Commit graph

862 commits

Author SHA1 Message Date
Ian Curtis 820f27cea1 A hack to get spikeout to work (uncomment to enable) (Spindizzi) 2018-01-25 20:40:05 +00:00
Ian Curtis 964f08c894 Disable the netboard if EmulateNet=0 (Spindizzi) 2018-01-25 20:38:31 +00:00
Ian Curtis 85a638bc06 remove extra qualifier 2018-01-22 21:10:20 +00:00
Ian Curtis 04758e38b6 Update make files and fix build for the various options (Harry Tuttle) 2018-01-22 21:01:35 +00:00
Ian Curtis b5bbda67d0 fix header files 2018-01-22 18:27:51 +00:00
Ian Curtis 571d1060ee Remove using namespace std from the header files .. 2018-01-21 15:09:11 +00:00
Ian Curtis 8266eecabb Parse out line of sight position. Only known to be used by scud. 2018-01-15 21:27:21 +00:00
Ian Curtis 99b5b9ba1b make the logic a bit clearer 2018-01-15 14:40:59 +00:00
Ian Curtis 22a6166b82 fix Ian's bad maths :) 2018-01-15 13:08:39 +00:00
Ian Curtis a1350d95a2 Update microtexture coordinate logic (Harry Tuttle) 2018-01-14 12:56:24 +00:00
Ian Curtis 863ea95013 simplify maths 2018-01-10 20:37:21 +00:00
Ian Curtis adb5196625 comment out unneeded code 2018-01-10 16:12:33 +00:00
Ian Curtis d708ce9ba2 top/bottom were swapped for off axis projection 2018-01-10 16:08:02 +00:00
Ian Curtis 6efa03112e Rewrite projection maths based upon previously unknown viewport values. The previous values used roughly worked as the normals for frustum planes. Perhaps they were only used for culling and not actually rendering, as sometimes the values don't work correctly. 2018-01-08 18:35:42 +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 dc3048df24 use the correct c++ deleters 2018-01-06 11:19:04 +00:00
Ian Curtis 19e6aab1fa use a few macros to make debugging less painful 2018-01-06 01:18:14 +00:00
Ian Curtis 314279ed25 Add network board emulation. Currently not linked with the rest of the project. 2018-01-04 19:14:12 +00:00
Ian Curtis f7678d918e remove using namespace from headers .. 2018-01-03 17:51:24 +00:00
Ian Curtis 53c98283aa rename to avoid clash with a #define 2018-01-03 16:19:10 +00:00
Ian Curtis 3ab93cf6ee add asynchronous sending functions 2018-01-02 18:54:34 +00:00
Ian Curtis 58dc18cd11 remove dead variable 2017-12-29 11:46:38 +00:00
Ian Curtis 78ae00faf1 Add basic networking files to supermodel. Currently these are win32 specific but can port to SDL or whatever later. 2017-12-29 11:42:03 +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 cede67468c Fix some bad/missing textures in fighting vipers. The game is referencing totally illegal texture sizes. The real h/w was just handling it somehow, whilst we were returning null for the textures. This might produce junk textures for the lower mipmaps, but this can be clamped in a later update. 2017-12-13 01:21:25 +00:00
Ian Curtis 62d9584b0d Shift fog maths to fragment shader to fix bug in virtua on. 2017-11-23 17:51:51 +00:00
Ian Curtis bddc86aba9 The vertex shader is run before clipping is done. If fogging values are calculated and clamped in the vertex shader it can interpolate bad values, since the range has been truncated. This happens if the polys overlap the near plane. The solution to clamp the values in the fragment shader. This fixes a bunch of fogging errors I long thought were transparency related errors in the ocean hunter. 2017-11-20 22:21:15 +00:00
Ian Curtis bc7f1e9fac Fixed shading also works with untextured polys. Fixes some shading issues in La machineguns. (Harry Tuttle) 2017-11-07 00:15:57 +00:00
Ian Curtis df44ad458b Update step 1.5 luminous logic with Harry's findings. Fixes various shading issues. 2017-11-05 13:25:33 +00:00
Ian Curtis 8e13c3bbb9 Finish the hash function (Harry Tuttle) 2017-10-19 20:48:53 +00:00
Ian Curtis 7f6df0cc84 Remove fixed shading check from specular. 2017-10-07 12:39:30 +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
Ian Curtis 43cf6b3bbf update spotlight code (Harry Tuttle) 2017-10-05 18:49:08 +00:00
Bart Trzynadlowski 2397b8225a New, saner Makefiles. They still require some customization but share a core Makefile include with auto-generation of dependencies. Multi-threaded building (e.g., make -j6) is supported now. 2017-10-05 02:14:02 +00:00
Ian Curtis 9bac7836ed add missing header 2017-09-30 19:05:04 +00:00
Bart Trzynadlowski 3ca37089ca Get rid of unused variable warning 2017-09-27 13:20:09 +00:00
