00
Ian Curtis da4bab5f9b Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements 2016-05-05 08:06:06 +00:00
Ian Curtis b2da849d90 support flat shading 2016-05-05 00:01:17 +00:00
Ian Curtis 3693a51cbb Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona 2016-05-04 16:30:15 +00:00
Ian Curtis b0569007ef set correct microtexture wrap mode 2016-05-04 10:30:58 +00:00
Ian Curtis c545b9fd85 preliminary microtexture 2016-05-04 00:35:07 +00:00
Ian Curtis 396fba7d24 skip viewports marked as disabled, might stop parsing some bad data 2016-05-03 21:17:37 +00:00
Ian Curtis 6d1aa4d527 fix compilation 2016-05-03 18:38:06 +00:00
Bart Trzynadlowski fa65542d76 Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D() 2016-05-03 00:28:56 +00:00
Ian Curtis c459772f8e wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks) 2016-05-01 19:52:02 +00:00
Ian Curtis 7ec7906c0f Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud 2016-04-30 20:32:44 +00:00
Bart Trzynadlowski 48767b2267 Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled 2016-04-30 16:23:25 +00:00
Ian Curtis 23a5839d46 Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works 2016-04-30 09:02:38 +00:00
Ian Curtis 30ca1792bb Fix fixed shading maths 2016-04-30 08:58:13 +00:00
Bart Trzynadlowski e0513ec723 Updated to-do comments 2016-04-29 23:57:15 +00:00
Ian Curtis c499e6640c fixed shading code 2016-04-29 23:03:46 +00:00
Bart Trzynadlowski 57d5bc8367 Legacy engine: preliminary per-vertex fixed shading. Only limited testing with LA Machineguns (appears to work), Sega Rally 2 (appears okay), and Scud Race (fixes expert course bridge but not other mis-colored polygons). 2016-04-29 03:56:06 +00:00
Ian Curtis 2785ecd25f read front buffer 2016-04-28 22:15:36 +00:00
Bart Trzynadlowski 7456aa745c Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled 2016-04-28 13:18:56 +00:00
Bart Trzynadlowski 34e8f00382 Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate) 2016-04-28 13:18:15 +00:00
Bart Trzynadlowski 0ae9e8013b Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame 2016-04-28 01:27:35 +00:00
Ian Curtis 09e27e3082 color flag 2016-04-27 16:42:31 +00:00
Ian Curtis a246fc1454 make compilable with visual studio 2016-04-27 11:17:12 +00:00
Ian Curtis 8f6ab2fcf9 simplify 2016-04-27 08:13:22 +00:00
Bart Trzynadlowski 3c5fcbd241 Forgot a newline 2016-04-27 04:15:22 +00:00
Bart Trzynadlowski c0ec610e99 Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option) 2016-04-27 04:09:50 +00:00
Bart Trzynadlowski 04fba1466d Added utility function to write BMP files 2016-04-27 04:08:49 +00:00
Bart Trzynadlowski 3682ab7300 Updated polygon header description with double-sided bit (forgot it in last update!) 2016-04-26 23:06:40 +00:00
Bart Trzynadlowski 85a77bb016 Added an updated description of the polygon header to the top of Legacy3D/Models.cpp 2016-04-26 23:04:11 +00:00
Ian Curtis 3e8439c09c fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown 2016-04-26 09:06:48 +00:00
Bart Trzynadlowski b730fc466c Legacy engine: vertex normals are standalone and do not need to be added to polygon normal 2016-04-26 00:12:02 +00:00
Bart Trzynadlowski 112777385e Added a debug option to load and render a single frame of graphics state from a save state file. Only available if compiled with DEBUG defined. Invoked using: -gfx-state=<file> on command line. 2016-04-24 17:06:14 +00:00
Bart Trzynadlowski 1265c8d184 Using IEmulator interface instead of CModel3 directly 2016-04-24 03:01:42 +00:00
Bart Trzynadlowski 9baa0488e3 Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a) 2016-04-24 01:50:03 +00:00
Bart Trzynadlowski 3bd8e20639 Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line. 2016-04-24 01:40:16 +00:00
Bart Trzynadlowski 908d979cd7 Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300) 2016-04-22 23:46:49 +00:00
Ian Curtis 58d187e59a parse viewports in normal order 2016-04-19 22:05:12 +00:00
Ian Curtis df9fefd064 walk siblings before children, fixes some of the transparency drawing issues in ocean hunter 2016-04-18 22:25:05 +00:00
Ian Curtis 057ee94210 simplify 2016-04-18 14:06:10 +00:00
Ian Curtis a5301efed6 avoid cast warning 2016-04-17 00:02:16 +00:00
Ian Curtis c4dc96ef71 simplify list code 2016-04-17 00:00:51 +00:00
Bart Trzynadlowski 34d4d8981d Fixed 8-bit texture decoding in legacy 3D engine. Contour mode/alpha still needs to be made consistent (as much as possible) with new engine. 2016-04-15 04:26:42 +00:00
Bart Trzynadlowski 9a2bb78add Hooked up Magical Truck Adventure controls 2016-04-13 03:28:04 +00:00
Ian Curtis d2563c035f you were right Bart :) (Fixes broken sound in last build) 2016-04-11 15:16:35 +00:00
Ian Curtis 499ac0e1c9 Don't use variable sized variables across platforms, unless needed 2016-04-11 09:00:20 +00:00
Ian Curtis 6d313fcf9e Fix - cannot specify explicit initializer for arrays 2016-04-11 08:38:59 +00:00
Bart Trzynadlowski 94c66eea7b Figured out Step 1.0 VROM texture uploads. Fixes missing textures in VF3 and VF3TB. 2016-04-11 03:48:36 +00:00
Bart Trzynadlowski ef87093824 Debugger compilation fixed: CBus -> IBus 2016-04-11 03:39:19 +00:00
Bart Trzynadlowski 2524f2e837 Fixed Magical Truck Adventure by emulating VROM texture ports as a FIFO. Now, VF3 crashes on Akira's stage (and probably the other stages with texture glitches). Other games may be affected, too (not thoroughly tested yet). 2016-04-11 00:19:10 +00:00
Bart Trzynadlowski 775256118d Fixed Magical Truck Adventure country check (accidentally removed a line in previous commit). 2016-04-10 23:57:55 +00:00
Bart Trzynadlowski 7ade3a6abb Magical Truck Adventure expects 0x03 to be returned from MIDI control port (thanks, Ville). Game now boots but crashes because VROM texture uploads clobber memory for some reason. 2016-04-10 21:47:07 +00:00
Bart Trzynadlowski 198a469ff7 Created IEmulator interface, renamed CBus to IBus and CPCIDevice to IPCIDevice. Frames now rendered when emulator paused. 2016-04-10 03:42:41 +00:00
Ian Curtis f52cb3c491 tweak frustum planes 2016-04-08 23:29:31 +00:00
Bart Trzynadlowski e08b754140 Changed help text to explain that -sound-volume and -music-volume only take effect when DSB is present 2016-04-05 04:31:39 +00:00
Bart Trzynadlowski 22907b033f Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp 2016-04-05 04:30:52 +00:00
