SpinDizzy
ca57659fcb
Remove using namespace from headers.
2020-09-16 07:03:03 +00:00
Ian Curtis
c0729c1048
fix compiling with visual studio
2020-09-15 08:51:23 +00:00
Ian Curtis
75f8ee61a3
fix missing polys with quad renderer
2020-09-14 20:01:52 +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.
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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
Ian Curtis
38c3ff61f9
Clip scroll fog to viewport, instead of filling entire screen. Fixes fog bug in Daytona credits.
2020-09-08 09:10:24 +00:00
Ian Curtis
aaa26f678c
Update scroll fog logic. Should fix the credits in virtua fighter and daytona that have fogging applied to the background layer and shouldn't.
2020-09-07 16:25:18 +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).
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- 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
d3955062e4
Correct the returned value from previous getbass patch
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There was a strange side effect on Ocean Hunter game
2020-08-26 16:05:23 +00:00
SpinDizzy
9e8e993026
Getbass related
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Game now boots in game
Add missing analog input and buttons
2020-08-25 08:48:25 +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:
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- 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
SpinDizzy
27cda80abb
Low level z80 core bug
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Discovered when looking at lemans ffb board (real Model3 rom, not Model2 stcc one)
This could affect other ffb board and/or scud race DSB1 sound board
However I didn't notice any bad things
2020-08-22 09:00:13 +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
Ian Curtis
5e434e2644
build fixes for mac
2020-07-27 10:28:48 +00:00
SpinDizzy
6af882548f
Linux build compatibility changes
2020-07-03 09:15:08 +00:00
Ian Curtis
f7d75b783d
silence a few casting warnings
2020-07-01 17:51:21 +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
9a651bdb61
Only try and make a connection if we have enabled EmulateNet
2020-06-17 15:11:58 +00:00
Ian Curtis
1a3407bec8
Fix corrupted memory in network mode
2020-06-17 11:41:41 +00:00
Ian Curtis
597ea93749
remove old files
2020-06-16 12:01:13 +00:00
Ian Curtis
daef27be37
Replace network code with new tcp implementation
2020-06-16 11:55:38 +00:00
Ian Curtis
8071efbf79
Add SDLnetworking + some basic tcp classes
2020-06-13 19:46:12 +00:00
Ian Curtis
d688fdd3d5
cache variable, without it is unusably slow in debug mode
2020-06-12 17:33:21 +00:00
Ian Curtis
f69d7c7006
fix output values
2020-06-08 10:14:03 +00:00
Ian Curtis
6f6c98c671
The translator map seems to work with paletted colour values too, and the result is not clamped. Colours are passed to the GPU as unsigned bytes to multiplying by 16 will overflow, so we do the logic in the shader. If we passed floats we could skip the shader logic.
2020-05-11 09:05:46 +00:00
Ian Curtis
e2ad593e88
When the translator map is enabled the colour values seem to use 4 bits, 0-16. Why not 0-31 I don't know. Anyway virtua on is overflowing these values for some of the smoke effects. For us the numbers were wrapping around. Clamping is enough to fix this. (Thanks model123)
2020-05-07 19:34:22 +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
Ian Curtis
5ace960f14
tweak value so the map indicator still works at the start of spikeout
2020-01-04 18:15:30 +00:00
Ian Curtis
6b8a29105a
Sutherland-Hodgeman clipping only works for planar primitives. Scud is rendering non planar quads and this breaks our algorithm a little when using the quad renderer. Stretching the near plane a few % is enough to fix it.
2020-01-04 13:48:14 +00:00
Ian Curtis
d711afade1
Only need to clip against 4 planes for poly culling
2020-01-04 13:45:55 +00:00
Ian Curtis
605dad2c02
Fix the sky in harley in first person mode where pixels in the sky are culled when they shouldn't be with the quad renderer. Basically we were running out of precision in a rare corner case. Doing the maths with double precision and casting back to float was enough to fix the issue.
