Commit graph

173 commits

Author SHA1 Message Date
Ian Curtis c0729c1048 fix compiling with visual studio 2020-09-15 08:51:23 +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 72b2c0eb28 Fixed a longstanding bug that caused stereo channels to be flipped incorrectly.
This was due to the initial audio buffer write position being aligned to the middle of a 4 byte (2 byte left, 2 byte right) audio sample.
In multi-threaded mode, some sort of race condition caused this alignment to be fixed until audio playback was temporarily paused (via pausing, loading a state, etc.)
Audio playback should now be fixed and work consistently in all cases.
2020-09-14 06:59:38 +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 f7678d918e remove using namespace from headers .. 2018-01-03 17:51:24 +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
Bart Trzynadlowski f31f06b42e Fix compilation when SUPERMODEL_DEBUGGER enabled 2016-06-13 00:53:39 +00:00
Bart Trzynadlowski 6dc5845d47 Added -vsync and -no-vsync option descriptions to command line help 2016-06-02 23:51:43 +00:00
Ian Curtis 2086b1c9af Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet. 2016-05-27 19:30:40 +00:00
Bart Trzynadlowski 147faf37c9 Added palette bit to list of bits to dump for analysis 2016-05-14 06:21:56 +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 e0513ec723 Updated to-do comments 2016-04-29 23:57:15 +00:00
Ian Curtis 2785ecd25f read front buffer 2016-04-28 22:15:36 +00:00
Bart Trzynadlowski 7456aa745c Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled 2016-04-28 13:18:56 +00:00
Bart Trzynadlowski 0ae9e8013b Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame 2016-04-28 01:27:35 +00:00
Bart Trzynadlowski 3c5fcbd241 Forgot a newline 2016-04-27 04:15:22 +00:00
Bart Trzynadlowski c0ec610e99 Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option) 2016-04-27 04:09:50 +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 1265c8d184 Using IEmulator interface instead of CModel3 directly 2016-04-24 03:01:42 +00:00
Bart Trzynadlowski 9baa0488e3 Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a) 2016-04-24 01:50:03 +00:00
Bart Trzynadlowski 3bd8e20639 Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line. 2016-04-24 01:40:16 +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 e08b754140 Changed help text to explain that -sound-volume and -music-volume only take effect when DSB is present 2016-04-05 04:31:39 +00:00
Ian Curtis 93f6b01e0b Update project to vs 2013. Clean compile warnings 2016-03-22 12:30:23 +00:00
Ian Curtis 5b3eea25fb fix basic compile errors (with vs) 2016-03-22 11:34:32 +00:00
Bart Trzynadlowski 34301e97e1 Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/. 2016-03-21 04:10:14 +00:00
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
Nik Henson 183dca563d Committing various small updates that have been hanging around in my source tree for a while now:
- 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
2012-07-15 21:04:46 +00:00
Bart Trzynadlowski 772c94d122 - Committing Nik's timing changes: the PowerPC's DEC and TBR now count at the correct rate and time is accurately maintained between calls to the emulator. A VBlank bit was identified in the Real3D status register space and is now timed. Unfortunately, there are still some problems and not all games are perfect, but FV2, VS2, and others are working much better or perfectly.
- Added a new dump of Scud Race Plus (scudp1). Strangely, this one uses an MPC106 instead of the MPC105 used by every other Step 1.5 game...
2012-07-12 06:13:24 +00:00
Bart Trzynadlowski 453df4f5f5 - Finished cleaning up and optimizing the 2D renderer.
- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.
2012-02-20 03:45:48 +00:00
Bart Trzynadlowski 79d24d403f - NOTE: In this revision (possibly earlier), I've started to notice some intermittent geometry glitches in Spikeout and slowdown while playing certain characters.
- Added multi-texture fragment shader to repo.
- Added a multiTexture option (enabled by default) to use multi-texturing to decode textures.
- Added some comments regarding timing to the PowerPC execution loop.