Ian Curtis 5f68544641 revert viewport code 2016-04-04 10:50:05 +00:00
Ian Curtis ecea4cad56 change tex format 4 2016-04-04 10:21:34 +00:00
Bart Trzynadlowski 38d5d14157 Clamping diffuse+ambient light intensity to 1.0 (legacy engine) 2016-04-04 04:32:10 +00:00
Bart Trzynadlowski faf5f9cf48 Added a comment about viewports 2016-04-04 04:31:26 +00:00
Bart Trzynadlowski 6d9426759b Fixed texture enable bit (fixes Star Wars light sabers and Sega Rally 2 cones) and added a hack for (and more comments about) color modulation. Scud Race, Sega Rally 2, LA Machineguns, etc. look correct now, but Fighting Vipers 2 shadows are no longer dark enough. Other bugs may exist. 2016-04-04 03:50:24 +00:00
Bart Trzynadlowski 1d4f5c871d Fixed Types.h include 2016-04-04 03:43:55 +00:00
Bart Trzynadlowski a202d8adc3 Do not print extra hardware message when there is none 2016-04-04 03:42:55 +00:00
Bart Trzynadlowski d8aefa421d 8-bit texture upload byte selection (thanks to Ville; but not tested yet); code cleanup 2016-04-04 03:42:26 +00:00
Ian Curtis d155fbd6e4 rgb values were swapped for paletted colours 2016-04-03 23:21:50 +00:00
Ian Curtis 3bc2794b0a Use the correct texture enable bit 2016-04-03 16:10:40 +00:00
Bart Trzynadlowski 3c8352f4ca Added a comment: observation of Star Wars and Scud Race color modulation issues. 2016-04-03 04:09:06 +00:00
Ian Curtis 688af26846 Possible work around for slightly incorrect viewport positions in ECA and harley 2016-04-02 22:13:59 +00:00
Ian Curtis a99f022487 add missing include 2016-04-02 22:08:25 +00:00
Bart Trzynadlowski 6e5c301de8 Encryption device emulation (thanks to MAME), fixed warnings in Model3.cpp, added a string formatter helper, and updated Win32 GCC Makefile. 2016-04-02 21:50:40 +00:00
Bart Trzynadlowski c0f679479a Added virtual destructor to CDSB 2016-04-02 21:35:06 +00:00
Bart Trzynadlowski 0d989831ed Added encryption keys, converted to cstdint types, fixed whitespace 2016-04-02 21:33:33 +00:00
Bart Trzynadlowski c7ad13fb31 Whitespace, cstdint types 2016-04-02 21:32:28 +00:00
Ian Curtis c7412828d4 Use proper texture wrapping mode for 2d. Stops garbage down the top and left sides. Should really use NPOT texture. 2016-04-02 12:23:46 +00:00
Ian Curtis 7e7847bc83 Allow asymmetric projection matrices. Fixes a bunch of missing effects and bad camera angles in harley. 2016-03-31 09:27:42 +00:00
Ian Curtis aee89390ba add LOD table data. Maybe we can get clipping planes out of these 2016-03-28 20:11:46 +00:00
Ian Curtis e79b241a49 properly mark dynamic meshes as such 2016-03-28 19:58:36 +00:00
Ian Curtis e1278f4451 allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders 2016-03-27 08:39:40 +00:00
Ian Curtis ffaed8ae32 clear the rom mesh buffer 2016-03-26 22:48:51 +00:00
Ian Curtis 4992e59673 Cache rom models, for better performance. 2016-03-26 22:44:26 +00:00
Ian Curtis 8488f22ac5 2016-03-24 13:26:28 +00:00
Ian Curtis 0327db246f WIP 2016-03-24 13:17:17 +00:00
Ian Curtis 23172c9aec fix for bad matrix with NaN 2016-03-23 01:05:02 +00:00
Bart Trzynadlowski 5c513445b1 Fixed detected axis printf() and compiler warnings (hopefully I did not parenthesize any conditionals incorrectly!) 2016-03-23 00:47:53 +00:00
Ian Curtis f031e5d095 finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes. 2016-03-22 23:39:59 +00:00
Ian Curtis 8ea5978093 fix parenthesis error 2016-03-22 21:59:51 +00:00
Ian Curtis e7eb912eaa add maths functions 2016-03-22 13:47:28 +00:00
Ian Curtis 93f6b01e0b Update project to vs 2013. Clean compile warnings 2016-03-22 12:30:23 +00:00
Ian Curtis ce99c47f8a Remove double copy of shaders 2016-03-22 11:40:24 +00:00
Ian Curtis 5b3eea25fb fix basic compile errors (with vs) 2016-03-22 11:34:32 +00:00
Bart Trzynadlowski 3627213577 Fixed compiler warnings, whitespace, and moved local variable declarations to site of assignment 2016-03-22 03:43:31 +00:00
Bart Trzynadlowski ec7588e2cd Include Version.h 2016-03-22 03:41:00 +00:00
Bart Trzynadlowski 028727b389 Fixed typo that broke build 2016-03-22 02:44:38 +00:00
Bart Trzynadlowski 4c7186b1f1 Fixed warnings and whitespace 2016-03-22 01:37:55 +00:00
Bart Trzynadlowski 78609688c5 Fixed warnings and whitespace 2016-03-22 01:24:23 +00:00
Bart Trzynadlowski bd09b3b68b Fixed warnings and whitespace 2016-03-22 01:16:46 +00:00
Bart Trzynadlowski f0488a3c94 Moved lastCycles static int out of header file (fixes compiler warnings) 2016-03-22 01:05:34 +00:00
Bart Trzynadlowski 3afe3cf1a7 Moved 2016-03-21 23:27:30 +00:00
Bart Trzynadlowski 47c54d100b Updated to support new IRender3D interface and added FrameTimings object. 2016-03-21 23:25:29 +00:00
Bart Trzynadlowski 708455a82d CRender3D -> CLegacy3D 2016-03-21 23:22:26 +00:00
Bart Trzynadlowski 60ce6180c0 Update Supermodel.h with graphics path and moved version string to separate header file 2016-03-21 23:20:32 +00:00
Bart Trzynadlowski d61b01ab6f Removing legacy 3D engine files that were already moved to Graphics/Legacy3D 2016-03-21 23:12:17 +00:00
Bart Trzynadlowski 34301e97e1 Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/. 2016-03-21 04:10:14 +00:00
Bart Trzynadlowski 9802bbbfd8 Fixed compilation errors involving min and max functions 2016-03-21 04:07:32 +00:00
Bart Trzynadlowski 0579e65ebd Added registers to debugger: ctr, xer, srr0, srr1, sdr1, imiss, dmiss, hid0, hid1 2016-03-21 04:03:44 +00:00
Bart Trzynadlowski 27c20ff5e5 Fixed compiler warnings 2016-03-21 04:02:14 +00:00
Bart Trzynadlowski 8f87bb1698 53c810: do not increment DSP when executing interrupt instruction. Fixes invalid polygons in Virtua Fighter 3. Thanks to Ian Curtis for discovering that the polygons were incorrectly-copied garbage. 2016-02-23 05:28:17 +00:00
Bart Trzynadlowski 8e6712d2c7 Fixed display of PowerPC condition code bits in debugger (were backwards) and changed XER to print as hex. 2015-12-07 05:56:36 +00:00
Bart Trzynadlowski 3d00225cba Support for loading an arbitrary (non-game) CROM image. 2015-12-07 05:29:07 +00:00
Bart Trzynadlowski 1035b0c6a8 Gracefully handle the case when a zip file contains no known Model 3 ROM set. 2015-06-13 02:57:41 +00:00
Bart Trzynadlowski 6bf4244207 Converted line endings from DOS to UNIX format. 2015-06-13 02:56:26 +00:00
Bart Trzynadlowski ee8afa17c3 Contribution by Luciano Lopez:
- Added vs215o ROM set.
