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
SpinDizzy
020e2d1b32
DSB2 clock speed from 4MHz to 11MHz.
2021-03-13 08:17:11 +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
...
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
e4998f57fd
Skichamp Driveboard error fix.
2021-02-18 10:35:38 +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
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
6626afc8bb
Added rumble skipad in Ski Champ game.
...
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
1f50519905
Magical Truck Adventure rom patch to unlock region. (enter service menu, then Start P1, Start P1, Service, Start P1, Service, Test)
2020-12-21 15:39:15 +00:00
SpinDizzy
5143669cb9
Star Wars Trilogy lever feedback activated
2020-10-24 09:12:54 +00:00
SpinDizzy
402baf87b8
Force Feeback for Linux
2020-10-21 08:19:51 +00:00
SpinDizzy
d3955062e4
Correct the returned value from previous getbass patch
...
There was a strange side effect on Ocean Hunter game
2020-08-26 16:05:23 +00:00
SpinDizzy
9e8e993026
Getbass related
...
Game now boots in game
Add missing analog input and buttons
2020-08-25 08:48:25 +00:00
Ian Curtis
d77433b525
Remove some debug code
2020-08-01 09:02:04 +00:00
Ian Curtis
ba917aca6d
Update glew version
2020-07-31 19:18:51 +00:00
SpinDizzy
6af882548f
Linux build compatibility changes
2020-07-03 09:15:08 +00:00
SpinDizzy
a73a06d546
Netboard related : Define a new hardware line in games.xml
2020-07-01 15:56:21 +00:00
SpinDizzy
345310fbee
_rotl() replacement
2020-06-17 16:31:22 +00:00
Ian Curtis
1a3407bec8
Fix corrupted memory in network mode
2020-06-17 11:41:41 +00:00
Ian Curtis
daef27be37
Replace network code with new tcp implementation
2020-06-16 11:55:38 +00:00
Ian Curtis
d688fdd3d5
cache variable, without it is unusably slow in debug mode
2020-06-12 17:33:21 +00:00
SpinDizzy
4f347ff3f1
SDL1 to SDL2 internal changes
2020-04-19 08:34:58 +00:00
Ian Curtis
e1827cfd13
Stretch the time the ping_pong bit flips a bit to bump writes into correct frame. Otherwise they end up getting written at like 99.8% of the frame and overlapping with the next.
2019-11-08 20:36:11 +00:00
Ian Curtis
2e6968fe9d
Thanks to our anonymous contributor who managed to patch a model 3 game and run it on real h/w, we were able to obtain some timing values we had been long been missing for correct emulation. The h/w polls something called the ping_pong bit at start-up to sync the GPU with the CPU. Unfortunately we didn't have the correct values and just manually used some per game hacks to get games to run. This mostly worked, but some games were writing more or less frames than they should have been for a given time period. When the ping_pong bit flips at 66% of the frame time, games were writing data for a new frame, which meant writes were often straddling 2 separate frames. We aren't 100% sure if IRQ2 or the ping_pong bit is vblank.
2019-11-07 20:29:17 +00:00
Ian Curtis
8aa476aeeb
Previous mpeg audio code worked for me in debug mode, but the release build had some serious corruption issues when being built in visual studio. Replaced the old spaghetti code with a more modern implementation.
2019-02-21 14:56:25 +00:00
SpinDizzy
6fe878b1d3
Restore Sega Rally 2 music in some practice stages
2019-02-07 06:32:46 +00:00
SpinDizzy
bb89bc8e54
Refactor code from previous svn768 (Note : break old savestate compatibility)
2019-02-05 10:03:50 +00:00
Ian Curtis
90faeafbc4
Fix the audio in sega rally2. The game has packed separate tracks into the left and right audio channels. Selecting the correct track fixes the garbled mess. (Spindizzi)
2019-02-01 21:02:02 +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
d8f736e7a8
timing fix for srally2x (Spindizzi)
2019-01-06 23:48:34 +00:00
Ian Curtis
78039e91a8
2018-10-28 18:30:04 +00:00
Ian Curtis
b8da2d6064
debug code should be disabled
2018-10-22 21:59:01 +00:00
Ian Curtis
bf4d725970
Smooth texture repeat makes no sense for alpha/contour textures with pixel dilate. HW seems to treat them as non smooth anyway. Also implement some line of sight stuff, used by Scud. Really need to check the threading/synchronisation of the register reads but it basically works.