Ian Curtis 0afd9026dc Fix the sky in one of the levels in virtua on. The problem was caused by the fact we didn't split the mesh by the fog % burn through, so all the polys had the same value. We could use a vertex attrib, but % burn through fog is so rarely used and when it is, normally every poly in the mesh has the same value. 2017-09-26 00:30:08 +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 adecec77de fix missing header 2017-09-24 22:14:39 +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
Bart Trzynadlowski c4f8471d7a Added functions to safely read and write bools 2017-09-24 20:49:31 +00:00
Bart Trzynadlowski 1db2f6bb84 Added functions to extract bits as integer values and updated comment about bit vector layout 2017-09-24 18:40:58 +00:00
Bart Trzynadlowski 3041ca1922 Added SetOnes() and SetZeros() 2017-09-23 16:08:27 +00:00
Bart Trzynadlowski c3eef706e8 Safe guard against shifting empty register. 2017-09-23 15:40:20 +00:00
Bart Trzynadlowski 98b0354dd6 Hex formatting support extended to 64 bits. 2017-09-23 15:33:26 +00:00
Bart Trzynadlowski 61a0517bd9 Added ShiftOutLeft() and ShiftOutRight() 2017-09-23 15:03:06 +00:00
Bart Trzynadlowski 7a2e6b393a Renamed shift in/out functions to add/remove to be less ambiguous about their functionality 2017-09-23 14:42:05 +00:00
Bart Trzynadlowski 86631695d7 Added ToHexString() and made ostream serialization use this 2017-09-19 19:43:06 +00:00
Bart Trzynadlowski e12a945ddd Fix for VS2015 and newer by MetalliC 2017-09-18 04:24:23 +00:00
Bart Trzynadlowski f2030ac125 Added BitRegister class (for use in upcoming JTAG refactor): an inefficient but flexible container for manipulating a dynamic bit stream. 2017-09-07 19:33:25 +00:00
Ian Curtis a3e2fb7906 Calculating the length of the vertex results in quite broken values for fogging when the vertices are traversing the view frustum. The hardware also wouldn't have been doing a square root per vertex for fogging. Simply using the z values is enough. Todo check clamping of values for the near/far planes. 2017-09-06 13:07:39 +00:00
Ian Curtis 2786d95795 add interface for sun clamp 2017-09-02 14:54:16 +00:00
Ian Curtis 266c911133 Optimise vertex data to cut down on unnecessary copying 2017-08-30 21:45:25 +00:00
Ian Curtis 165926aa06 Modern hardware does backface culling in window space by calculating the face normal for the polygon, then doing a dot product against the view vector. The real3d pro-1000 on the other hand passes a pre-calculated face normal for each polygon which is used for culling. We were using this face normal to rewind the polygons so that regular backface culling would work. This worked 99.9% of the time. However this was failing on some models in Virtua Striker. The reason was because the pre-calculated face normals being passed were actually completely different to the actual face normals for the poly (not just inverted like you would expect). This broke our code. The solution was to emulate face culling directly in the vertex shader using the pre-calculated face normals directly. Only minimally tested this but hopefully there are no obvious regressions. 2017-08-29 10:27:29 +00:00
Bart Trzynadlowski f04a285727 DMA and register space access for Real3D have been unified and CReal3D::ReadRegister() returns little endian data now that the PowerPC handler byte-swaps back, to be consistent with how DMA registers work. 2017-08-29 01:28:21 +00:00
Ian Curtis 50d1f95648 Changed fixed shaded logic for step 1.5 hw based upon Harry's findings 2017-08-25 22:40:39 +00:00
Ian Curtis b21ed49512 cosmetic 2017-08-21 23:00:29 +00:00
Ian Curtis cd5978773a Harry made some important discoveries with regards to fixed shading on the model 3 (per vertex poly brightness values). Firstly values are allowed to be negative, and they are used as a drop in replacement in the standard lighting equation for the normal dot light vector. This quite radically changes the brightness in LA Machine guns, but now correctly matches the arcade. 2017-08-19 20:06:31 +00:00
Bart Trzynadlowski 507990a350 Fixed up memory region dumping code to use the new Util::FlipEndian functions 2017-08-19 19:27:58 +00:00
Bart Trzynadlowski 21f813ad3e Fixed a bug in MCRFS instruction related to the VXSOFT, VXSQRT, and VXCVI bits. Thanks to Spindizzi. 2017-08-16 00:58:39 +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
Ian Curtis b1cc9a615d With fixed shading, when lighting is disabled, fixed shading appears to be a flat shaded version based upon the poly colour, instead of per vertex attributes. 2017-08-15 20:50:36 +00:00
