Commit graph

11 commits

Author SHA1 Message Date
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
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 2f5bf43bda Updated copyright information and added headers to all remaining files except debugger. 2011-09-14 19:08:43 +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 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 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 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 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 ddd6fa92ef - Improved 68K interface. Now supports context switching.
- CSoundBoard is not derived from CBus.
- Optimized sound board memory handlers (now using switch statements).
- Added DSB emulation (based on R. Belmont's M1 source code).
- Improved ROM loading: only unique ROMs (those not shared amongst games) are used to identify games. The ROM loader will no longer get confused as easily.
- General cleanup here and there, removed unused Render.h file.
2011-07-31 02:37:31 +00:00
Bart Trzynadlowski 004339e601 - Added sound ROMs to Daytona 2 (BOTE and PE).
- Implemented bank switching for sample ROMs. It is probably incorrect because there is still 2MB of unaccounted-for space.
- Added a few important TO-DO notes.
2011-07-16 04:53:12 +00:00
Bart Trzynadlowski 783446fca2 Fixing import mistake: moving source code to trunk/Src. 2011-04-24 01:19:40 +00:00
Renamed from Games.h (Browse further)