Bart Trzynadlowski
7be381c9ba
Added configurable refresh rate. Default is 60 but -true-hz on the command line enables 57.524 Hz mode, which some players report making Spikeout and the timing of combos in VF3 more authentic. The config key is RefreshRate and is specified as a floating point value. Should the desire arise, arbitrary refresh rates can be set in Supermodel.ini using this key but almost no validation of the value is performed. Thanks to forum user trap15 for the original code and PonMi for advocating for this patch to be included.
2022-06-12 17:51:57 +00:00
Ian Curtis
83e7b5f45d
njz3: Proper quadrophonic audio support. Need 4+ speakers to take advantage otherwise down mixed to stereo.
2022-06-09 21:10:39 +00:00
Bart Trzynadlowski
5e61e2f388
Added default values for PortIn, PortOut, and AddressOut
2022-03-31 23:09:32 +00:00
Bart Trzynadlowski
32933ef9b0
Added a -dump-textures option (config key DumpTextures) that writes texture BMP files, one for each known format (12 in all currently)
2022-02-01 23:15:06 +00:00
Matthew Daniels
9ffce8b92a
Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs.
...
Making changes to a header file should no longer force the entire project to recompile.
2021-11-22 17:15:06 +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
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
ab367774d3
Introduce new config keywords.
...
In xinput mode, lets the choice to have left and right gamepad motors vibrate together.
XInputStereoVibration = 1 (both motors) [default]
XInputStereoVibration = 0 (separate motors)
In sdl input mode, new control option to set minimum strength above which a Model 3 constant force command will be simulated on an sdl gamepad device.
SDLConstForceThreshold = 30 [default]
note : the vibration strength can be mod with SDLConstForceMax = [val]
2021-01-30 09:54:03 +00:00
Ian Curtis
72c0c60c98
-wide-bg option to stretch the background tile layer when wide-screen mode is enabled - Daro Land
2020-12-20 18:17:34 +00:00
SpinDizzy
402baf87b8
Force Feeback for Linux
2020-10-21 08:19:51 +00:00
Ian Curtis
db013491b4
hopefully fix building on linux
2020-09-19 14:45:51 +00:00
SpinDizzy
981cdc33f5
Added Screenshot feature (ALT+S).
2020-09-19 07:54:26 +00:00
SpinDizzy
309537d64e
Balance initial value set to "0" rather than "false". "False" is interpreted as 0 when decoded as a float, so there will be no effect here, but this expresses the intended logic better.
2020-09-14 07:01:54 +00:00
SpinDizzy
60c923f45f
- Reworked logging system to support output to multiple outputs: files, stdout, stderr, and syslog (OutputDebugString on Windows, syslog on other systems).
...
- Added ordinal logging level: all, debug, info, error. Compiling with DEBUG defined is no longer necessary for debug logging. Be careful when logging debug level because it produces copious output.
- Fixed -enter-debugger options when compiled with SUPERMODEL_DEBUGGER.
- Command line parse errors no longer ignored; Supermodel will now exit.
2020-08-31 09:28:35 +00:00
SpinDizzy
6491ed46a7
Rename command line SCSP option to -legacy-scsp and -new-scsp
2020-08-26 16:14:54 +00:00
SpinDizzy
97d61a970c
Small oversight in the new SCSP code
2020-08-24 10:09:01 +00:00
Ian Curtis
816d541b98
Various SCSP improvements and code cleanup:
...
- Ported MAME's implementation
- Corrected FM sound for songs in VF3 that use it
- Music tempo now closer to real hardware thanks to emulating two SCSP chips.
- Add LegacySoundDSP config option for games with SCSP DSP glitches (ex. engine noises in Sega Rally 2, and loud garbage on Bahn's stage in Fighting Vipers 2)
- Renamed SysFPS to "SoundClock" (since raising this appears to adjust the sound frequency).
(Submitted by Paul Prosser)
2020-08-22 20:41:47 +00:00
Ian Curtis
ba917aca6d
Update glew version
2020-07-31 19:18:51 +00:00
Ian Curtis
5e434e2644
build fixes for mac
2020-07-27 10:28:48 +00:00
SpinDizzy
5b406059ce
custom resolution bug fix
2020-04-24 07:04:41 +00:00
SpinDizzy
4f347ff3f1
SDL1 to SDL2 internal changes
2020-04-19 08:34:58 +00:00
SpinDizzy
c86dab0fe9
- Disabled Alt-O (dump timings) and Alt-U (dump input state) when
...
SUPERMODEL_DEBUGGER not defined
- Option '-print-inputs' works again if no ROM set specified
2019-02-19 09:24:31 +00:00
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
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