Bart Trzynadlowski
c2f80cef6b
Support for hex numbers in string to integer conversions (with '0x' prefix) and special keywords in string to bool conversions (true/false/on/off/yes/no)
2016-08-24 04:11:52 +00:00
Bart Trzynadlowski
f08ad1584f
Added Util::Stricmp() and small tweak to serialization of Util::Format
2016-08-24 04:10:20 +00:00
Bart Trzynadlowski
2efe18b525
Added support for multiple value types in config nodes.
...
Removed Ptr_t and ConstPtr_t from public interface, moved config tree builders into their own file, and made them pass by reference and value.
Exceptions can be thrown now on lookup failures.
Removed s_empty_node -- failed lookups in [] operator create a permanent "hidden" child.
Updated comment in NewConfig.cpp.
2016-08-21 22:22:45 +00:00
Bart Trzynadlowski
01a6ad1596
Added copy constructor and assignment operator using C++11 move semantics
2016-08-19 00:01:45 +00:00
Bart Trzynadlowski
a9816467d8
Defined inputs
2016-08-18 04:19:36 +00:00
Bart Trzynadlowski
fbeeb3c922
Support for deep copies via assignment operator. This will pave the way for elimination of Ptr_t and ConstPtr_t.
2016-08-18 04:14:36 +00:00
Bart Trzynadlowski
5652aab91f
Added Write() method to write buffer to an ostream, and added an ostream operator overload
2016-08-18 04:13:50 +00:00
Bart Trzynadlowski
1dc360a8b0
Changes to game loader interface, added 32-bit word swapping utility function
2016-08-11 03:53:19 +00:00
Bart Trzynadlowski
a2423a8b75
Initial check-in of game loader (not operational yet)
2016-08-10 03:28:40 +00:00
Bart Trzynadlowski
037bfc648d
Byte swapping utility function
2016-08-10 03:27:59 +00:00
Bart Trzynadlowski
718c237063
Added ValueAsBool(), ValueAsBoolWithDefault(), and ValueAsUnsignedWithDefault()
2016-08-10 03:27:01 +00:00
Bart Trzynadlowski
52d6eac7e5
Added Util::Config::Node::ValueAsUnsigned() with support for base 10 and 16 ('0x' prefix)
2016-07-10 04:25:41 +00:00
Bart Trzynadlowski
331d7042f2
Added Util::ToLower()
2016-07-10 04:25:12 +00:00
Bart Trzynadlowski
a84aacf80b
Config::Node::Add() now supports nested keys (e.g., Add("foo/bar/baz", "0") will create three nested config nodes)
2016-07-09 15:19:17 +00:00
Bart Trzynadlowski
24c341120a
Changed Config::Node::Create() to Add() and added a Set() method (for INI semantics). Turned Test_Config.cpp into a proper unit test reporting pass/fail for each test.
2016-07-09 14:45:48 +00:00
Bart Trzynadlowski
2e069af603
Adding tinyxml2 lib
2016-07-07 05:05:27 +00:00
Bart Trzynadlowski
724dc93294
XML parsing support for new config system
2016-07-07 04:59:10 +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
0ab486645c
Updated Fragment_NoSpotlight.glsl (fragment shader for legacy engine without spot light)
2016-07-04 01:00:24 +00:00
Ian Curtis
732bff2769
disable spot light if the extent is zero
2016-06-29 20:53:19 +00:00
Ian Curtis
efa7776871
parse some unimplemented spot light values from viewport
2016-06-27 17:35:27 +00:00
Bart Trzynadlowski
de043355bc
Marked offset of code in CROM for scudp
2016-06-24 01:01:30 +00:00
Ian Curtis
d058a29ac8
stencil translucent non textured polys
2016-06-19 23:33:06 +00:00
Ian Curtis
85c4d85562
refactor
2016-06-19 21:43:09 +00:00
Ian Curtis
c2b1db11f8
Cull geometry based on the culling distances in the nodes. Should give some sort of speedup on lower end pcs where the CPU is predominantly the bottle neck.
2016-06-16 20:05:29 +00:00
Bart Trzynadlowski
f31f06b42e
Fix compilation when SUPERMODEL_DEBUGGER enabled
2016-06-13 00:53:39 +00:00
Ian Curtis
d799c63b1a
cache bound texture
2016-06-10 11:29:20 +00:00
Ian Curtis
48a79a8f14
cleaning
2016-06-10 10:18:47 +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
8440bc7f03
support negative exponent
2016-06-03 09:33:46 +00:00
Ian Curtis
5081ee99dc
Add code to convert the 16bit float format used by the hardware back into float 754 format. 16bit floats are used for the culling radiuses in the nodes.
2016-06-03 00:01:34 +00:00
Bart Trzynadlowski
6dc5845d47
Added -vsync and -no-vsync option descriptions to command line help
2016-06-02 23:51:43 +00:00
Ian Curtis
9bc1fbf0cb
remove dead code
2016-06-02 21:26:50 +00:00
Bart Trzynadlowski
968652bcfb
Added a Split() function to Util::Format.
2016-06-02 03:14:46 +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
ff8e9d6aad
Check for overflow. Fixes some fade effects
2016-05-30 23:10:56 +00:00
Bart Trzynadlowski
9a49fefe12
Legacy engine: fixed texture offsets (VON2 was broken by last commit). Texture coordinates are wrapped within the bank first and then the bank can be swapped. This also allows the full range of texture coordinate bits to be used as specified in the Pro-1000 SDK.
2016-05-30 19:18:11 +00:00
Ian Curtis
36074d9fd5
Y texture offsets are just 5 bits. Texture coordinate wrap around happens in the same texture sheet, not into the next one. Fixes various texturing bugs in sega rally.
2016-05-30 13:25:00 +00:00
Bart Trzynadlowski
d1f49675b1
Legacy engine: Culling node texture Y offset is only 5 bits (fixes Sega Rally 2 initials decal)
2016-05-29 20:49:28 +00:00
Bart Trzynadlowski
2ee0d9018e
New engine: modf -> std::modf (fixes compilation on gcc)
2016-05-28 20:54:25 +00:00
Bart Trzynadlowski
1a908dd414
Legacy engine: expanded color index to 12 bits from 11. Does this affect any games?
2016-05-28 20:50:05 +00:00
Bart Trzynadlowski
5c1a240565
New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods.
2016-05-28 20:49:10 +00:00
Bart Trzynadlowski
2ef5203839
Forgot to describe one polygon header field in Model.cpp
2016-05-28 20:40:45 +00:00
Bart Trzynadlowski
e4a5c341dd
Updated polygon header descriptions
2016-05-28 20:33:10 +00:00
Bart Trzynadlowski
0ebb8d5d47
Legacy engine: Added stencil buffering for layered models and shadows. Not as accurate as new engine because stencil buffering is applied per-model rather than per-polygon, so the entire model must consist of stencil-tested polygons. In practice, though, this seems to work fine.
2016-05-28 19:52:30 +00:00
Ian Curtis
ce03c13847
Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts
2016-05-28 13:21:35 +00:00
Ian Curtis
661f19be19
fix transparency values, values are from 0-32, not 0-16 where the top bit disables
2016-05-27 22:20:57 +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
Ian Curtis
8979246642
remove bad rom patches
2016-05-26 16:21:42 +00:00
Ian Curtis
3f9936d664
don't clamp after spot light code, looks much closer to h/w
2016-05-26 09:06:09 +00:00