Ian Curtis 2422caadc6 Pad struct and align on 4 byte boundary. 2017-08-15 20:45:08 +00:00
Ian Curtis eac76f0908 simplify 2017-08-14 23:30:34 +00:00
Ian Curtis 81188bee07 fixed shading doesn't effect the alpha channel 2017-08-14 16:10:26 +00:00
Ian Curtis c12e4c3215 Fixed shading (per vertex poly colours) on step 1.5 hardware have the viewport ambient value added to them. This fixes various shading on scud. To do this had to switch the maths to the vertex shader. 2017-08-14 09:14:06 +00:00
Ian Curtis 8f622714a7 Fix attribute locations. glBindAttribLocation must be called linking 2017-08-11 11:59:41 +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
Ian Curtis d7403afda6 use generic vertex attributes 2017-08-10 15:43:03 +00:00
Ian Curtis 57d0a513fd Technically matrix casts are only allowed in glsl 1.2 and later 2017-08-09 23:25:01 +00:00
Ian Curtis 063b7d3ea4 Remove debug code 2017-08-09 21:40:48 +00:00
Ian Curtis 5709ee2659 Sometime ago I managed to work out that specular on the model3 is not real specular, and really is just an extension of diffuse lighting. But attempts were derailed by corner cases and the fact we were not handling the normals correctly. Anyway Harry managed to successfully come up with an algorithm, and coefficients that give an almost perfect match to specular on the model3, based soley on observations from video footage! He also worked out that the lighting on hardware 1.5 onwards appears to be unclamped (ie greater than 1). This quite radically changes the brightness of some of the games, but much better matches the original hardware. 2017-08-09 16:56:56 +00:00
Ian Curtis 1d338877fc cosmetic 2017-08-03 11:05:04 +00:00
Ian Curtis 3fc28159eb Add the unclamped light model we know exists to the shaders. 2017-08-03 10:41:18 +00:00
Ian Curtis b1bd877b82 Ski champ for some reason is passing denormalised numbers for the modelscale. This is causing a NaN in our shader killing the lighting for these models, so we simply skip these, since they are essentially zero anyway. Thanks to Harry for finding this bug :) 2017-08-01 23:48:53 +00:00
Ian Curtis 9aa3f13777 We were force normalising the result of matrix * normal, which looked correct in most cases. But this didn't preserve the scaling of the matrix, or the scaling of the model normals which resulted in many over bright areas. On it's own this generally worked, but games like Star Wars looked quite broken. Harry correctly figured out if you scale these normals by the scaling value that is sometimes present in the culling nodes the lighting looks correct. Still more work to do to correctly figure out the model3's lighting model. 2017-07-29 16:30:30 +00:00
Ian Curtis a9b49c1676 Implement unclamped light model based upon Harry's findings. Unknown how this is turned on/off. 2017-07-22 17:15:14 +00:00
Ian Curtis 2335f3173b Use c++11 raw string literals 2017-07-08 10:55:14 +00:00
Ian Curtis 3efb055344 Clamp the ambient light to a max of 0.75. LA Machine guns seems to use an ambient value of 1, which is full bright for everything. But for some reason the hardware seems to treat this as ~ 0.75. This fixes various missing shading in the game. This doesn't seem to have any negative effects on other games I have tested. Clamping in the shader as we might need the full range of values for fixed shading. 2017-06-29 19:05:30 +00:00
Ian Curtis 9e9a549283 remove WIP code 2017-06-25 20:09:45 +00:00
Ian Curtis ec3872d108 convert sun angle coordinate system outside of the shader 2017-06-25 19:50:02 +00:00
Ian Curtis 97781108e8 A second go at fixing the fixed lighting in star wars .. Fixed shading is per vertex poly colours. For some reason in star wars they are treated as unsigned values instead of signed, like in every other game. These polys are all marked with specular enabled, where as in the rest of the games they are missing this flag. That's the only difference I can find. 2017-06-21 17:04:53 +00:00
Ian Curtis 1532168af7 fix double offset 2017-06-20 21:44:58 +00:00
Ian Curtis b00315b072 Revert previous fixed shading changes. Implement new logic for fixed shading on step 1.5 hardware based upon Harry's findings. 2017-06-20 20:13:42 +00:00
Ian Curtis bb3c538808 remove debug code 2017-06-20 19:46:06 +00:00
Ian Curtis 260daa1b91 Fix the fix shading in star wars. Fixed shading still needs some work for mag truck and dirt devils to match the arcade. 2017-06-17 16:05:54 +00:00