2018-10-19 20:59:46 +00:00
Ian Curtis
df02d6a753
return correct PCI ID
2018-10-18 09:42:51 +00:00
Ian Curtis
3dc69f89b8
fix debugging code
2018-10-17 22:36:33 +00:00
Ian Curtis
9f5a19a04a
Use correct PCI IDs (Harry Tuttle)
2018-07-09 08:06:06 +00:00
Ian Curtis
609d1ba19f
Fix step 1.0 games with NET_BOARD defined (Spindizzi)
2018-03-08 14:27:28 +00:00
Ian Curtis
d8572a923a
Update network code (Spindizzi)
2018-02-24 15:53:18 +00:00
Ian Curtis
995cf6adb0
white space
2018-01-29 19:33:29 +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
6bc4224154
fix a few compile warnings
2018-01-25 21:07:22 +00:00
Ian Curtis
964f08c894
Disable the netboard if EmulateNet=0 (Spindizzi)
2018-01-25 20:38:31 +00:00
Ian Curtis
cf7850602b
fix build
2018-01-08 00:13:23 +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
080acd08c2
Fix the smallest texture lods (Harry Tuttle)
2017-12-21 11:14:06 +00:00
Ian Curtis
a772dd32fc
fix array out of bounds
2017-12-20 18:47:17 +00:00
Ian Curtis
4702fef33e
remove debug code
2017-12-19 11:43:17 +00:00
Ian Curtis
429d6cbb02
mark as static
2017-12-17 23:02:25 +00:00
Ian Curtis
cc28d5f00e
Implement sub 8x8 tile encoding. Fixes incomplete mipmap chains which previously only went down to 8x8 pixels before. It wasn't known these textures existed before. (Harry Tuttle)
2017-12-17 22:25:50 +00:00
Ian Curtis
eb798ed15e
Star wars is the only game to pass unsigned fixed shaded values (per vertex brightness) to the renderer. Originally we thought that the specular flag would turn on unsigned values since it's the only game to set specular with these polys, but this logic turned out to be incorrect. The JTAG interface seems to config the GPU to turn on this functionality. (Harry Tuttle)
2017-10-05 19:15:00 +00:00
Bart Trzynadlowski
3ca37089ca
Get rid of unused variable warning
2017-09-27 13:20:09 +00:00
Bart Trzynadlowski
1eac755bc3
Fix tiny memory leak
2017-09-25 00:05:10 +00:00
Ian Curtis
0376f74192
work around for visual studio bug
2017-09-24 22:36:12 +00:00
Ian Curtis
7590f50350
cannot specify explicit initializer for arrays - fix for visual studio
2017-09-24 22:03:31 +00:00
Bart Trzynadlowski
55bb02d4e5
- New work-in-progress frame timing code (disabled by default, compile with NEW_FRAME_TIMING defined to activate it)
...
- New JTAG emulation, moved into its own class, CJTAG
- Removed game-specific sun clamp hacks from CNew3D (JTAG and Real3D emulation will call the appropriate method to configure this at run-time)
- Removed JTAG from Real3D save state data and reused some of that space for new state variables having to do with the internal JTAG-based config as well as new frame timing state variables
2017-09-24 20:52:48 +00:00
Bart Trzynadlowski
f04a285727
DMA and register space access for Real3D have been unified and CReal3D::ReadRegister() returns little endian data now that the PowerPC handler byte-swaps back, to be consistent with how DMA registers work.
2017-08-29 01:28:21 +00:00
Bart Trzynadlowski
507990a350
Fixed up memory region dumping code to use the new Util::FlipEndian functions
2017-08-19 19:27:58 +00:00
Ian Curtis
063b7d3ea4
Remove debug code
2017-08-09 21:40:48 +00:00
Ian Curtis
5709ee2659
Sometime ago I managed to work out that specular on the model3 is not real specular, and really is just an extension of diffuse lighting. But attempts were derailed by corner cases and the fact we were not handling the normals correctly. Anyway Harry managed to successfully come up with an algorithm, and coefficients that give an almost perfect match to specular on the model3, based soley on observations from video footage! He also worked out that the lighting on hardware 1.5 onwards appears to be unclamped (ie greater than 1). This quite radically changes the brightness of some of the games, but much better matches the original hardware.
2017-08-09 16:56:56 +00:00
Bart Trzynadlowski
a649a0d36b
Removed patches from source code and moved them into game XML file. Created ROMSet.cpp. Print a more descriptive error when game XML file fails to load.