- Security board data for vs298 now also returned for vs2v991, vs299, vs299a, and vs299b, helping them run.
2015-05-12 02:50:28 +00:00
Nik Henson 8835d6fe36 Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet).  The new controls are:
  * InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
  * InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
  * InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly.  Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
  * InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games.  With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
  * fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
  * removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
  * added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
Bart Trzynadlowski b017b24b1f Changed output "Pause" to "pause", as it is spelled in MAME, for MAMEHooker. 2012-09-06 05:38:35 +00:00
Nik Henson 08d347ccc7 Small tweak to get to compile under GCC (Unix/MacOS) 2012-07-24 20:37:40 +00:00
Nik Henson a3c15e8208 Slight tweak to changes made to sound board synchronisation code in previous commit. The previous change was necessary to ensure no deadlock when waiting for sound board thread to exit but it introduced unwanted buffer overruns (with the end result being that the sound was often speeded up) so have added an extra check in WakeSoundBoardThread to prevent this. 2012-07-24 20:18:30 +00:00
Nik Henson 108ac64de8 - CModel3::StopThreads was rather gracelessly killing threads while they were waiting on their semaphores, which works okay Windows but not on Mac OS-X where it was preventing Supermodel from exiting properly. Hence, have instead altered StopThreads to signal to threads that they should exit and wait until until they have all done so. This is much better and is what I should have done the first time around had I not been so lazy :-)!
- Also fixed a small race condition in WakeSoundBoardThread.  Previously if it happened to be called just before the sound board thread had finished processing a frame's worth of audio but before it had got around to waiting on the sync condition variable then the wake notification would be lost.
2012-07-23 20:35:10 +00:00
Bart Trzynadlowski f1e93bcd8f - Fixed Win32 GCC Makefile.
- Reverted Nik's polygon palette index change in Models.cpp. Subtracting 1 was breaking Scud Race.
- Added an explicit typecast in Inputs.cpp, which GCC requires for some reason.
2012-07-16 02:27:55 +00:00
Nik Henson 183dca563d Committing various small updates that have been hanging around in my source tree for a while now:
- Added 'crosshairs' command line and config option.
- Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this).
- Added fullscreen toggle within game using Alt+Enter key combination.
- Added framework for lamp outputs and 'outputs' command line and config option.  So far only the lamps for driving games are hooked up in the emulator (others to be added later).
- Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable)
- Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was.
- Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2.
- Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one.  This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding).
- Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame.  This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal).
- Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache.
- Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors.
- Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader).  I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow.
- Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
Bart Trzynadlowski 772c94d122 - Committing Nik's timing changes: the PowerPC's DEC and TBR now count at the correct rate and time is accurately maintained between calls to the emulator. A VBlank bit was identified in the Real3D status register space and is now timed. Unfortunately, there are still some problems and not all games are perfect, but FV2, VS2, and others are working much better or perfectly.
- Added a new dump of Scud Race Plus (scudp1). Strangely, this one uses an MPC106 instead of the MPC105 used by every other Step 1.5 game...
2012-07-12 06:13:24 +00:00
John Peterson 3963a7a53c Applied a series of patches by John Peterson:
- Fixed a printf statement in ConsoleDebugger.cpp.
- Fixed memory watches not breaking in CPUDebug.h.
- Added some helpful batch files to the VS2008 directory.
- Added support for automatic loading of parent ROM sets.
2012-07-12 05:28:08 +00:00
Bart Trzynadlowski 93b71c8429 Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter. 2012-03-31 19:41:55 +00:00
Bart Trzynadlowski 1bce444668 Brought in the near clipping plane for Step 1.5+. Objects close to camera are no longer cut-off (e.g., driver arms and steering wheels in cockpit views). Note: This change should probably be applied to Step 1.0 as well in the future. For now, I am leaving the old distance because Step 1.0 coordinates need closer investigation. Bringing in the near clipping plane extends the view frustum depth and will worsen Z-buffer accuracy. Be on the lookout for Z-fighting that did not previously exist. 2012-02-28 04:34:32 +00:00
Nik Henson f9c3b9b5f8 DirectInputSystem's initial state wasn't being initialized properly, which would sometimes result in invalid input values until keyboard or mouse was successfully acquired 2012-02-27 20:32:15 +00:00
Bart Trzynadlowski 69610ef8dd Added a clear() method to VBORef and removed unsafe memset() clear. 2012-02-25 06:36:04 +00:00
Nik Henson 3b41239cfb This update fixes (hopefully) the last of the texture upload lags that were affecting some games, in particular Daytona 2 and Spikeout.
To achieve this UploadTextures no longer clears the model cache when called.  Instead the cache is kept in-tact (which should help improve cache hits) and all textures referenced by models being rendered are (re-)decoded with every frame.
To help with tracking all the unique texture references contained in a model a new class TextureRefs has been added.