Ian Curtis 73a7d2760d cosmetic 2017-06-07 23:16:22 +00:00
Ian Curtis 1193069709 Tweak scroll fog logic again .. should fix missing 2d fogging in Spikeout. 2017-06-07 23:14:01 +00:00
Ian Curtis 45741b24d2 rewrite scroll fog logic 2017-05-06 16:47:31 +00:00
Ian Curtis 80004b0dad Remove debug code 2017-04-25 00:31:39 +00:00
Ian Curtis 7694e4eb0c minor culling node optimisations 2017-04-25 00:10:55 +00:00
Ian Curtis ff936c588b don't need cast, conversion is implicit 2017-04-20 19:46:40 +00:00
Ian Curtis 912bb0e7cf better state handling 2017-04-20 19:43:41 +00:00
Ian Curtis 9b226ed478 parse out some culling node values 2017-04-17 10:40:07 +00:00
Ian Curtis 3c78571615 There are 2 bits in the polyheader labelled discard. When both are set ie in sega rally, the polygons are totally discarded. Scud seems to set bit 1 which seems halve the opacity. 2017-04-15 19:00:46 +00:00
Ian Curtis 21836c088c The real3d has a flag that allows the hw to skip polygons so that they aren't rendered. Sega rally2 uses this for the dust effects. Triangles or quads that have this flag are junk, and look like random corruption if you try to draw them. We assumed polys that shared vertices with these bad polygons were also bad. It turns out the last few shared vertices in these polys were in fact valid, and thus the entire quad/triangle strip should be drawn and not discarded. 2017-04-14 23:41:11 +00:00
Ian Curtis fc50bdee98 light parameters must be clamped (HarryTuttle) 2017-04-14 00:08:17 +00:00
Ian Curtis 391aafd4c1 Virtua fighter has a few massive polys that shouldn't be visible. It looks like these polys have a bad matrix, but the node distances are all zero. This means the bounding box that encapsulates them is of size zero. Skipping over these entirely seems to fix the issue. 2017-04-12 15:47:57 +00:00
Bart Trzynadlowski 4a70d5ec9a Updated Util::Config::Node unit tests with multiple leaf node test 2017-04-12 02:41:02 +00:00
Ian Curtis e462fbeda0 remove unused variable 2017-04-11 11:11:45 +00:00
Bart Trzynadlowski 76817790d4 Extended -gfx-state to produce culling node analysis 2017-04-11 07:03:47 +00:00
Bart Trzynadlowski 9dd2b24729 Fixed behavior of Util::Config::Node when adding nested nodes (only leaf level can be duplicated; e.g., foo/bar and foo/bar will create one foo with two bar children, rather than two foo each with one bar). 2017-04-11 07:03:10 +00:00
Bart Trzynadlowski 901b8c3fa4 Spindizzi's SCSP DSP fix for the VF3TB cave stage 2017-04-09 15:27:43 +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
Ian Curtis 06cb5708e3 add missing include 2017-04-08 21:01:11 +00:00
Bart Trzynadlowski a649a0d36b Removed patches from source code and moved them into game XML file. Created ROMSet.cpp. Print a more descriptive error when game XML file fails to load. 2017-04-08 18:30:29 +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 006260be47 Harry Tuttle's fixes to fishing controls: invert fishing rod y and fishing stick y axis values so setting a negative axis is not necessary. Also changed reel to an analog input (similar to a pedal), whose neutral position is 0. 2017-04-07 04:42:04 +00:00
Bart Trzynadlowski 4ca7d5ef0e Harry Tuttle's change to Harley gear shift to use a single bit instead of two (no detectable difference in behavior, though) 2017-04-07 04:30:27 +00:00
Bart Trzynadlowski 205282a758 Removed unused file: Game.cpp 2017-04-06 03:23:32 +00:00
Ian Curtis 101e43213e cosmetic 2017-04-05 19:32:01 +00:00
Ian Curtis edfb521a9b Daytona seems to use this completely undocumented feature of the real3d pro-1000, the ability to invert texture colours. This patch fixes the colours on the cars, and the signs which should flash by alternating their colours. 2017-04-05 17:57:38 +00:00
Bart Trzynadlowski cc32e0bf8e Removed last vestiges of CINIFile from input system and removed Games.cpp, INIFile.cpp, and ROMLoad.cpp 2017-04-05 16:19:08 +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
Bart Trzynadlowski c4bf565a1a Added cstring 2017-04-04 23:27:39 +00:00
Ian Curtis 4ebcf5865a more whitespace .. 2017-04-03 12:02:49 +00:00
Ian Curtis a141635be6 white space .. 2017-04-03 12:01:37 +00:00
Ian Curtis c617a453fa Cache dereferenced values. Cuts loading time from 15 to 5 seconds in debug mode :) 2017-04-03 12:00:25 +00:00
Bart Trzynadlowski 5aafbbf936 Included cstring for memcpy 2017-04-03 05:34:23 +00:00
