Ian Curtis
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d8f736e7a8
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timing fix for srally2x (Spindizzi)
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2019-01-06 23:48:34 +00:00 |
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Ian Curtis
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24cbc401b9
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Updates games.xml for new prototype games (Spindizzi)
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2019-01-06 23:43:27 +00:00 |
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Ian Curtis
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0f49e0b1e9
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remove commands that do nothing
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2018-12-08 20:01:37 +00:00 |
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Ian Curtis
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08eeb20033
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clear scissored out areas
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2018-12-08 19:55:26 +00:00 |
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Ian Curtis
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6075352868
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Optimise depth calculation for quad shader.
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2018-11-27 20:43:27 +00:00 |
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Ian Curtis
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6eaf204d72
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Update Games.xml for games that were recently dumped
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2018-11-11 20:48:49 +00:00 |
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Ian Curtis
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78039e91a8
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2018-10-28 18:30:04 +00:00 |
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Ian Curtis
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538a714086
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Fade out microtextures with higher textures LODs. Fixes incorrectly applied microtextures in LA machineguns.
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2018-10-23 00:16:23 +00:00 |
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Ian Curtis
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b8da2d6064
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debug code should be disabled
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2018-10-22 21:59:01 +00:00 |
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Ian Curtis
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bf4d725970
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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.
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2018-10-19 20:59:46 +00:00 |
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Ian Curtis
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df02d6a753
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return correct PCI ID
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2018-10-18 09:42:51 +00:00 |
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Ian Curtis
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3dc69f89b8
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fix debugging code
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2018-10-17 22:36:33 +00:00 |
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Ian Curtis
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42eaa7f3d8
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fix copy paste error :]
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2018-10-14 10:05:24 +00:00 |
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Ian Curtis
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3eeec35e7c
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Correctly emulate the real3d pro-1000 texture modes in our shader.
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2018-10-13 13:29:45 +00:00 |
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Ian Curtis
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a5ad1c4099
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Revert some patches (Spindizzi)
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2018-10-07 19:31:55 +00:00 |
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Ian Curtis
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7bcc70a170
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Update makefile
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2018-10-01 17:42:45 +00:00 |
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Ian Curtis
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3dbfa73734
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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.
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2018-09-19 20:43:41 +00:00 |
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Ian Curtis
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e3255e45f3
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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.
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2018-09-18 21:46:38 +00:00 |
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Ian Curtis
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c5b156d95d
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remove debug code
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2018-09-18 21:20:15 +00:00 |
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Ian Curtis
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5dab9910e2
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avoid double matrix load
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2018-09-16 08:43:13 +00:00 |
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Ian Curtis
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a7e851d578
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updated command line help
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2018-09-14 20:31:34 +00:00 |
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Ian Curtis
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b5f9ad9651
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Quad rendering engine. Set QuadRendering = 1 in the ini file to use, or -quad-rendering at the end of the command line to use.
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2018-09-13 12:50:34 +00:00 |
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Ian Curtis
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e4f5f0bcaf
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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.
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2018-09-02 21:36:24 +00:00 |
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Ian Curtis
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c1c2dedcfa
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remove dead variable
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2018-08-09 21:57:51 +00:00 |
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Ian Curtis
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9f5a19a04a
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Use correct PCI IDs (Harry Tuttle)
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2018-07-09 08:06:06 +00:00 |
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Ian Curtis
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80cf1f9b52
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add crosshair effect (Harry Tuttle)
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2018-07-04 22:15:44 +00:00 |
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Ian Curtis
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73ff32a10d
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fix cast, and remove extra ; that had snuck into the shaders
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2018-06-18 10:24:46 +00:00 |
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Ian Curtis
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f9be1259c0
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Opaque polys definitely depth test with less than or equal. Virtua striker is drawing co-planar polys for the bar gfx
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2018-06-17 11:30:01 +00:00 |
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Ian Curtis
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c7ffd0a808
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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.
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2018-06-16 21:31:29 +00:00 |
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Ian Curtis
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7497e3f1a6
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forgot parentheses
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2018-05-29 14:54:23 +00:00 |
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Ian Curtis
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f9f43ca66b
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2018-05-28 12:55:13 +00:00 |
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Ian Curtis
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c1e0e3728b
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optimise hash function and parse out transparency layer select bit
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2018-05-28 11:59:48 +00:00 |
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Ian Curtis
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2af58f4352
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select correct bit ..
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2018-05-24 20:19:54 +00:00 |
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Ian Curtis
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8452d4c0ef
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Parse out TranslucencyPatternSelect
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2018-05-24 20:13:15 +00:00 |
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Bart Trzynadlowski
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4d5c9e7231
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Fixed Makefiles for non-MSYS builds. Unfortunately had to revert a lot of the automated configuration that Harry had inserted. Users will again need to hand-edit Makefile.Win32 for their configuration. Verbose warnings (-Wall) have been restored.
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2018-05-06 18:52:23 +00:00 |
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Ian Curtis
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4d275ba49e
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Parse siblings after children. It's the only way to get Daytona water fall to look correct without h/w poly sorting.
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2018-05-03 18:37:49 +00:00 |
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Bart Trzynadlowski
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3f9b1b76e5
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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.
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2018-05-03 03:46:44 +00:00 |
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Ian Curtis
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c6b86c0812
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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.
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2018-05-02 20:10:02 +00:00 |
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Ian Curtis
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11a3cdbfd1
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remove unnecessary copies
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2018-04-24 13:51:53 +00:00 |
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Ian Curtis
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b39de6e4df
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Fix controller inputs (Spindizzi)
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2018-03-30 12:04:27 +00:00 |
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Bart Trzynadlowski
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934941423a
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Inconsequential typo
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2018-03-26 23:02:30 +00:00 |
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Bart Trzynadlowski
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b5f1b7a2fd
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Reverted version to 0.3a-WIP. Release version will be updated to 0.4a.
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2018-03-26 23:01:18 +00:00 |
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Bart Trzynadlowski
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f0ea6b45a8
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Added ability to load save state at startup using -load-state or InitStateFile (in config file)
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2018-03-26 22:59:06 +00:00 |
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Ian Curtis
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d21e71dced
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work around for non working jtag code in star wars
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2018-03-21 10:26:05 +00:00 |
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Ian Curtis
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b184ca3e1b
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Clamping must be applied before the spotlight is applied on step 1.0 h/w.
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2018-03-10 09:13:28 +00:00 |
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Ian Curtis
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609d1ba19f
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Fix step 1.0 games with NET_BOARD defined (Spindizzi)
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2018-03-08 14:27:28 +00:00 |
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Ian Curtis
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d8572a923a
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Update network code (Spindizzi)
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2018-02-24 15:53:18 +00:00 |
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Ian Curtis
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995cf6adb0
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white space
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2018-01-29 19:33:29 +00:00 |
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Ian Curtis
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10cefb7c61
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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.
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2018-01-29 19:31:23 +00:00 |
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Ian Curtis
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6bc4224154
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fix a few compile warnings
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2018-01-25 21:07:22 +00:00 |
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