2012-02-23 23:20:21 +00:00
Bart Trzynadlowski aba801ebb4 Byte swapped sample ROMs. This should fix the audio distortion that many users noticed. The differences are particularly noticeable in Scud Race and Daytona 2. 2012-02-23 03:08:57 +00:00
Bart Trzynadlowski 16e4fcab06 Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated. 2012-02-23 00:12:46 +00:00
Bart Trzynadlowski fcf1d955a9 Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead. 2012-02-22 01:34:42 +00:00
Bart Trzynadlowski c085be59af Further optimization/simplification of the 2D renderer's main loop. 2012-02-20 04:09:11 +00:00
Bart Trzynadlowski 453df4f5f5 - Finished cleaning up and optimizing the 2D renderer.
- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.
2012-02-20 03:45:48 +00:00
Bart Trzynadlowski 0257f1f9e8 Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2. 2012-02-17 07:45:50 +00:00
Bart Trzynadlowski 5709010cb2 Default SCSP balance set to 0. Was erroneously set at +50%. 2012-02-14 09:13:36 +00:00
Bart Trzynadlowski 79d24d403f - NOTE: In this revision (possibly earlier), I've started to notice some intermittent geometry glitches in Spikeout and slowdown while playing certain characters.
- Added multi-texture fragment shader to repo.
- Added a multiTexture option (enabled by default) to use multi-texturing to decode textures.
- Added some comments regarding timing to the PowerPC execution loop.
2012-02-14 03:28:52 +00:00
Nik Henson 30130f2bd5 Updated fragment shaders' floating point comparisons and also some knock-on changes from SVN revision 246. 2012-02-13 23:51:32 +00:00
Nik Henson 8a4ea64994 Added OSD/Video.h to provide OSD-dependent video functionality. The static functions in here get called by Model3.cpp from within the render thread so that any OSD related rendering can also be run in parallel for a further speed increase.
Updated OSD/SDL/Main.cpp to provide the SDL implementations of the functions in OSD/Video.h.
2012-02-13 23:37:48 +00:00
Nik Henson 84eb017744 Added support for multiple texture sheets (with up to one per Model 3 texture format) as a rather brute-force way to handle overlapping texture formats in the current 3D engine. This fixes some corrupt textures in Daytona 2 and Virtua Striker 2 (and possibly other games) and also offers a small speed increase when some scenes load multiple overlapping textures.
This feature only enables itself when a compatible shader script is loaded.  Since none have been checked in yet this means it is currently disabled.
2012-02-13 21:54:26 +00:00
Bart Trzynadlowski 35a47bc7e3 Added command line options to force windowed mode and to control GPU multi-threading. 2012-02-11 16:40:09 +00:00
Bart Trzynadlowski 1b8740165c Added a wide screen hack that can be enabled with the -'wide-screen' argument or WideScreen in the config file. 2012-02-10 19:53:51 +00:00
Bart Trzynadlowski 40a51287df Tweaked help text slightly. 2012-02-09 17:15:15 +00:00
Bart Trzynadlowski 09f9bd81fd Fixed left/right stereo channels -- they were reversed by default. 2012-02-09 17:12:13 +00:00
Bart Trzynadlowski c5d0cb0d97 Added front/rear speaker balance (actually the master/slave SCSP balance). Balance setting is stored in CSoundBoardConfig and can be set on the command line (-balance) or config file (Balance). Valid range is 100 (front speaker volume doubled, rear muted) to -100. The default is 0, both sets at full volume. Balance is applied in the SCSP core before overall sound and music volume settings. 2012-02-09 07:58:07 +00:00
Bart Trzynadlowski 6814ef1ed8 Added preliminary specular lighting to shaders. The "no spotlight" shader has not yet been updated. 2012-02-06 02:54:43 +00:00
Bart Trzynadlowski 9fc0d7b3cc Updated some comments regarding the VF3 ROM patches. It seems many of them are no longer necessary. The single necessary patch affects timing (note how the warning screen stays up longer when it is removed). This needs to be investigated -- perhaps it can lead to a timing fix for vf3, vs2, and fvipers2? 2012-02-01 18:08:13 +00:00
Bart Trzynadlowski 0fcb9686f9 Documented the tile generator. 2012-01-27 22:27:38 +00:00
Bart Trzynadlowski 8a8609f383 - Added specular highlight support to the 3D engine. A shininess parameter is now be passed to the shaders. Does not work correctly and I will save the shaders themselves for a future commit.
- Added support for layer priorities. Highly unoptimal! This absolutely needs to be polished up before any release (and properly documented). For now, priorities in the popular games seem to be fixed but not all possible priority settings have been figured out yet.
2012-01-27 05:52:59 +00:00
Bart Trzynadlowski c38ec7d5af Removed unused dirty rectangle code. 2012-01-26 02:57:02 +00:00
Bart Trzynadlowski e00a372cef Removed unused dirty rectangle code. 2012-01-26 02:49:07 +00:00
Bart Trzynadlowski b7980aa562 Removed unused dirty rectangle code. 2012-01-26 02:48:16 +00:00
Bart Trzynadlowski 3315fb463b Small correction to lighting model in shaders. Light intensity is no longer clipped. 2012-01-22 01:05:59 +00:00
Bart Trzynadlowski b57ba51e44 Removed unused (and non-functional) 'stack machine' scene graph traversal. 2012-01-18 08:12:23 +00:00
Bart Trzynadlowski 611ef43ba5 Now compiles with MinGW. Among other things, the use of __uuidof() was removed. 2012-01-18 04:59:42 +00:00
Nik Henson d1d5175548 New multi-threaded rendering changes that parallelise graphics rendering and PPC execution in order to increase performance on multi-core machines.
New gpuMultiThreaded config option to enable/disable multi-threaded rendering (enabled by default, disabling it reverts to previous behaviour).
Other rendering optimisations:
 - texture uploads now only affect appropriate region in the texture sheet, rather than uploading the whole sheet each time
 - performance of clearing the model caches has been improved
New Alt+O key input added to toggle outputting of frame timings for debugging purposes.