2019-12-27 21:36:46 +00:00
Ian Curtis
a5858e635d
To calculate the mipmap value the opengl needs to calculate the difference in the texture coordinates between adjacent pixels. If there are no adjacent pixels the hw may need to spawn invisible fragments outside of the visible polygon. Our algorithm was culling these out so the mipamp calculation failed for edge pixels. Anyway this fixes quad rendering looking broken with the latest nvidia drivers.
2019-12-10 11:40:39 +00:00
Ian Curtis
06688de5fc
Really should cull against 5 frustum planes.
2019-11-15 20:00:25 +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
06b43c45b3
Ocean hunter in the middle of the game is passing a few matrices with FLT_MAX inside them, which blows apart our near/far calculation. The hardware must have some method to sanitize the near/far for instance if you render something extremely close to the origin you will also blow apart any near/far calc.
2019-11-02 20:11:48 +00:00
Ian Curtis
714f6a123a
skip invalid culling nodes
2019-07-28 12:14:13 +00:00
Ian Curtis
17f4103123
A culling node must follow immediately after a viewport.
2019-07-26 16:39:58 +00:00
Ian Curtis
cc830003f5
Fix possible negative pointer arithmetic which was causing the music to wrap around.
2019-02-22 01:00:41 +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
c86dab0fe9
- Disabled Alt-O (dump timings) and Alt-U (dump input state) when
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SUPERMODEL_DEBUGGER not defined
- Option '-print-inputs' works again if no ROM set specified
2019-02-19 09:24:31 +00:00
SpinDizzy
6fe878b1d3
Restore Sega Rally 2 music in some practice stages
2019-02-07 06:32:46 +00:00
SpinDizzy
383e6ac85c
Fixed MPEG music looping glitch.
2019-02-05 10:30:50 +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
Ian Curtis
f634d19fdc
Fix shader. Why this worked on my nvidia card .. I'm not sure.
2019-01-24 19:11:26 +00:00
Ian Curtis
8094c2e2b7
Composite the alpha layers at the end of rendering. To do this we need to mask the alpha pixels with the opaque pixels from the next priority layer. Fixes some overlapping shadows in vf3tb that have different priority layers. I assume that was a game bug, but it works on the real h/w.
2019-01-21 14:30:42 +00:00
SpinDizzy
c171356f7d
-Added support for specifying multiple sections simultaneously in INI
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files, e.g., [ daytona2, dayto2pe ]
-Forgetfulness in 763
2019-01-20 08:02:01 +00:00
Ian Curtis
864bb36b5a
Technically backface culling should cull polys when the dot product = 0, since when it equals 0 the polys is perpendicular to the camera and thus invisible. When you complete sega rally2 (if you can get that far lol) the champagne is invisible. The reason is because all the face normals are 0. So when multiplied by the model matrix they are still 0 and get culled. Tweaking the condition to only cull polys when greater than 0 fixes this, and allows these 'bad' polys to render as they do on the model3.
2019-01-16 01:07:56 +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.
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- 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
0f49e0b1e9
remove commands that do nothing
2018-12-08 20:01:37 +00:00
Ian Curtis
08eeb20033
clear scissored out areas
2018-12-08 19:55:26 +00:00
Ian Curtis
6075352868
Optimise depth calculation for quad shader.
2018-11-27 20:43:27 +00:00
Ian Curtis
78039e91a8
2018-10-28 18:30:04 +00:00
Ian Curtis
538a714086
Fade out microtextures with higher textures LODs. Fixes incorrectly applied microtextures in LA machineguns.
2018-10-23 00:16:23 +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
42eaa7f3d8
fix copy paste error :]
2018-10-14 10:05:24 +00:00
Ian Curtis
3eeec35e7c
Correctly emulate the real3d pro-1000 texture modes in our shader.
