To active set your command line to:
-res=1920,1080 -vsync -fullscreen -true-hz
Replace the resolution with whatever your monitor's native resolution is.
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]
- 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...
- 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
- 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
- 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.
- 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
- Added object interface CThread for OSD threading and synchronization, together with SDL implementation
- Added multi-threading to CModel3 so that separate CPUs (PPC of main board, 68K of sound board and Z80 of drive board) can be run in separate threads if requested to improve performance on multi-core PCs
- Added -multi-threaded command line option (default is to run single-threaded still)
- Added ability to configure axis min, centre and max values in INI file. This allows some types of steering wheel pedals that use an inverted value range to work properly with the emulator.
- Modified CINIFile to read and write signed numbers (needed for above change).
- Added check at configuration start for "bad" input sources such as axes that are wrongly calibrated or buttons that are always triggering a value. Otherwise they cause the configuration loop to wait indefinitely for the axis or button to be released.
- Removed superfluous check for XInput devices when XInput is not enabled in CDirectInputSystem.
- Improved force beedback code in CDirectInputSystem and also added the extra feedback effects needed so far for drive board emulation.
- Fixed bug with mapping of multiple assignments.
- Added new ! operator for input mappings, which lets the user specify that an input must not be active.
- Added option to print info about input system (such as settings and detected keyboards, mice and joysticks) during input configuration.
- Added new trigger input for lightgun games with a configurable option to automatically pull trigger when offscreen input is activated (this makes playing with the mouse easier as the gun can be reloaded with single mouse button, rather than having to press both
buttons at the same time).
- Added -xinput command line option that switches to using XInput API rather than DirectInput for XBox 360 controllers (this allows the XBox 360 controller's two triggers to be read independently which works better for driving games when they are mapped to accele
rator and brake).
- Added initial version of force feedback implementation to DirectInputSystem (this still needs work).