2012-01-16 23:21:14 +00:00
Nik Henson 0835e38b94 Removed unecessary SDL include 2012-01-16 23:04:37 +00:00
Nik Henson b7242d27e8 Added CThread::Sleep && CThread::GetTicks methods 2012-01-16 22:07:17 +00:00
Bart Trzynadlowski 2ece814f43 Assigned new version number: 0.3a-WIP. 2011-12-27 19:16:22 +00:00
Bart Trzynadlowski 532eafef55 Fixed a bug w/ Read16() -- was not casting to a pointer properly, caused Scud Race to crash. 2011-12-26 07:15:32 +00:00
Bart Trzynadlowski bdf11c765f Preliminary backface culling fix. Matrices which effectively change the polygon winding without changing the Z component of the polygon normal are tested for when appending items to the display list. If necessary, the polygon winding is changed on the fly to ensure visibility is correct. This code desperately needs to be optimized. Note: Not yet thoroughly tested. 2011-12-26 06:10:55 +00:00
Bart Trzynadlowski a71af94edb Fixed ROM banking -- appears to fix the sounds in Daytona 2 PE and VON2 but otherwise has not been extensively tested. The high 8MB of the 68K address is treated as a single window into the 16MB sample ROM, and can point either to the low or high 8MB bank. 2011-12-23 21:06:45 +00:00
Bart Trzynadlowski 4c3d6e1abf Fixed a MAGIC_NUMBER comment typo. 2011-12-23 21:03:24 +00:00
Nik Henson 885d946458 Small bug fix 2011-12-23 19:34:50 +00:00
Nik Henson 68554108ac Small tweak to improve startup time 2011-12-23 12:39:34 +00:00
Nik Henson b9375bb09b Optimisations to improve performance when running with debugger. Now runs at about 2/3 speed of full speed of emulator, rather than 1/3 like before. 2011-12-23 12:01:31 +00:00
Nik Henson dfa77e9207 Added support for joystick sliders to input system.
Added extra debugging output to calibration input detection routine (activated by pressing Shift).
2011-11-01 23:24:37 +00:00
Nik Henson e431b79f57 Fixed small bug which meant wasn't correctly clearing SCSP structures on initialisation. 2011-11-01 23:16:36 +00:00
Nik Henson e6fd2e2240 Added DirectInputConstForceLeftMax and DirectInputConstForceRightMax options to allow different force feedback strengths in each direction. DirectInputConstForceMax still works as before but these new options will override it for the given direction if they are specified. 2011-10-02 20:53:12 +00:00
Nik Henson 0c4f93897f Force feedback fixes in DirectInputSystem.cpp:
- Fixed bug which meant right constant force was not being capped to DI_EFFECTS_MAX
- Made sure all values are being clamped to sensible ranges
2011-09-25 22:46:58 +00:00
Bart Trzynadlowski d2b381ce8b - Documentation updates.
- Added fflush() to config dialog output where it was missing.
2011-09-24 20:54:47 +00:00
Bart Trzynadlowski 7f97346fc9 - Tweaked some error messages and comments. Hopefully, this is the last update for v0.2a's code.
- Documentation updates.
2011-09-24 01:49:48 +00:00
Bart Trzynadlowski 83067f076f - Only player 1 crosshair is shown by default now.
- Tweaked Makefiles a bit.
- More documentation updates.
- Changed version string to 0.2a in preparation for the final release :)
2011-09-23 07:18:40 +00:00
Bart Trzynadlowski 33f35effaf - Tweaked text in input configuration dialog.
- Changed version string to 0.2a-RC3 because RC2 build was sent out to testers earlier.
2011-09-22 18:15:29 +00:00
Bart Trzynadlowski 4527014e75 - Getting/setting MPEG playback position also includes the end offset. Hopefully will fix save states from crashing when reloaded sometimes in DSB1 and DSB2 games. 2011-09-22 18:04:39 +00:00
Bart Trzynadlowski a1346b57f5 - Changed spelling of some messages in drive board code.
- Added an extra blank line after info display in CModel3.
- Cleaned up comments in Main.cpp.
- More document updates. Fixed '-no-music'->'-no-dsb', 'EmulateMusic'->'EmulateDSB'.
2011-09-22 17:28:49 +00:00
Bart Trzynadlowski 2a314041ad Commented out verbose/debug output in drive board code for release. 2011-09-22 09:02:50 +00:00
Bart Trzynadlowski d00b03f65b Force feedback no longer available as an option on non-Windows builds. 2011-09-22 07:24:15 +00:00
Bart Trzynadlowski 46bc52bb12 - Changed save state error messages slightly.
- Wrapped rows that exceed 80 columns in Supermodel.ini.
- Added some member and function comments to a few header files. 
- Changed version string to 0.2a-RC2 in anticipation of sending another release candidate build to testers.
- Added GAME_INPUT_RALLY flag to dirtdvlsa, eca, and ecax.
- Configuration dialog no longer refers to Sega Rally 2 and Dirt Devils; instead, "Miscellaneous Driving Game Buttons"
- More additions to README.txt.
2011-09-22 06:11:47 +00:00
Nik Henson 206ef1aca4 Changes to get debugger classes to compile under Linux 2011-09-21 23:49:55 +00:00
Nik Henson 232da52dd0 Changes to get debugger classes to compile under Linux 2011-09-21 23:48:33 +00:00
Nik Henson eaa3bbf8b7 Changes to get debugger classes to compile under Linux 2011-09-21 23:47:11 +00:00
Nik Henson 773c2ec9ad Fix to get InputSystem.cpp to compile under Linux again after updates today 2011-09-21 23:45:49 +00:00
Nik Henson 55e6a843bb Added copyright headers to all debugger files and replaced C standard library headers with c++ versions 2011-09-21 22:53:41 +00:00
Nik Henson cb2b8f9235 Tweaked header comment! 2011-09-21 22:32:16 +00:00
Nik Henson dba953d1a0 Added copyright header to file 2011-09-21 22:31:27 +00:00
Nik Henson b87f24cdf2 Removed DirectInputEffectsGain force feedback configuration parameter as it's not that useful as it's easier to adjust effects individually 2011-09-21 22:28:13 +00:00
Nik Henson 0528a4f0c6 Changes to input system:
- altered PrintSettings to output all settings for attached controls, even if no different to defaults
- added option on calibration screen to detect an axis simply by moving the axis
2011-09-21 22:15:16 +00:00
Nik Henson c0dc0b83b6 Changes to DirectInputSystem:
- corrected axis identification code as was not enumerating axes properly in all cases
- added fallback which just adds all axes if there is any hint of an irregularity whilst enumerating axes
2011-09-21 22:08:36 +00:00
Bart Trzynadlowski 24f46e9f86 Updated UNIX Makefile, fixed some syntax errors. 2011-09-21 19:12:50 +00:00
Bart Trzynadlowski ee471539c5 - Fixed newlines in logs.
- Set default PowerPC frequency to 50 MHz.
- Minor tweak to help text.
- More README.txt updates.