2012-02-14 03:28:52 +00:00
Nik Henson 8a4ea64994 Added OSD/Video.h to provide OSD-dependent video functionality. The static functions in here get called by Model3.cpp from within the render thread so that any OSD related rendering can also be run in parallel for a further speed increase.
Updated OSD/SDL/Main.cpp to provide the SDL implementations of the functions in OSD/Video.h.
2012-02-13 23:37:48 +00:00
Bart Trzynadlowski 35a47bc7e3 Added command line options to force windowed mode and to control GPU multi-threading. 2012-02-11 16:40:09 +00:00
Bart Trzynadlowski 1b8740165c Added a wide screen hack that can be enabled with the -'wide-screen' argument or WideScreen in the config file. 2012-02-10 19:53:51 +00:00
Bart Trzynadlowski 40a51287df Tweaked help text slightly. 2012-02-09 17:15:15 +00:00
Bart Trzynadlowski 09f9bd81fd Fixed left/right stereo channels -- they were reversed by default. 2012-02-09 17:12:13 +00:00
Bart Trzynadlowski c5d0cb0d97 Added front/rear speaker balance (actually the master/slave SCSP balance). Balance setting is stored in CSoundBoardConfig and can be set on the command line (-balance) or config file (Balance). Valid range is 100 (front speaker volume doubled, rear muted) to -100. The default is 0, both sets at full volume. Balance is applied in the SCSP core before overall sound and music volume settings. 2012-02-09 07:58:07 +00:00
Nik Henson d1d5175548 New multi-threaded rendering changes that parallelise graphics rendering and PPC execution in order to increase performance on multi-core machines.
New gpuMultiThreaded config option to enable/disable multi-threaded rendering (enabled by default, disabling it reverts to previous behaviour).
Other rendering optimisations:
 - texture uploads now only affect appropriate region in the texture sheet, rather than uploading the whole sheet each time
 - performance of clearing the model caches has been improved
New Alt+O key input added to toggle outputting of frame timings for debugging purposes.
2012-01-16 23:21:14 +00:00
Nik Henson b7242d27e8 Added CThread::Sleep && CThread::GetTicks methods 2012-01-16 22:07:17 +00:00
Nik Henson dfa77e9207 Added support for joystick sliders to input system.
Added extra debugging output to calibration input detection routine (activated by pressing Shift).
2011-11-01 23:24:37 +00:00
Nik Henson e6fd2e2240 Added DirectInputConstForceLeftMax and DirectInputConstForceRightMax options to allow different force feedback strengths in each direction. DirectInputConstForceMax still works as before but these new options will override it for the given direction if they are specified. 2011-10-02 20:53:12 +00:00
Bart Trzynadlowski 7f97346fc9 - Tweaked some error messages and comments. Hopefully, this is the last update for v0.2a's code.
- Documentation updates.
2011-09-24 01:49:48 +00:00
Bart Trzynadlowski 83067f076f - Only player 1 crosshair is shown by default now.
- Tweaked Makefiles a bit.
- More documentation updates.
- Changed version string to 0.2a in preparation for the final release :)
2011-09-23 07:18:40 +00:00
Bart Trzynadlowski a1346b57f5 - Changed spelling of some messages in drive board code.
- Added an extra blank line after info display in CModel3.
- Cleaned up comments in Main.cpp.
- More document updates. Fixed '-no-music'->'-no-dsb', 'EmulateMusic'->'EmulateDSB'.
2011-09-22 17:28:49 +00:00
Bart Trzynadlowski d00b03f65b Force feedback no longer available as an option on non-Windows builds. 2011-09-22 07:24:15 +00:00
Bart Trzynadlowski 46bc52bb12 - Changed save state error messages slightly.
- Wrapped rows that exceed 80 columns in Supermodel.ini.
- Added some member and function comments to a few header files. 
- Changed version string to 0.2a-RC2 in anticipation of sending another release candidate build to testers.
- Added GAME_INPUT_RALLY flag to dirtdvlsa, eca, and ecax.
- Configuration dialog no longer refers to Sega Rally 2 and Dirt Devils; instead, "Miscellaneous Driving Game Buttons"
- More additions to README.txt.