Bart Trzynadlowski 2aa9dc7967 Rewrote large parts of ROM loading code to more gracefully handle merged sets where overwritten parent ROMs are not present. Better handling of multiple zip files. Optimized ROM loading when stride and chunk size are equal and got rid of safety checks that I don't believe are necessary any longer. 2017-04-03 01:03:38 +00:00
Ian Curtis f0e00c5dc7 Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle) 2017-04-02 21:03:59 +00:00
Bart Trzynadlowski 07660be0df Fixed missing file detection (set_difference requires inputs sorted by desired key) and improved error reporting 2017-04-01 05:08:50 +00:00
Bart Trzynadlowski 68ebf35aac Removed TODO comment 2017-03-31 05:23:34 +00:00
Bart Trzynadlowski b0957e6459 Smarter game selection when a zip file contains multiple games (prefer child when parent is also present in zip) 2017-03-31 05:23:04 +00:00
Bart Trzynadlowski e40d268214 Warn about parent ROM sets having parent defined (not allowed) 2017-03-31 04:44:45 +00:00
Bart Trzynadlowski 47ce132292 Print missing files from games 2017-03-31 04:27:09 +00:00
Bart Trzynadlowski fd0f7ec6d1 Support loading of parent ROM sets (e.g., scudp will load scud) 2017-03-30 06:17:34 +00:00
Ian Curtis cd1a551e4b compile fixes 2017-03-28 22:28:46 +00:00
Ian Curtis 1a766843b5 MSYS2 compile fix (HarryTuttle) 2017-03-28 21:02:14 +00:00
Ian Curtis 69eac95846 Replace glsl 3 function. Apparently this doesn't work on OS X. 2017-03-28 20:24:44 +00:00
Ian Curtis 70259eec34 fix compile warnings 2017-03-28 19:33:16 +00:00
Bart Trzynadlowski 318f4cf6dc Sort games found in zip file by descending order of matching files so that game with the *most* matching files is picked 2017-03-28 04:03:38 +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
Ian Curtis 3fefff36c2 fix multiple default constructors 2017-03-27 18:15:15 +00:00
Ian Curtis 5c15dac16f add missing include 2017-03-27 14:14:36 +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
Bart Trzynadlowski 26a4417a5f Cosmetic: renamed step to stepping 2017-03-27 03:13:34 +00:00
Bart Trzynadlowski 10befe4938 No need to enclose values in quotes when writing INI file. Print that file was saved to console and log. 2017-03-27 03:10:36 +00:00
Bart Trzynadlowski 35d9842dd8 Added a TODO list 2017-03-27 03:09:24 +00:00
Bart Trzynadlowski c4a63821c3 Encapsulated zip file handling and added a "parent" member to the Game struct 2017-03-27 02:02:22 +00:00
Bart Trzynadlowski ba3a0b5e2a Checking in GameLoader.cpp, GameLoader.h, and ROMSet.h (not currently used in build) because I need to make a substantial modification in my local tree 2017-03-26 16:38:55 +00:00
Ian Curtis ff624afb4d The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated. 2017-03-25 00:06:24 +00:00
Ian Curtis 06c1cdcf94 Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases. 2017-03-24 20:54:12 +00:00
Ian Curtis 98d56ff011 cosmetic 2017-03-24 17:43:07 +00:00
Ian Curtis 82ac030dff calculate the correct number of mipmap textures 2017-03-24 16:51:52 +00:00
Ian Curtis 17f878421b Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors :) 2017-03-24 13:38:20 +00:00
Ian Curtis 17f7c2d9f6 use 32bit types 2017-03-23 17:18:33 +00:00
Bart Trzynadlowski 61159c07f8 Added 8- and 16-bit tilegen VRAM access handlers to fix missing columns in Star Wars Trilogy tilemaps. Thanks to Spindizzi for initial confirmation that this was the problem. 2017-03-23 04:22:25 +00:00
Ian Curtis 9fb6acc92d fix scissor code for native resolution (thanks HarryTuttle) 2017-03-22 20:38:44 +00:00
Ian Curtis 519cce34f5 remove debug code 2017-03-19 09:54:51 +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 b19ceb0b6a Texture coordinates seem to be scaled relative to the fixed texture size of 256. Thanks to HarryTurtle for figuring this crazy logic out. The road in scud matches the arcade now almost perfectly. 2017-03-13 00:59:35 +00:00
Ian Curtis dcd018ab7e Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle) 2017-03-12 19:00:00 +00:00
Ian Curtis 732e3ef51f More fixes to microtexture coordinates. They go vertically up and down the texture sheet, and not horizontally as I had guessed. (Thanks HarryTurtle) 2017-03-11 12:55:47 +00:00
Ian Curtis 6636776f03 Fix microtexture texture coordinates (thanks HarryTuttle) 2017-03-11 01:18:43 +00:00
Ian Curtis 503c88df11 fix the bad projection matrix in dirt devils and lost world 2017-03-07 01:29:07 +00:00