2011-09-19 03:56:15 +00:00
Nik Henson c61c4d6ce1 Fixed mistake in previous commit! 2011-09-18 23:38:15 +00:00
Nik Henson d80c7b97ad Added missing memory regions for DSB CPUs 2011-09-18 23:35:22 +00:00
Nik Henson f695ff7094 CModel3::StopThreads() now makes sures threads are paused before deleting thread objects. 2011-09-18 22:49:21 +00:00
Nik Henson 5a0f038171 Changes to allow debugging of Musashi 68K core:
- added methods to attach/debug debugger.
- added instruction hook & callback to m68kconf.h and added hooks into CMusashi68KDebug to allow debugger to control execution.
- added methods to allow reading/writing of 68K registers (for all registers and for a given context, rather than just current one).
2011-09-18 22:44:20 +00:00
Nik Henson c155ae7503 Small cosmetic changes... 2011-09-18 22:31:42 +00:00
Nik Henson 65536fd0fe Changes to allow debugging of Z80 core:
- added methods to attach/detach debugger.
- added hooks into CZ80Debug to allow debugger to control execution.
- added methods to allow reading/writing of Z80 registers.
2011-09-18 22:21:14 +00:00
Nik Henson 041e6659b3 Changes due to updates in debugger classes. 2011-09-18 22:13:20 +00:00
Nik Henson 5f82fd79c3 Small bug fix in INIFile.cpp - was not parsing negative numbers. 2011-09-18 22:03:06 +00:00
Nik Henson c8f4fbc901 Added includes for new debugger header files Musashi68KDebug.h & Z80Debug.h 2011-09-18 22:01:35 +00:00
Nik Henson e8e02ba685 Changes to debugger classes:
- updated debugger classes to compile again with all recent changes.
- improved debugger classes to allow them to work in multi-threaded emulator and be able to handle CPUs on different threads.
- added debug classes for new Z80 and Musashi 68K CPU cores.
- added logging of cycle counts and frames.
- moved all Supermodel specific code & configuration to CSupermodelDebugger.
- added all Model 3 CPUs (PPC, sound board 68K, DSB 68K/Z80 and drive board Z80) to CSupermodelDebugger.
- added persisting of custom entry points in saved debug state to CCodeAnalyser.
- fixed bug with listing I/O ports in CConsoleDebugger and added displaying of cycle counts and CPU speeds when listing CPUs.
2011-09-18 21:59:23 +00:00
Nik Henson b9430cd988 Changes to input system:
- Joystick axis saturation values can now range from 1-200 rather than just 1-100.  This lets the user make axis less sensitive, if required.
- Added joystick axes calibration menus to -config-inputs.
- Moved DirectInput & XInput feedback settings out of CDirectInputSystem and into COSDConfig (so that they can be configured per-game).
- DirectInput mode now only grabs background access to keyboard, mice and joystick when configuring inputs, otherwise it only grabs foreground access.
Other changes:
- Main.cpp now ensures all Model3 threads are paused before shutting down.
2011-09-18 21:44:40 +00:00
Bart Trzynadlowski f0697dbc84 - Tweaked formatting of help message 2011-09-17 23:42:42 +00:00
Bart Trzynadlowski 45603b5549 - Tweaked comments in Supermodel.ini
- More work on README.txt
- Tweaked some error/info messages.
2011-09-17 23:41:12 +00:00
Nik Henson 58954ee4cc Small updates:
- added methods to CModel3 to access sound board and drive board
 - added methods to CSoundBoard to access 68K and DSB (if attached)
 - added methods to CDSB1 & CDSB2 to access Z80 & 68K respectively
 - small code tweak in DriveBoard.cpp
 - comment tweaks in Model3.h & Model3.cpp
2011-09-15 21:10:38 +00:00
Bart Trzynadlowski 1629cd711c - Updated README (far from finished).
- Music volume cannot be changed if game has no DSB.
- Extra hardware (DSB, drive board) is printed in information display when ROM is loaded.
2011-09-15 07:13:19 +00:00
Bart Trzynadlowski 9ff9f3c28f Now always saves feedback effect configuration (this way, defaults do not have to be defined in multiple places). 2011-09-14 23:29:04 +00:00
Bart Trzynadlowski ab719720c7 Renamed drive board ROMs to MAME's naming convention. 2011-09-14 22:46:15 +00:00
Bart Trzynadlowski 2f5bf43bda Updated copyright information and added headers to all remaining files except debugger. 2011-09-14 19:08:43 +00:00
Bart Trzynadlowski 5bf4a6d52b - Added mutex for MIDI FIFO access to SCSP.cpp. 2011-09-14 07:38:56 +00:00
Bart Trzynadlowski d200dff89e - Changed EmulateSCSP -> EmulateSound and -no-scsp -> -no-sound.
- Changed gear shifting behavior: neutral gear has its own button now.
- Removed SUPERMODEL_SOUND.
- DirectInput is the default input system for Windows now.
- Multi-threading is on by default, replaced -multi-threaded w/ -no-threads.
- Made crosshairs larger and more visible.
- Added Nik to co-author list and began updating file copyright notices.
- Fixed Virtua Striker 2 input names (player 2 inputs end with the number 2 instead of 1).
- Added documentation to a Docs/ subdirectory.
- Exported all default input configurations to Supermodel.ini and added that to the repository. Internally, Supermodel initializes all controls to "NONE" now.
2011-09-14 06:16:22 +00:00
Nik Henson d34223ebd2 Improved way constant force and vibrate effects are combined to control left and right vibration motors under XInput 2011-09-13 22:50:50 +00:00
Nik Henson f6af182467 Added comment 2011-09-13 22:46:21 +00:00
Nik Henson ca8d838826 Added stopping of all force feedback effects on reset (just in case some were playing at that point) 2011-09-13 22:45:32 +00:00
Bart Trzynadlowski c10e839dc0 Added a scissor box to clip viewable area. Prevents garbage in the "overscan" areas due to renderer creating viewports that exceed intended display area. 2011-09-13 06:30:42 +00:00
Bart Trzynadlowski fdedc60f84 Constant force commands for XInput devices fixed so that they will stop when 0 force is applied. 2011-09-13 02:39:48 +00:00
Bart Trzynadlowski 02c0c32398 Fixed a possible INI file problem: unterminated strings will end at a newline now. 2011-09-12 23:09:06 +00:00
Nik Henson e223d388eb Driveboard changes:
- added notification message if drive board is disabled when loading incompatible save state
- removed some superflous print statements, but have kept in printing out of force feedback commands for now (which have also been made more visual)
- made sure that feedback state is reset in SendStopAll()
2011-09-12 21:07:03 +00:00
Nik Henson 75d446c272 Changes to Audio.cpp:
- audio buffer is now kept as full as possible with new audio buffering method rather than just half full like before (this is okay now that buffer overruns have been eliminated)
- altered minimum size of audio buffer so that audio still works with a zero latency setting (obviously there will still be some latency)
2011-09-12 21:03:16 +00:00
Nik Henson b0bda2c356 Added note to command line options indicating that force feedback is experimental still 2011-09-12 20:08:50 +00:00
Nik Henson dc368c1edd Added configuring of DirectInput and XInput force feedback parameters via config file 2011-09-12 20:05:58 +00:00
Nik Henson 8dfb033034 Changed drive board logic slightly for stopping vibrate effect as wasn't always cancelling the effect in Daytona 2 2011-09-12 19:55:53 +00:00
Bart Trzynadlowski e6f19c40ef Fixed 68K save state problem: pending interrupts were not being saved, sometimes causing the DSB2 to take an invalid interrupt (from the sound board 68K) after loading a save state. Save states are no longer compatible with previous revision. 2011-09-12 18:14:49 +00:00
Bart Trzynadlowski cf73207c98 - Nik's new decoupled audio code with fixes to minimize overruns.
