trzy
ff7f6d5a44
Update README.md
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Fixed image layout and added some links.
2022-06-20 23:21:50 -07:00
Bart Trzynadlowski
b58b5ce46d
Smaller Real3D logo
2022-06-20 23:07:32 -07:00
Bart Trzynadlowski
81a43e0384
Added initial REAMDE.md
2022-06-20 22:59:19 -07:00
Ian Curtis
a742a73772
njz3: Fix sound volume with new quadrophonic audio code
2022-06-19 16:15:54 +00:00
Ian Curtis
e3bc56c8f1
values must be signed, to handle negative numbers, my bad
2022-06-14 21:24:43 +00:00
Ian Curtis
78eab65749
minor fix
2022-06-14 18:14:06 +00:00
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
Ian Curtis
84ae9df665
fix: explicit specialization requires 'template <>'
2022-02-06 17:32:44 +00:00
Bart Trzynadlowski
fe7baa108f
Bitmap size field in the BITMAPV4HEADER was not being set correctly (the image viewers I've been using are unaffected by this but it ought to be corrected)
2022-02-05 06:44:53 +00:00
Bart Trzynadlowski
3f6937e1a6
When dumping textures, two T1RGB5 texture maps are written: with and without contour processing. Contour processing can be disabled per-polygon and some textures intended to be used without contour processing contain pixels with T=1 that are clearly not supposed to be transparent. We now output textures_t1rgb5_contour.bmp and textures_t1rgb5_opaque.bmp.
2022-02-05 00:52:34 +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
646b46fd4b
Adjust the number of PowerPC cycles executed per frame to assume 57.524 Hz refresh rate
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Fighting Vipers 2 attract mode no longer requires 100+ MHz to run smoothly
Supermodel itself still runs at 60 Hz
2022-01-23 15:32:53 +00:00
Ian Curtis
0ef90899e1
Double buffer the line of sight values. Should allow the correct values to be returned if GPU threading is enabled.
2022-01-02 12:48:09 +00:00
Matthew Daniels
1a7e319aaf
Fixing Magical Truck Adventure bad ROM dump which was causing attract mode to stop rendering
2021-12-29 13:18:20 +00:00
Ian Curtis
bc774ca10e
methods should be marked as noexcept because they cannot throw
2021-12-19 17:48:38 +00:00
Ian Curtis
b8aac0a4f8
white space.
2021-12-17 23:58:20 +00:00
Ian Curtis
6f7130c50b
Better document real3d registers
2021-12-17 23:57:12 +00:00
Matthew Daniels
6ff099b5ba
Clear all Real3D DMA registers on reset; uninitialized values were causing issues with MSVC debug builds
2021-12-17 23:36:54 +00:00
Matthew Daniels
3e9c887277
Another header include fix
2021-12-15 14:47:41 +00:00
Matthew Daniels
94772ae3d9
Include required header files in Model3GraphicsState.h - fixes potential build errors in GCC
2021-12-15 13:55:27 +00:00
Matthew Daniels
0c47ac831a
Increase MIDI FIFO buffer size for SCSP; should prevent FIFO overflows
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Also use similar macro for DSB FIFO buffer
2021-11-30 23:01:37 +00:00
Matthew Daniels
e93c5d710f
PowerPC IRQ line deassertion; DMA only fires interrupts when required
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PowerPC no longer clears its own IRQ line; it is now cleared by the IRQ controller when there are no more pending interrupts. Not all games clear DMA interrupts so it was necessary to tweak the 53C810 SCSI controller and the Real3D DMA interface to only fire interrupts if a certain register is correctly set. 53C810 has the documented DIEN (DMA Interrupt Enable) register; Real3D DMA seems to use the low bit of the dmaConfig register.
Also I removed the net IRQ as no games seem to actually use it.
2021-11-28 01:11:11 +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.
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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
50465f9a5a
Shared RAM on simulated netboard is now double-buffered; Spikeout Final Edition no longer requires a hack to work.
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Preparing to enable simulated netboard to run in its own thread
2021-11-05 00:23:29 +00:00
Matthew Daniels
b62110617b
New JTAG patch for Sega Rally 2; linked mode now fully working.
