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
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.
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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
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
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
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
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
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
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
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
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
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
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
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