- VBlank timing: increased to 20% of a frame.
2011-09-12 05:43:37 +00:00
Nik Henson 4c18925679 Fixed bug with loading/saving of state - it wasn't persisting the ram array properly 2011-09-11 18:55:13 +00:00
Nik Henson 5b5d24293f Fixed bug which was crashing emulator when loading/saving state of games that do not use the drive board 2011-09-10 21:00:33 +00:00
Bart Trzynadlowski 0716285fc2 Fixed error reporting for -input-system option. 2011-09-09 21:59:23 +00:00
Bart Trzynadlowski e724d0ec0b Fixed error message when multiple files detected on command line. 2011-09-09 20:41:55 +00:00
Nik Henson 0495421cbc DriveBoard changes:
- fixed bug in SendConstantForce which was sending incorrect values at times
- removed friction effect for now, until can determine its exact command seq
- added checking of compatibility of saved state and temporary disabling of drive board if not compatible
2011-09-09 07:18:52 +00:00
Bart Trzynadlowski b76b43cc93 - Fixed drive board. Now determines whether it is attached and enabled in Reset(). 2011-09-08 17:58:25 +00:00
Bart Trzynadlowski 11d1d61bc2 - Removed BOOL and replaced it with native C++ type, bool.
- Removed TRUE and FALSE, changed to 'true' and 'false' keywords.
2011-09-08 06:34:18 +00:00
Bart Trzynadlowski abd86a5624 - Cleaned up game names (primary sets no longer have revision labels in title).
- Added volume controls to UI.
- Renamed "Sega Rally Controls" to "Sega Rally/Dirt Devils Controls" (even though Dirt Devils has no hand brake).
- Hooked up gear shifting and view change for Dirt Devils.
- Removed debug printf()'s from DSB.cpp.
- Removed debug printf() from Real3D.cpp.
- Disabled assertions in SCSPDSP.cpp.
- Converted all error messages in Amp library to Supermodel format.
2011-09-08 05:08:16 +00:00
Bart Trzynadlowski 4040b7eeee Forgot to disable drive board if ROM not loaded. 2011-09-08 01:13:25 +00:00
Bart Trzynadlowski 70ec09de92 - Added drive board ROM loading.
- Changed EnableFFeedback -> ForceFeedback to be more consistent with the other options.
- Updated help text.
2011-09-08 01:07:06 +00:00
Bart Trzynadlowski cd5bf4c1dd - Updated help text.
- Corrected a typo: EnableFeedback -> EnableFFeedback.
2011-09-07 16:44:20 +00:00
Nik Henson 532c6e7edb Added method to fetch current PC value 2011-09-07 07:36:08 +00:00
Nik Henson 0a512d79eb Added -force-feedback command line option 2011-09-07 07:28:34 +00:00
Nik Henson d7ee278f69 Added handling of drive board (if attached) 2011-09-07 07:21:56 +00:00
Nik Henson 4948c66a67 Added drive board header 2011-09-07 07:08:32 +00:00
Nik Henson d08ba050bd Added in drive board config 2011-09-07 07:07:19 +00:00
Nik Henson 5c8af8d259 Initial version of drive board (still work-in-progress) 2011-09-07 07:06:40 +00:00
Nik Henson c5d585440c Changes to CDirectInputSystem:
- Added parameters for DirectInput and XInput force feedback effects (although still need to add code to persist them in configuration file)
- Added extra friction feedback effect and tidied up existing effects
2011-09-06 19:05:22 +00:00
Nik Henson 48e98ff75d Added friction effect to feedback enumeration 2011-09-06 18:56:25 +00:00
Nik Henson c6e1c9a2ad - Changes to let SCSP.cpp compile under Visual Studio 64-bit
- Fixed unsigned int overflow bug in SCSP.cpp that was causing VF3 to crash on selection screen when running 64-bit
2011-09-05 20:55:33 +00:00
Bart Trzynadlowski 9f6a01eb55 Made save states 64-bit safe. 2011-09-05 20:07:14 +00:00
Bart Trzynadlowski 498d90d667 Multithreading was always enabled in the CModel3 constructor. Disabled this behavior. 2011-09-05 19:05:47 +00:00
Bart Trzynadlowski 99149124e6 First part of SCSP clean up: pointer arithmetic made more safe (I hope). To-do: convert data types to Supermodel standards. 2011-09-05 06:53:26 +00:00
Nik Henson 7b58fd0644 Fixed bug which meant that a buffer over-run occuring under certain conditions would leave the write position dangling past the end of the buffer, causing no further sound to be written to the buffer and leaving playback looping indefinitely. 2011-09-01 21:58:10 +00:00
Bart Trzynadlowski bda9efebac - getbass now uses MPC106.
- Fixed some error messages in 53C810.cpp.
- Fixed stereo (was swapped) and added a flip stereo option.
2011-09-01 06:43:01 +00:00
Nik Henson b25cbb2391 Removed setting of writeWrapped to false always on buffer under-run when underRunLoop is true as this is wrong. Suspect this may have been causing looping bug. 2011-08-31 22:30:45 +00:00
Bart Trzynadlowski de3e56fc96 Inadvertently left SUPERMODEL_LOG_SOUND enabled. Now disabled. 2011-08-29 16:32:24 +00:00
Bart Trzynadlowski b647cd5a4b - Added Spikeout Final Edition.
- Minor change to DSB save state loading: only loopEnd is checked before using MPEG_SetLoop().
2011-08-28 20:56:36 +00:00
Bart Trzynadlowski 87dc5b4181 - Fixed format strings for messages involving __LINE__.