2017-04-08 18:30:29 +00:00
Bart Trzynadlowski
4ca7d5ef0e
Harry Tuttle's change to Harley gear shift to use a single bit instead of two (no detectable difference in behavior, though)
2017-04-07 04:30:27 +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
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
ff624afb4d
The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated.
2017-03-25 00:06:24 +00:00
Ian Curtis
17f7c2d9f6
use 32bit types
2017-03-23 17:18:33 +00:00
Bart Trzynadlowski
61159c07f8
Added 8- and 16-bit tilegen VRAM access handlers to fix missing columns in Star Wars Trilogy tilemaps. Thanks to Spindizzi for initial confirmation that this was the problem.
2017-03-23 04:22:25 +00:00
Ian Curtis
519cce34f5
remove debug code
2017-03-19 09:54:51 +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
2ddc8a30e0
Clear queued texture uploads after processing them. Saves re-uploading the same textures whilst paused
2016-11-20 17:02:59 +00:00
Ian Curtis
10dd530cde
More accurate 2D colours. White should map to 255 not 248
2016-11-15 12:44:47 +00:00
Bart Trzynadlowski
de043355bc
Marked offset of code in CROM for scudp
2016-06-24 01:01:30 +00:00
Bart Trzynadlowski
b0911afd1f
Added drive board and lamp raw outputs (submitted by SailorSat)
2016-06-07 01:51:16 +00:00
Ian Curtis
8979246642
remove bad rom patches
2016-05-26 16:21:42 +00:00
Bart Trzynadlowski
8ba8d7290e
Hooked up Sega Bass Fishing / Get Bass controls
2016-05-26 04:13:22 +00:00
Bart Trzynadlowski
8c082abab9
Added some IRQ-related code (commented out for now) from MAME findings. May incorporate in the future when investigating IRQs and timing again.
2016-05-10 03:08:03 +00:00
Bart Trzynadlowski
a9095e6c8e
Added a register read handler for tilegen (although nothing seems to benefit from it)
2016-05-08 20:30:45 +00:00
Bart Trzynadlowski
9249eaa29f
Fixed logic for clearing bottom layer. Added new functions to 2D renderer interface. Avoid drawing top and bottom surfaces when no layers are present there. Added some comments to tile
2016-05-08 19:27:08 +00:00
Ian Curtis
6d1aa4d527
fix compilation
2016-05-03 18:38:06 +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
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
9a2bb78add
Hooked up Magical Truck Adventure controls
2016-04-13 03:28:04 +00:00
Ian Curtis
d2563c035f
you were right Bart :) (Fixes broken sound in last build)
2016-04-11 15:16:35 +00:00
Ian Curtis
499ac0e1c9
Don't use variable sized variables across platforms, unless needed
2016-04-11 09:00:20 +00:00
Ian Curtis
6d313fcf9e
Fix - cannot specify explicit initializer for arrays
2016-04-11 08:38:59 +00:00
Bart Trzynadlowski
94c66eea7b
Figured out Step 1.0 VROM texture uploads. Fixes missing textures in VF3 and VF3TB.
2016-04-11 03:48:36 +00:00
Bart Trzynadlowski
2524f2e837
Fixed Magical Truck Adventure by emulating VROM texture ports as a FIFO. Now, VF3 crashes on Akira's stage (and probably the other stages with texture glitches). Other games may be affected, too (not thoroughly tested yet).
2016-04-11 00:19:10 +00:00
Bart Trzynadlowski
775256118d
Fixed Magical Truck Adventure country check (accidentally removed a line in previous commit).
2016-04-10 23:57:55 +00:00
Bart Trzynadlowski
7ade3a6abb
Magical Truck Adventure expects 0x03 to be returned from MIDI control port (thanks, Ville). Game now boots but crashes because VROM texture uploads clobber memory for some reason.
2016-04-10 21:47:07 +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
a202d8adc3
Do not print extra hardware message when there is none
2016-04-04 03:42:55 +00:00
Bart Trzynadlowski
d8aefa421d
8-bit texture upload byte selection (thanks to Ville; but not tested yet); code cleanup
2016-04-04 03:42:26 +00:00
Bart Trzynadlowski
6e5c301de8
Encryption device emulation (thanks to MAME), fixed warnings in Model3.cpp, added a string formatter helper, and updated Win32 GCC Makefile.
2016-04-02 21:50:40 +00:00
Bart Trzynadlowski
c0f679479a
Added virtual destructor to CDSB
2016-04-02 21:35:06 +00:00
Ian Curtis
93f6b01e0b
Update project to vs 2013. Clean compile warnings
2016-03-22 12:30:23 +00:00