2011-09-22 06:11:47 +00:00
Nik Henson b87f24cdf2 Removed DirectInputEffectsGain force feedback configuration parameter as it's not that useful as it's easier to adjust effects individually 2011-09-21 22:28:13 +00:00
Bart Trzynadlowski 24f46e9f86 Updated UNIX Makefile, fixed some syntax errors. 2011-09-21 19:12:50 +00:00
Bart Trzynadlowski ee471539c5 - Fixed newlines in logs.
- Set default PowerPC frequency to 50 MHz.
- Minor tweak to help text.
- More README.txt updates.
2011-09-19 03:56:15 +00:00
Nik Henson b9430cd988 Changes to input system:
- 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.
2011-09-18 21:44:40 +00:00
Bart Trzynadlowski f0697dbc84 - Tweaked formatting of help message 2011-09-17 23:42:42 +00:00
Bart Trzynadlowski 45603b5549 - Tweaked comments in Supermodel.ini
- More work on README.txt
- Tweaked some error/info messages.
2011-09-17 23:41:12 +00:00
Bart Trzynadlowski 1629cd711c - Updated README (far from finished).
- Music volume cannot be changed if game has no DSB.
- Extra hardware (DSB, drive board) is printed in information display when ROM is loaded.
2011-09-15 07:13:19 +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 5bf4a6d52b - Added mutex for MIDI FIFO access to SCSP.cpp. 2011-09-14 07:38:56 +00:00
Bart Trzynadlowski d200dff89e - Changed EmulateSCSP -> EmulateSound and -no-scsp -> -no-sound.
- Changed gear shifting behavior: neutral gear has its own button now.
- Removed SUPERMODEL_SOUND.
- DirectInput is the default input system for Windows now.
- Multi-threading is on by default, replaced -multi-threaded w/ -no-threads.
- Made crosshairs larger and more visible.
- Added Nik to co-author list and began updating file copyright notices.
- Fixed Virtua Striker 2 input names (player 2 inputs end with the number 2 instead of 1).
- Added documentation to a Docs/ subdirectory.
- Exported all default input configurations to Supermodel.ini and added that to the repository. Internally, Supermodel initializes all controls to "NONE" now.
2011-09-14 06:16:22 +00:00
Bart Trzynadlowski c10e839dc0 Added a scissor box to clip viewable area. Prevents garbage in the "overscan" areas due to renderer creating viewports that exceed intended display area. 2011-09-13 06:30:42 +00:00
Nik Henson 75d446c272 Changes to Audio.cpp:
- audio buffer is now kept as full as possible with new audio buffering method rather than just half full like before (this is okay now that buffer overruns have been eliminated)
- altered minimum size of audio buffer so that audio still works with a zero latency setting (obviously there will still be some latency)
2011-09-12 21:03:16 +00:00
Nik Henson b0bda2c356 Added note to command line options indicating that force feedback is experimental still 2011-09-12 20:08:50 +00:00
Bart Trzynadlowski cf73207c98 - Nik's new decoupled audio code with fixes to minimize overruns.
- VBlank timing: increased to 20% of a frame.
2011-09-12 05:43:37 +00:00
Bart Trzynadlowski 0716285fc2 Fixed error reporting for -input-system option. 2011-09-09 21:59:23 +00:00
Bart Trzynadlowski e724d0ec0b Fixed error message when multiple files detected on command line. 2011-09-09 20:41:55 +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 abd86a5624 - Cleaned up game names (primary sets no longer have revision labels in title).
- Added volume controls to UI.
- Renamed "Sega Rally Controls" to "Sega Rally/Dirt Devils Controls" (even though Dirt Devils has no hand brake).
- Hooked up gear shifting and view change for Dirt Devils.
- Removed debug printf()'s from DSB.cpp.
- Removed debug printf() from Real3D.cpp.
- Disabled assertions in SCSPDSP.cpp.
- Converted all error messages in Amp library to Supermodel format.
2011-09-08 05:08:16 +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