Ian Curtis
9bc1fbf0cb
remove dead code
2016-06-02 21:26:50 +00:00
Bart Trzynadlowski
968652bcfb
Added a Split() function to Util::Format.
2016-06-02 03:14:46 +00:00
Bart Trzynadlowski
d1330d310c
XInput fix: search for all three possible XInput DLLs (xinput1_4.dll, xinput1_3.dll, and xinput9_1_0.dll). I have not tested 32-bit builds.
2016-06-02 00:13:42 +00:00
Ian Curtis
ff8e9d6aad
Check for overflow. Fixes some fade effects
2016-05-30 23:10:56 +00:00
Bart Trzynadlowski
9a49fefe12
Legacy engine: fixed texture offsets (VON2 was broken by last commit). Texture coordinates are wrapped within the bank first and then the bank can be swapped. This also allows the full range of texture coordinate bits to be used as specified in the Pro-1000 SDK.
2016-05-30 19:18:11 +00:00
Ian Curtis
36074d9fd5
Y texture offsets are just 5 bits. Texture coordinate wrap around happens in the same texture sheet, not into the next one. Fixes various texturing bugs in sega rally.
2016-05-30 13:25:00 +00:00
Bart Trzynadlowski
d1f49675b1
Legacy engine: Culling node texture Y offset is only 5 bits (fixes Sega Rally 2 initials decal)
2016-05-29 20:49:28 +00:00
Bart Trzynadlowski
2ee0d9018e
New engine: modf -> std::modf (fixes compilation on gcc)
2016-05-28 20:54:25 +00:00
Bart Trzynadlowski
1a908dd414
Legacy engine: expanded color index to 12 bits from 11. Does this affect any games?
2016-05-28 20:50:05 +00:00
Bart Trzynadlowski
5c1a240565
New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods.
2016-05-28 20:49:10 +00:00
Bart Trzynadlowski
2ef5203839
Forgot to describe one polygon header field in Model.cpp
2016-05-28 20:40:45 +00:00
Bart Trzynadlowski
e4a5c341dd
Updated polygon header descriptions
2016-05-28 20:33:10 +00:00
Bart Trzynadlowski
0ebb8d5d47
Legacy engine: Added stencil buffering for layered models and shadows. Not as accurate as new engine because stencil buffering is applied per-model rather than per-polygon, so the entire model must consist of stencil-tested polygons. In practice, though, this seems to work fine.
2016-05-28 19:52:30 +00:00
Ian Curtis
ce03c13847
Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts
2016-05-28 13:21:35 +00:00
Ian Curtis
661f19be19
fix transparency values, values are from 0-32, not 0-16 where the top bit disables
2016-05-27 22:20:57 +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
Ian Curtis
8979246642
remove bad rom patches
2016-05-26 16:21:42 +00:00
Ian Curtis
3f9936d664
don't clamp after spot light code, looks much closer to h/w
2016-05-26 09:06:09 +00:00
Bart Trzynadlowski
8ba8d7290e
Hooked up Sega Bass Fishing / Get Bass controls
2016-05-26 04:13:22 +00:00
Ian Curtis
89c987fae1
basic spotlight code
2016-05-26 00:08:12 +00:00
Bart Trzynadlowski
a0910f96fb
Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders.
2016-05-25 04:00:02 +00:00
Bart Trzynadlowski
6dc35f9563
Updated legacy engine vertex shader to use specular shininess and coefficient along with old equation. Still not correct (too strong compared to the old method).
2016-05-25 03:10:36 +00:00
Ian Curtis
c5ce2b9679
fix alpha testing for texture format 7
2016-05-22 19:17:15 +00:00
Ian Curtis
65d6342947
remove dead code
2016-05-21 16:26:00 +00:00
Ian Curtis
fd3eb49369
support 4 bit textures
2016-05-21 15:50:54 +00:00
Ian Curtis
e108b56664
correctly mask pointers
2016-05-19 22:23:50 +00:00
Ian Curtis
a79fd2786a
optimise hash table access for better performance
2016-05-19 19:04:44 +00:00
Ian Curtis
ff8d311dcc
support colour table pointer
2016-05-18 23:06:41 +00:00
Ian Curtis
7e3c097a31
remove debug code
2016-05-16 17:26:53 +00:00
Ian Curtis
828fd8ebb4
Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative
2016-05-16 17:10:04 +00:00
Ian Curtis
9e279a0c1f
Non luminous polygons seem to be effected by the lightModifier also. API seems to have no restriction in this regard, neither does the SDK. The ocean hunter requires this for some of the 2d stuff. Light modifier values only seem to exist between 0-16, which is strange for 5 bits of precision. Possibly top bit disables the effect and lower 4 bits are the value. This clearly differs from the SDK, but without this the values come out clearly wrong.
2016-05-16 10:49:00 +00:00
Ian Curtis
62eafacfc3
adjust (hopefully correct) fog equation
2016-05-16 10:44:16 +00:00
Ian Curtis
bc08276d60
preliminary specular
2016-05-15 16:24:49 +00:00
Bart Trzynadlowski
c9147bc93d
- Removed a stale comment
2016-05-14 06:31:44 +00:00
Bart Trzynadlowski
897b1acb21
Legacy renderer changes:
...
- Updated shading model. Unfortunately, it is far from perfect but it seems to be the best I can do for now. Not really much of a difference from before except that the Scud Race castle is fixed at the expense of the Yosemite level in LA Machineguns being too bright.
- Added lots of notes in the shading code.
- Passing both specular coefficient and shininess to shader. This will probably break specular lighting for now until the shader is updated to use the shininess correctly.
- Color table address in polygon RAM is now obtained from culling nodes as they are traversed (found this in the Pro-1000 SDK).
2016-05-14 06:25:35 +00:00
Bart Trzynadlowski
147faf37c9
Added palette bit to list of bits to dump for analysis
2016-05-14 06:21:56 +00:00
Ian Curtis
c4b5b185c6
Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these.
2016-05-13 19:26:10 +00:00
Ian Curtis
c8f8cd1655
remove dead code
2016-05-13 08:40:53 +00:00
Ian Curtis
e295ad6868
double up polys for two sided polys, fixes some diffuse lighting problems
2016-05-13 08:39:48 +00:00
Bart Trzynadlowski
ddf3d5213d
FLT_MAX -> std::numeric_limits<float>::max()
2016-05-10 03:08:36 +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
Ian Curtis
34c81eabee
update header documentation
2016-05-09 16:53:12 +00:00
Ian Curtis
43add90d2f
Fix bad texture seems
2016-05-09 16:26:34 +00:00
Bart Trzynadlowski
846c9d0edd
Reverted stencil mask change. This reintroduces the Scud Race 'ROLLING START' bug. Previous 'fix' did not work for Magical Truck Adventure anyway and also broke some games (Daytona 2 transmission and course select screen, ECA title screen). The stencil mask is not shifted by 16 pixels and I suspect that either there is some unknown trick to horizontal scrolling or that the behavior is affected by hidden raster timing registers hidden in the JTAG interface.
2016-05-08 21:17:02 +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
Bart Trzynadlowski
5d048958b9
Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling.
2016-05-07 21:54:03 +00:00
Ian Curtis
69a44a5d5f
add texture helper functions
2016-05-07 18:57:06 +00:00
Ian Curtis
242cddac2d
remove pointless loop
2016-05-07 15:45:02 +00:00
Ian Curtis
ded3168060
Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
2016-05-07 15:28:04 +00:00