SpinDizzy
bb89bc8e54
Refactor code from previous svn768 (Note : break old savestate compatibility)
2019-02-05 10:03:50 +00:00
SpinDizzy
98106df68b
Inputs can now be configured on a per-game basis
2019-01-13 16:20:19 +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
0f49e0b1e9
remove commands that do nothing
2018-12-08 20:01:37 +00:00
Ian Curtis
a7e851d578
updated command line help
2018-09-14 20:31:34 +00:00
Ian Curtis
b5f9ad9651
Quad rendering engine. Set QuadRendering = 1 in the ini file to use, or -quad-rendering at the end of the command line to use.
2018-09-13 12:50:34 +00:00
Ian Curtis
80cf1f9b52
add crosshair effect (Harry Tuttle)
2018-07-04 22:15:44 +00:00
Bart Trzynadlowski
3f9b1b76e5
Added a stretch mode (-stretch) and modified new renderer's viewport code (hopefully correctly) to handle aspect ratio correction and widening the way the legacy one does.
2018-05-03 03:46:44 +00:00
Bart Trzynadlowski
f0ea6b45a8
Added ability to load save state at startup using -load-state or InitStateFile (in config file)
2018-03-26 22:59:06 +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
0b6da91cc0
add the rest of the network board code (Spindizzi)
2018-01-07 14:07:59 +00:00
Ian Curtis
f7678d918e
remove using namespace from headers ..
2018-01-03 17:51:24 +00:00
Ian Curtis
0efd4dac39
Finish fixed shading for 2.0 hardware. I'm pretty sure it actually works identically to step 1.5 hardware. The oddball is LA machine guns where the viewport ambient doesn't seem to effect the brightness. But the ambient works differently in this game because it uses the unclamped light model. Still need to investigate if the diffuse factor effects fixed shading.
2017-08-15 23:21:57 +00:00
Bart Trzynadlowski
a315627401
Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default.
2017-08-11 00:41:10 +00:00
Ian Curtis
7dc1eac614
make the new3d engine default :] Legacy engine can still be selected using -legacy3d in the command line
2017-08-10 15:59:16 +00:00
Bart Trzynadlowski
76817790d4
Extended -gfx-state to produce culling node analysis
2017-04-11 07:03:47 +00:00
Bart Trzynadlowski
9989eae8aa
Hooked up the command line help options (thanks, Spindizzi!) and updated copyright info
2017-04-09 15:08:02 +00:00
Bart Trzynadlowski
86ffda66d8
Updated help text to include -game-xml-file option
2017-04-08 18:28:49 +00:00
Ian Curtis
788a480ff3
add missing include
2017-04-07 15:47:36 +00:00
Bart Trzynadlowski
df283d9aa3
Using Game::INPUT_* instead of obsolete GAME_INPUT_*
2017-04-05 16:17:57 +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
f6707ecfba
Fixed graphics state analyzer
2017-04-04 23:28:06 +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
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
Ian Curtis
9fb6acc92d
fix scissor code for native resolution (thanks HarryTuttle)
2017-03-22 20:38:44 +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
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
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
f31f06b42e
Fix compilation when SUPERMODEL_DEBUGGER enabled
2016-06-13 00:53:39 +00:00
Bart Trzynadlowski
b0911afd1f
Added drive board and lamp raw outputs (submitted by SailorSat)
2016-06-07 01:51:16 +00:00
Bart Trzynadlowski
6dc5845d47
Added -vsync and -no-vsync option descriptions to command line help
2016-06-02 23:51:43 +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
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
Bart Trzynadlowski
147faf37c9
Added palette bit to list of bits to dump for analysis
2016-05-14 06:21:56 +00:00
Bart Trzynadlowski
595e24ad60
Changed XInput DLL failure message
2016-05-07 03:25:05 +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
Bart Trzynadlowski
e0513ec723
Updated to-do comments
2016-04-29 23:57:15 +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
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
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
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
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
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
Ian Curtis
93f6b01e0b
Update project to vs 2013. Clean compile warnings
2016-03-22 12:30:23 +00:00