Commit graph

179 commits

Author SHA1 Message Date
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