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
|
80cf1f9b52
|
add crosshair effect (Harry Tuttle)
|
2018-07-04 22:15:44 +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 |
|
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
|
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
|
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
|
0efd4dac39
|
Finish fixed shading for 2.0 hardware. I'm pretty sure it actually works identically to step 1.5 hardware. The oddball is LA machine guns where the viewport ambient doesn't seem to effect the brightness. But the ambient works differently in this game because it uses the unclamped light model. Still need to investigate if the diffuse factor effects fixed shading.
|
2017-08-15 23:21:57 +00:00 |
|
Bart Trzynadlowski
|
a315627401
|
Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default.
|
2017-08-11 00:41:10 +00:00 |
|
Ian Curtis
|
7dc1eac614
|
make the new3d engine default :] Legacy engine can still be selected using -legacy3d in the command line
|
2017-08-10 15:59:16 +00:00 |
|
Bart Trzynadlowski
|
76817790d4
|
Extended -gfx-state to produce culling node analysis
|
2017-04-11 07:03:47 +00:00 |
|
Bart Trzynadlowski
|
9989eae8aa
|
Hooked up the command line help options (thanks, Spindizzi!) and updated copyright info
|
2017-04-09 15:08:02 +00:00 |
|
Bart Trzynadlowski
|
86ffda66d8
|
Updated help text to include -game-xml-file option
|
2017-04-08 18:28:49 +00:00 |
|
Ian Curtis
|
788a480ff3
|
add missing include
|
2017-04-07 15:47:36 +00:00 |
|
Bart Trzynadlowski
|
df283d9aa3
|
Using Game::INPUT_* instead of obsolete GAME_INPUT_*
|
2017-04-05 16:17:57 +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
|
f6707ecfba
|
Fixed graphics state analyzer
|
2017-04-04 23:28:06 +00:00 |
|
Ian Curtis
|
ddbf08ac73
|
don't ask
|
2017-03-27 22:06:23 +00:00 |
|
Ian Curtis
|
f320af2049
|
fix project files
|
2017-03-27 22:01:31 +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 |
|
Ian Curtis
|
9fb6acc92d
|
fix scissor code for native resolution (thanks HarryTuttle)
|
2017-03-22 20:38:44 +00:00 |
|
Ian Curtis
|
9780f333b4
|
The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch :)
|
2017-03-19 01:33:45 +00:00 |
|
Ian Curtis
|
0a7c0d0864
|
change throttle logic for smoother playback, we could get closer to 60fps if SDL timers weren't so lame
|
2016-10-21 00:04:12 +00:00 |
|
Bart Trzynadlowski
|
bcc663d4eb
|
Moved logging functions into OSD/Logger.cpp (eventually logging system will be reworked entirely) and added new config tree structure (not yet used).
|
2016-07-05 01:15:58 +00:00 |
|
Bart Trzynadlowski
|
f31f06b42e
|
Fix compilation when SUPERMODEL_DEBUGGER enabled
|
2016-06-13 00:53:39 +00:00 |
|
Bart Trzynadlowski
|
b0911afd1f
|
Added drive board and lamp raw outputs (submitted by SailorSat)
|
2016-06-07 01:51:16 +00:00 |
|
Bart Trzynadlowski
|
6dc5845d47
|
Added -vsync and -no-vsync option descriptions to command line help
|
2016-06-02 23:51:43 +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
|
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 |
|
Bart Trzynadlowski
|
147faf37c9
|
Added palette bit to list of bits to dump for analysis
|
2016-05-14 06:21:56 +00:00 |
|
Bart Trzynadlowski
|
595e24ad60
|
Changed XInput DLL failure message
|
2016-05-07 03:25:05 +00:00 |
|
Bart Trzynadlowski
|
fa65542d76
|
Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D()
|
2016-05-03 00:28:56 +00:00 |
|
Bart Trzynadlowski
|
e0513ec723
|
Updated to-do comments
|
2016-04-29 23:57:15 +00:00 |
|
Ian Curtis
|
2785ecd25f
|
read front buffer
|
2016-04-28 22:15:36 +00:00 |
|
Bart Trzynadlowski
|
7456aa745c
|
Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled
|
2016-04-28 13:18:56 +00:00 |
|
Bart Trzynadlowski
|
0ae9e8013b
|
Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame
|
2016-04-28 01:27:35 +00:00 |
|
Bart Trzynadlowski
|
3c5fcbd241
|
Forgot a newline
|
2016-04-27 04:15:22 +00:00 |
|
Bart Trzynadlowski
|
c0ec610e99
|
Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
|
2016-04-27 04:09:50 +00:00 |
|
Bart Trzynadlowski
|
112777385e
|
Added a debug option to load and render a single frame of graphics state from a save state file. Only available if compiled with DEBUG defined. Invoked using: -gfx-state=<file> on command line.
|
2016-04-24 17:06:14 +00:00 |
|
Bart Trzynadlowski
|
1265c8d184
|
Using IEmulator interface instead of CModel3 directly
|
2016-04-24 03:01:42 +00:00 |
|
Bart Trzynadlowski
|
9baa0488e3
|
Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a)
|
2016-04-24 01:50:03 +00:00 |
|
Bart Trzynadlowski
|
3bd8e20639
|
Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line.
|
2016-04-24 01:40:16 +00:00 |
|
Bart Trzynadlowski
|
198a469ff7
|
Created IEmulator interface, renamed CBus to IBus and CPCIDevice to IPCIDevice. Frames now rendered when emulator paused.
|
2016-04-10 03:42:41 +00:00 |
|
Bart Trzynadlowski
|
e08b754140
|
Changed help text to explain that -sound-volume and -music-volume only take effect when DSB is present
|
2016-04-05 04:31:39 +00:00 |
|
Ian Curtis
|
93f6b01e0b
|
Update project to vs 2013. Clean compile warnings
|
2016-03-22 12:30:23 +00:00 |
|
Ian Curtis
|
5b3eea25fb
|
fix basic compile errors (with vs)
|
2016-03-22 11:34:32 +00:00 |
|
Bart Trzynadlowski
|
ec7588e2cd
|
Include Version.h
|
2016-03-22 03:41:00 +00:00 |
|
Bart Trzynadlowski
|
34301e97e1
|
Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
|
2016-03-21 04:10:14 +00:00 |
|
Bart Trzynadlowski
|
9802bbbfd8
|
Fixed compilation errors involving min and max functions
|
2016-03-21 04:07:32 +00:00 |
|