Ian Curtis f173c3c3ce The hardware actually seems to treat the quad primitive as a triangle strip. The winding order can actually change between the first and second 'triangle' inside the quad, leading our code to incorrectly backface cull the 2nd triangle. So we must re-calculate the winding order for the 2nd triangle. This fixes a massive missing poly in the road in la machine guns, probably other games too. The hardware is unaffected by the winding order, as it doesn't calculate the poly normal from the vertices directly, instead it uses the provided normal in the poly header. 2017-02-21 23:35:40 +00:00
Ian Curtis 5b9741bd5d Support high priority polygons. They are treated as a separate overlay plane by the h/w. Fixes some missing fx in harley. 2017-02-20 17:22:32 +00:00
Ian Curtis 2ae2010ee4 Add high priority poly function. Used by harley. 2017-02-18 23:58:08 +00:00
Ian Curtis 4a116190b5 When the translator map?? bit is enabled the colour format seems to be 4-5bit. Max observed value is 16. Scaling these values up seems to produce the correct colours in harley and dirt devils. 2017-02-16 17:20:42 +00:00
Ian Curtis 7407d03036 Put a check in there, in case near values come out really close to zero. Fixes a slight corner case in lemans24. A check probably should have been there originally :) 2017-02-08 16:14:50 +00:00
Ian Curtis 24cbeed526 Dynamically calculate near/far frustum planes for each viewport priority layer by clipping the overlapping meshes with the 4 frustum planes. A bit brute forcy, but the results are great. 2017-02-07 14:05:03 +00:00
Ian Curtis 144125a62e mark the nodes without valid distances set 2017-02-05 15:36:05 +00:00
Ian Curtis c82dc55485 cosmetics 2016-12-22 22:11:19 +00:00
Ian Curtis 72dd0dbf98 only need to cull against 4 clipping planes 2016-12-22 22:09:13 +00:00
Ian Curtis 20a9514aa2 For scroll fog set the viewport to the entire area, allows fog to work in widescreen mode 2016-12-15 19:27:08 +00:00
Ian Curtis ca7046729e properly cache un-normalised texture coordinates, fixes a texturing regression in Daytona 2016-12-15 12:10:52 +00:00
Ian Curtis f355e2d062 fix microtexture colours 2016-12-15 00:45:32 +00:00
Ian Curtis 89e75a9803 Only check scroll fog value from the first viewport from each priority layer. Seems to fix problems with background fogging. 2016-12-14 19:57:05 +00:00
Ian Curtis 707e945db9 delete unused files 2016-12-09 14:15:11 +00:00
Ian Curtis 2c23268d88 Support microtexture relative scale. The exact scaling values are not known, but a 2x difference between each level seems highly likely. We know from visual inspection from scud that the first level is exactly 4. The SDK has a function that accepts a float input for scale and does this. lod = (1/scale) + 0.5. If lod>3 lod = 3. So this is our best guess. 2016-12-09 14:13:46 +00:00
Ian Curtis da8b63b44b The model3 shares vertices between polygons. But it also seems to do this for polygons with different textures. This means the texture coordinate for potentially different sizes textures is shared. Currently this was broken leading to some corrupted looking textures. The fix is to simply cache the old texture coordinates, and recalculate the normalised coordinates in the new texture coordinate space. 2016-12-06 14:39:46 +00:00
Ian Curtis 10a5d2c0e1 refactor 2016-12-06 12:25:34 +00:00
Ian Curtis eece2d75b4 tweak scroll fog logic 2016-12-04 22:37:49 +00:00
Ian Curtis adbebb0204 clean up 2016-12-04 22:37:22 +00:00
Ian Curtis a310e8e5cf minor optimisations 2016-11-28 17:32:25 +00:00
Ian Curtis abc8c24b69 Only check the geometry for culling with valid node distances. We will need this later. 2016-11-27 19:30:46 +00:00
Ian Curtis fe60d115d2 Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore. 2016-11-26 01:19:51 +00:00
Ian Curtis 665fa90425 Get clipping planes directly from the viewport data. Also no need to clip against a far plane 2016-11-26 01:12:08 +00:00
Ian Curtis 54c405709f Need to walk back in memory and check the previous texture tiles to see if they overlap with the current textures being invalidated. If they overlap they must be cleared too. Algorithm is a bit brute forcy and more expensive than I'd like but it fixes the bad textures in Spikeout. 2016-11-22 20:30:10 +00:00
Ian Curtis 84ae8f035c Skip processing the mipmap section of memory. The real3d doesn't create mipmaps down to 1x1 that is needed to do mipmapping properly on modern hardware anyway. 2016-11-21 09:04:56 +00:00