- Fixed an MPEG related crash when loading save states. If usingLoopStart is 0, it is important not to call MPEG_SetLoop()!
- -input-system is working again.
- Changed the format of some messages here and there.
2011-08-28 04:37:41 +00:00
Bart Trzynadlowski 8be2966ecb - Added crosshairs for light gun games and disabled mouse cursor in full screen mode (no way to re-enable it now).
- Fixed Real3D FIFO buffer overflow bug.
- Input system cannot be changed for non-Windows builds (only SDL is available).
- Added Spikeout-specific controls.
2011-08-27 21:37:37 +00:00
Bart Trzynadlowski b19f600fec - Added mappings for individual joysticks in Virtual On for dual-joystick gamepads.
- Input settings are now only read from "global" to avoid confusion.
2011-08-26 05:06:34 +00:00
Bart Trzynadlowski a2ce64745f Detailed config is logged. 2011-08-20 16:56:40 +00:00
Bart Trzynadlowski bedbfd26d3 Detailed config is logged. 2011-08-20 16:53:52 +00:00
Bart Trzynadlowski dbc1dbb0e8 - Forgot to add OSDConfig.h.
- Changed more C standard library headers to C++ versions.
2011-08-19 23:47:33 +00:00
Bart Trzynadlowski d318efe58c - Program settings are now managed by the CConfig class.
- Moved Logger.h to OSD/, cleaned up comments.
- Command line and config file parsing have been rewritten.
- Began replacing C standard library headers with C++ versions (eg. stdio.h -> cstdio). I think I got most of them, but not all.
2011-08-19 20:43:07 +00:00
Bart Trzynadlowski 5e1ea75374 Fixed memory pool macros to (hopefully) work with gcc. 2011-08-15 05:59:33 +00:00
Bart Trzynadlowski 6c5b4293eb Musashi context is now cleared in M68KCtx constructor. The internal Musashi context is zeroed out initially but the dynamically allocated external contexts would sometimes be filled with garbage, which would trigger interrupts at the very first instruction after reset, making the 68K go off into the weeds. This fixes a nasty randomly-occurring bug I was seeing. 2011-08-14 23:59:01 +00:00
Bart Trzynadlowski 4e7b7cc59b - Fixed DSB2 save states: M68K context wasn't being set.
- INI file changes: added support for opening and creating files, for a default section alias, and for sections appearing multiple times in the section list (may prevent some bugs).
2011-08-10 07:46:42 +00:00
Bart Trzynadlowski 12e4d82471 - DSB2 save state support.
- krom made a minor optimization of the byte reverse routines in ppc.cpp.
2011-08-10 05:35:42 +00:00
Bart Trzynadlowski 91c9b9869b R. Belmont's changes to compile under MacOS and Linux. 2011-08-10 04:24:15 +00:00
Bart Trzynadlowski 06f6bf093b Save state support for 68K, Z80, sound board, DSB1, and MPEG playback. 2011-08-09 18:36:29 +00:00
Bart Trzynadlowski 52cd9d834b Save state support for 68K, Z80, sound board, DSB1, and MPEG playback. 2011-08-09 18:16:06 +00:00
Nik Henson 07fd26003e Added option to loop play position back to beginning of audio buffer when a buffer under-run occurs, rather than stalling output as before. This option is now the default behaviour. 2011-08-07 23:09:18 +00:00
Bart Trzynadlowski 6c71ec28af Protection now works for ecax. 2011-08-07 03:10:07 +00:00
Nik Henson 416fead447 Fixed mistake in previous commit! 2011-08-07 01:07:48 +00:00
Nik Henson 466997b318 Small bug fix to get MIDI music to play at correct speed (68K was running at wrong frequency) 2011-08-07 00:30:52 +00:00
Bart Trzynadlowski 603bd1bb86 - Added a patch for vs215. 2011-08-05 06:49:51 +00:00
Bart Trzynadlowski d859115074 - krom's patches for vf3a, harleyb, and ecax. 2011-08-05 06:22:34 +00:00
Bart Trzynadlowski 67c1b94b35 - Fixed DSB2 music looping. 2011-08-04 05:52:26 +00:00
Bart Trzynadlowski 915a6c5a17 - Fixed a DSB2 bug: masking of bytes when constructing start/end addresses is now correct (previously was allowing uninitialized garbage into upper 8 bits, which ought to be 0). 2011-08-03 06:06:18 +00:00
Bart Trzynadlowski 6a6788952c - Fixed Daytona 2 Advertise song. DSB2 MPEG state machine can now begin playing songs from state ST_GOTA4.
- krom: Minor fixes to Main.cpp to support wider ROM set names (up to 9 chars) and compilation under MinGW.
2011-08-03 04:29:33 +00:00
Bart Trzynadlowski 6b55cfb765 - krom added remaining ROM sets. Spikeout Final Edition disabled because it is a bad dump.
- Added patches for scuda and scudj.
- Added a TO-DO reminder in INIFile.cpp.
2011-08-03 03:18:51 +00:00
Bart Trzynadlowski fce3c7ad7c - skichamp now works, but controls are not hooked up and seems to overload the display lists like many non-working Step 2.x games do. To bypass the drive board error, enter the test menu and exit again. It will reboot and run.
- Added some notes on the cause of the "NO DAUGHTER BOARD DETECTED" error in Real3D.cpp.
- Removed some debug code from texture uploader.
2011-08-02 03:33:40 +00:00
Bart Trzynadlowski 2ca7898f1a - Changes submitted by krom: cleaned up spacing in Games.cpp, optimized byte swapping functions in Supermodel.h, minor changes to fix compiler errors in gcc. 2011-08-01 19:12:44 +00:00
Bart Trzynadlowski 4c02a8af05 - Fixed Ski Champ loading. Fails with a "NO DAUGHTERBOARD" error. 2011-07-31 19:19:59 +00:00
Bart Trzynadlowski d8960ad133 - Commented out debug log stuff. Now produces less noisy debug.log files. 2011-07-31 17:16:15 +00:00
Bart Trzynadlowski 357536ea5a - Added a C fallback for inline assembly code when the compiler is not MSVC. 2011-07-31 17:12:02 +00:00
Bart Trzynadlowski cbf28944a5 - Alphabetized ROM sets (thanks to krom) and added DSB ROMs to Spikeout. 2011-07-31 17:08:05 +00:00
Bart Trzynadlowski c5d823f054 - Fixed compilation when DEBUG is defined. 2011-07-31 17:07:17 +00:00
Bart Trzynadlowski 4b994a873e - Removed an unneeded printf() statement. 2011-07-31 04:58:39 +00:00