2018-10-13 13:29:45 +00:00
Ian Curtis
7bcc70a170
Update makefile
2018-10-01 17:42:45 +00:00
Ian Curtis
3dbfa73734
Both lemans24 and dirt devils are rendering some totally transparent objects as the first model in each viewport. The HW seems to skip these entirely, and including them breaks our near/far plane calculations leading to Z fighting.
2018-09-19 20:43:41 +00:00
Ian Curtis
e3255e45f3
Tweak the ratio for the near plane. Fixes missing text on the map indicator at the start of spikeout. The vertices are 0.003 units apart so a tonne of precision is required at the near plane to not depth test out.
2018-09-18 21:46:38 +00:00
Ian Curtis
c5b156d95d
remove debug code
2018-09-18 21:20:15 +00:00
Ian Curtis
5dab9910e2
avoid double matrix load
2018-09-16 08:43:13 +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
e4f5f0bcaf
Sega bass fishing is starting some off the meshes with a shared vertex. Without having a previous vertex to share with, the values were just uninitialised and junk. The hardware itself seems to hold the value from the previous mesh, and sega bass fishing relies on this undefined behaviour to function correctly. Storing the cached vertices as member variables instead of locally to the function means it holds the values from the last mesh, and uses those values instead of random garbage.
2018-09-02 21:36:24 +00:00
Ian Curtis
c1c2dedcfa
remove dead variable
2018-08-09 21:57:51 +00:00
Ian Curtis
9f5a19a04a
Use correct PCI IDs (Harry Tuttle)
2018-07-09 08:06:06 +00:00
Ian Curtis
80cf1f9b52
add crosshair effect (Harry Tuttle)
2018-07-04 22:15:44 +00:00
Ian Curtis
73ff32a10d
fix cast, and remove extra ; that had snuck into the shaders
2018-06-18 10:24:46 +00:00
Ian Curtis
f9be1259c0
Opaque polys definitely depth test with less than or equal. Virtua striker is drawing co-planar polys for the bar gfx
2018-06-17 11:30:01 +00:00
Ian Curtis
c7ffd0a808
Draw transparent polys to separate layers and composite at the end. This solves a tonne of transparency errors we had been battling with for a long time. The model3 is strange in the fact it only supports a max of two translucent overlapped polys. They are not blended into the frame normally. Doing this means the topmost translucent polys only are visible in the scene, the equivalent of doing a depth pass first, but without the added cost.
2018-06-16 21:31:29 +00:00
Ian Curtis
7497e3f1a6
forgot parentheses
2018-05-29 14:54:23 +00:00
Ian Curtis
f9f43ca66b
2018-05-28 12:55:13 +00:00
Ian Curtis
c1e0e3728b
optimise hash function and parse out transparency layer select bit
2018-05-28 11:59:48 +00:00
Ian Curtis
2af58f4352
select correct bit ..
2018-05-24 20:19:54 +00:00
Ian Curtis
8452d4c0ef
Parse out TranslucencyPatternSelect
2018-05-24 20:13:15 +00:00
Ian Curtis
4d275ba49e
Parse siblings after children. It's the only way to get Daytona water fall to look correct without h/w poly sorting.
2018-05-03 18:37:49 +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
Ian Curtis
c6b86c0812
Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency.
2018-05-02 20:10:02 +00:00
Ian Curtis
11a3cdbfd1
remove unnecessary copies
2018-04-24 13:51:53 +00:00
Ian Curtis
b39de6e4df
Fix controller inputs (Spindizzi)
2018-03-30 12:04:27 +00:00
Bart Trzynadlowski
934941423a
Inconsequential typo
2018-03-26 23:02:30 +00:00
Bart Trzynadlowski
b5f1b7a2fd
Reverted version to 0.3a-WIP. Release version will be updated to 0.4a.
2018-03-26 23:01:18 +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
d21e71dced
work around for non working jtag code in star wars
2018-03-21 10:26:05 +00:00
Ian Curtis
b184ca3e1b
Clamping must be applied before the spotlight is applied on step 1.0 h/w.
2018-03-10 09:13:28 +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