Ian Curtis 2ddc8a30e0 Clear queued texture uploads after processing them. Saves re-uploading the same textures whilst paused 2016-11-20 17:02:59 +00:00
Ian Curtis 10dd530cde More accurate 2D colours. White should map to 255 not 248 2016-11-15 12:44:47 +00:00
Ian Curtis 483ba2f398 Fix the shading in scud. When lighting is disabled the fixed shading intensities appear to be offset values added to the colour value. 2016-11-11 17:50:27 +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
Ian Curtis 2f49012786 change scroll fog logic to parse the lower priority viewports first 2016-10-09 18:10:57 +00:00
Ian Curtis f0a15febd1 implement scroll fog, fixes a tonne of missing fx 2016-10-09 16:34:12 +00:00
Ian Curtis ef11990d19 Parse out scrollfog value used for blending over the 2d background. 2016-10-08 15:41:16 +00:00
Ian Curtis 33e795de9b Fix scenes with missing fog in ocean hunter. The game was passing negative fog densities. The sign seems to be ignored by the model 3. 2016-10-08 15:15:25 +00:00
Ian Curtis 9eeb81ac69 same fix for legacy engine 2016-10-08 12:10:47 +00:00
Ian Curtis 33cf6c89d1 our scratch mem must match correct max texture size 2016-10-08 11:59:25 +00:00
Ian Curtis c472d90fb9 Fix the sky in advanced stage in Dirt Devils. It uses a massive (for 1998 :p) 1024x256 texture. 2016-10-06 20:10:45 +00:00
Ian Curtis c3581c9fe8 Support multiple microTextures, fixes crazy texturing in sega ski champ. I'm assuming microtextures are always located on the other memory bank to the base texture. This logic seems to work for all our games anyway. 2016-10-06 01:37:29 +00:00
Bart Trzynadlowski e21ea93319 Added RGBA4 format to BMP file writer 2016-09-07 01:25:27 +00:00
Bart Trzynadlowski 3df3610361 Made parsing of hex values more robust 2016-08-25 04:54:08 +00:00
Bart Trzynadlowski 458684eb22 Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one 2016-08-24 22:21:18 +00:00
Bart Trzynadlowski 4b184b05dc Updated game loader to make use of latest changes to config tree: generic value types and eliminated pointers 2016-08-24 04:13:23 +00:00
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
Bart Trzynadlowski 8ba8d7290e Hooked up Sega Bass Fishing / Get Bass controls 2016-05-26 04:13:22 +00:00
Ian Curtis 89c987fae1 basic spotlight code 2016-05-26 00:08:12 +00:00
Bart Trzynadlowski a0910f96fb Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders. 2016-05-25 04:00:02 +00:00
Bart Trzynadlowski 6dc35f9563 Updated legacy engine vertex shader to use specular shininess and coefficient along with old equation. Still not correct (too strong compared to the old method). 2016-05-25 03:10:36 +00:00
Ian Curtis c5ce2b9679 fix alpha testing for texture format 7 2016-05-22 19:17:15 +00:00
Ian Curtis 65d6342947 remove dead code 2016-05-21 16:26:00 +00:00
Ian Curtis fd3eb49369 support 4 bit textures 2016-05-21 15:50:54 +00:00
Ian Curtis e108b56664 correctly mask pointers 2016-05-19 22:23:50 +00:00
Ian Curtis a79fd2786a optimise hash table access for better performance 2016-05-19 19:04:44 +00:00
Ian Curtis ff8d311dcc support colour table pointer 2016-05-18 23:06:41 +00:00
Ian Curtis 7e3c097a31 remove debug code 2016-05-16 17:26:53 +00:00
Ian Curtis 828fd8ebb4 Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative 2016-05-16 17:10:04 +00:00
Ian Curtis 9e279a0c1f Non luminous polygons seem to be effected by the lightModifier also. API seems to have no restriction in this regard, neither does the SDK. The ocean hunter requires this for some of the 2d stuff. Light modifier values only seem to exist between 0-16, which is strange for 5 bits of precision. Possibly top bit disables the effect and lower 4 bits are the value. This clearly differs from the SDK, but without this the values come out clearly wrong. 2016-05-16 10:49:00 +00:00
Ian Curtis 62eafacfc3 adjust (hopefully correct) fog equation 2016-05-16 10:44:16 +00:00
Ian Curtis bc08276d60 preliminary specular 2016-05-15 16:24:49 +00:00
Bart Trzynadlowski c9147bc93d - Removed a stale comment 2016-05-14 06:31:44 +00:00
Bart Trzynadlowski 897b1acb21 Legacy renderer changes:
- Updated shading model. Unfortunately, it is far from perfect but it seems to be the best I can do for now. Not really much of a difference from before except that the Scud Race castle is fixed at the expense of the Yosemite level in LA Machineguns being too bright.