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Few other minor changes
2021-10-30 23:00:49 +00:00
Matthew Daniels
94d8a1b22d
Increase size of DSB2 FIFO buffer; fixes Sega Rally 2 music occasionally not switching or fading out
2021-10-26 22:47:24 +00:00
Matthew Daniels
b18f6d1b54
Non-linked games no longer falsely list the net board under extra hardware
2021-05-09 23:22:18 +00:00
Matthew Daniels
b7755c9ae1
Fix 16-bit variables not displaying correctly in Z80 debugger (at least in MSVC builds)
2021-05-09 18:12:40 +00:00
Matthew Daniels
a20366d338
Fix netboard resets and detection of simulated netboard linking to itself
2021-04-19 22:15:50 +00:00
Matthew Daniels
5a570ce7fe
Adding simulated netboard; all linked games except Sega Rally 2 working at full speed.
2021-04-14 01:20:45 +00:00
Matthew Daniels
98d4f1c6f6
Corrected alignment issues with netboard RAM; send/receive parameters no longer need to be manipulated to work correctly. Fixes bugs including Scud Race linked car orientation.
2021-03-22 01:08:45 +00:00
Ian Curtis
4b9221ecd6
Add some async network methods. Async send copies to an internal buffer and sends in another thread so doesn't block at all. Added CheckDataAvailable method to the TCPReceive class. Can check or wait for data without blocking.
2021-03-15 15:55:39 +00:00
SpinDizzy
020e2d1b32
DSB2 clock speed from 4MHz to 11MHz.
2021-03-13 08:17:11 +00:00
SpinDizzy
eb61bd91e5
New dumps added:
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Virtua Striker 2 '99.1 (Step 1.5, Export, USA, Revision B)
Virtua Striker 2 '99.1 (Step 1.5, Japan, Revision B)
Thanks to Brian Troha and The Dumping Union
2021-03-07 10:14:36 +00:00
SpinDizzy
de470aaf52
Fixed cycle counting overflow that was causing DSB2 to halt execution.
2021-03-07 10:12:37 +00:00
Ian Curtis
6cf9974102
missing header
2021-03-03 20:31:57 +00:00
SpinDizzy
46b1de2238
DSB2 IRQ 2 now fires at 1KHz rather than once per frame, improving
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music timing in Daytona USA 2 and Sega Rally 2. DSB1 CPU timing
increased from 1MHz to 4MHz, improving music fade timing in Scud Race.
Thanks to gm_matthew for these discoveries.
2021-03-03 15:30:19 +00:00
Ian Curtis
e3374256ff
Just a few compile warnings
2021-02-20 22:19:16 +00:00
Ian Curtis
0bfc2aea31
Fix project file
2021-02-19 11:03:48 +00:00
SpinDizzy
f23b2f96f9
Build bot script.
2021-02-18 10:37:03 +00:00
SpinDizzy
e4998f57fd
Skichamp Driveboard error fix.
2021-02-18 10:35:38 +00:00
SpinDizzy
08d4735ee8
Huge refactor of the Driveboard:
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-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.
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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
SpinDizzy
6627b1e95f
The controls of bass/getbass games were no longer good, following recent rom set name changes in Games.xml.
2021-01-05 14:24:57 +00:00
SpinDizzy
2fa9c8d0d7
Corrected game set names & game titles (Brian Troha)
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New clones
-Sega Bass Fishing Deluxe (USA) (Brian Troha)
-Dirt Devils (USA, Revision A) (Brian Troha)
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Note/Warning:
This will match future Mame 0.228 changes.
Please Check/Edit carefully all your rom set because there are many changes (e.g. set name).
Thinking of delete or rename your nvram, or restart from the start.
2021-01-05 14:23:24 +00:00
SpinDizzy
6626afc8bb
Added rumble skipad in Ski Champ game.
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This is only a simulation (cmd are interpreted), not an emulation because we lack informations on the game itself and its driveboard (does it have dedicated cpu/rom ?).
2020-12-30 17:14:14 +00:00
SpinDizzy
f3a7ec52ba
Service menu activated in swtrilgyp.
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Note : The "feedback stick test" always failed (change cab type DX to SD if needed).
2020-12-30 16:38:13 +00:00
SpinDizzy
c8f47cc52b
- Add -O3 optimization option for OSX and Linux.
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- Revert netboard to disable by default.
2020-12-30 16:05:25 +00:00