- Added lots of notes in the shading code.
- Passing both specular coefficient and shininess to shader. This will probably break specular lighting for now until the shader is updated to use the shininess correctly.
- Color table address in polygon RAM is now obtained from culling nodes as they are traversed (found this in the Pro-1000 SDK).
2016-05-14 06:25:35 +00:00
Bart Trzynadlowski 147faf37c9 Added palette bit to list of bits to dump for analysis 2016-05-14 06:21:56 +00:00
Ian Curtis c4b5b185c6 Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these. 2016-05-13 19:26:10 +00:00
Ian Curtis c8f8cd1655 remove dead code 2016-05-13 08:40:53 +00:00
Ian Curtis e295ad6868 double up polys for two sided polys, fixes some diffuse lighting problems 2016-05-13 08:39:48 +00:00
Bart Trzynadlowski ddf3d5213d FLT_MAX -> std::numeric_limits<float>::max() 2016-05-10 03:08:36 +00:00
Bart Trzynadlowski 8c082abab9 Added some IRQ-related code (commented out for now) from MAME findings. May incorporate in the future when investigating IRQs and timing again. 2016-05-10 03:08:03 +00:00
Ian Curtis 34c81eabee update header documentation 2016-05-09 16:53:12 +00:00
Ian Curtis 43add90d2f Fix bad texture seems 2016-05-09 16:26:34 +00:00
Bart Trzynadlowski 846c9d0edd Reverted stencil mask change. This reintroduces the Scud Race 'ROLLING START' bug. Previous 'fix' did not work for Magical Truck Adventure anyway and also broke some games (Daytona 2 transmission and course select screen, ECA title screen). The stencil mask is not shifted by 16 pixels and I suspect that either there is some unknown trick to horizontal scrolling or that the behavior is affected by hidden raster timing registers hidden in the JTAG interface. 2016-05-08 21:17:02 +00:00
Bart Trzynadlowski a9095e6c8e Added a register read handler for tilegen (although nothing seems to benefit from it) 2016-05-08 20:30:45 +00:00
Bart Trzynadlowski 9249eaa29f Fixed logic for clearing bottom layer. Added new functions to 2D renderer interface. Avoid drawing top and bottom surfaces when no layers are present there. Added some comments to tile 2016-05-08 19:27:08 +00:00
Bart Trzynadlowski 5d048958b9 Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling. 2016-05-07 21:54:03 +00:00
Ian Curtis 69a44a5d5f add texture helper functions 2016-05-07 18:57:06 +00:00
Ian Curtis 242cddac2d remove pointless loop 2016-05-07 15:45:02 +00:00
Ian Curtis ded3168060 Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley. 2016-05-07 15:28:04 +00:00
Bart Trzynadlowski 595e24ad60 Changed XInput DLL failure message 2016-05-07 03:25:05 +00:00
Ian Curtis 05e1e4de37 update poly header class 2016-05-06 15:00:12 +00:00
Bart Trzynadlowski fee1cfb126 Fixed compilation on gcc (gotos cannot cross variable declarations) 2016-05-05 22:01:59 +00:00
Ian Curtis da4bab5f9b Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements 2016-05-05 08:06:06 +00:00
Ian Curtis b2da849d90 support flat shading 2016-05-05 00:01:17 +00:00
Ian Curtis 3693a51cbb Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona 2016-05-04 16:30:15 +00:00
Ian Curtis b0569007ef set correct microtexture wrap mode 2016-05-04 10:30:58 +00:00
Ian Curtis c545b9fd85 preliminary microtexture 2016-05-04 00:35:07 +00:00
Ian Curtis 396fba7d24 skip viewports marked as disabled, might stop parsing some bad data 2016-05-03 21:17:37 +00:00