Commit graph

333 commits

Author SHA1 Message Date
Ian Curtis 58d187e59a parse viewports in normal order 2016-04-19 22:05:12 +00:00
Ian Curtis df9fefd064 walk siblings before children, fixes some of the transparency drawing issues in ocean hunter 2016-04-18 22:25:05 +00:00
Ian Curtis 057ee94210 simplify 2016-04-18 14:06:10 +00:00
Ian Curtis a5301efed6 avoid cast warning 2016-04-17 00:02:16 +00:00
Ian Curtis c4dc96ef71 simplify list code 2016-04-17 00:00:51 +00:00
Bart Trzynadlowski 34d4d8981d Fixed 8-bit texture decoding in legacy 3D engine. Contour mode/alpha still needs to be made consistent (as much as possible) with new engine. 2016-04-15 04:26:42 +00:00
Bart Trzynadlowski 9a2bb78add Hooked up Magical Truck Adventure controls 2016-04-13 03:28:04 +00:00
Ian Curtis d2563c035f you were right Bart :) (Fixes broken sound in last build) 2016-04-11 15:16:35 +00:00
Ian Curtis 499ac0e1c9 Don't use variable sized variables across platforms, unless needed 2016-04-11 09:00:20 +00:00
Ian Curtis 6d313fcf9e Fix - cannot specify explicit initializer for arrays 2016-04-11 08:38:59 +00:00
Bart Trzynadlowski 94c66eea7b Figured out Step 1.0 VROM texture uploads. Fixes missing textures in VF3 and VF3TB. 2016-04-11 03:48:36 +00:00
Bart Trzynadlowski ef87093824 Debugger compilation fixed: CBus -> IBus 2016-04-11 03:39:19 +00:00
Bart Trzynadlowski 2524f2e837 Fixed Magical Truck Adventure by emulating VROM texture ports as a FIFO. Now, VF3 crashes on Akira's stage (and probably the other stages with texture glitches). Other games may be affected, too (not thoroughly tested yet). 2016-04-11 00:19:10 +00:00
Bart Trzynadlowski 775256118d Fixed Magical Truck Adventure country check (accidentally removed a line in previous commit). 2016-04-10 23:57:55 +00:00
Bart Trzynadlowski 7ade3a6abb Magical Truck Adventure expects 0x03 to be returned from MIDI control port (thanks, Ville). Game now boots but crashes because VROM texture uploads clobber memory for some reason. 2016-04-10 21:47:07 +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
Ian Curtis f52cb3c491 tweak frustum planes 2016-04-08 23:29:31 +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
Bart Trzynadlowski 22907b033f Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp 2016-04-05 04:30:52 +00:00
Ian Curtis 5f68544641 revert viewport code 2016-04-04 10:50:05 +00:00
Ian Curtis ecea4cad56 change tex format 4 2016-04-04 10:21:34 +00:00
Bart Trzynadlowski 38d5d14157 Clamping diffuse+ambient light intensity to 1.0 (legacy engine) 2016-04-04 04:32:10 +00:00
Bart Trzynadlowski faf5f9cf48 Added a comment about viewports 2016-04-04 04:31:26 +00:00
Bart Trzynadlowski 6d9426759b Fixed texture enable bit (fixes Star Wars light sabers and Sega Rally 2 cones) and added a hack for (and more comments about) color modulation. Scud Race, Sega Rally 2, LA Machineguns, etc. look correct now, but Fighting Vipers 2 shadows are no longer dark enough. Other bugs may exist. 2016-04-04 03:50:24 +00:00
Bart Trzynadlowski 1d4f5c871d Fixed Types.h include 2016-04-04 03:43:55 +00:00
Bart Trzynadlowski a202d8adc3 Do not print extra hardware message when there is none 2016-04-04 03:42:55 +00:00
Bart Trzynadlowski d8aefa421d 8-bit texture upload byte selection (thanks to Ville; but not tested yet); code cleanup 2016-04-04 03:42:26 +00:00
Ian Curtis d155fbd6e4 rgb values were swapped for paletted colours 2016-04-03 23:21:50 +00:00
Ian Curtis 3bc2794b0a Use the correct texture enable bit 2016-04-03 16:10:40 +00:00
Bart Trzynadlowski 3c8352f4ca Added a comment: observation of Star Wars and Scud Race color modulation issues. 2016-04-03 04:09:06 +00:00
Ian Curtis 688af26846 Possible work around for slightly incorrect viewport positions in ECA and harley 2016-04-02 22:13:59 +00:00
Ian Curtis a99f022487 add missing include 2016-04-02 22:08:25 +00:00
Bart Trzynadlowski 6e5c301de8 Encryption device emulation (thanks to MAME), fixed warnings in Model3.cpp, added a string formatter helper, and updated Win32 GCC Makefile. 2016-04-02 21:50:40 +00:00
Bart Trzynadlowski c0f679479a Added virtual destructor to CDSB 2016-04-02 21:35:06 +00:00
Bart Trzynadlowski 0d989831ed Added encryption keys, converted to cstdint types, fixed whitespace 2016-04-02 21:33:33 +00:00
Bart Trzynadlowski c7ad13fb31 Whitespace, cstdint types 2016-04-02 21:32:28 +00:00
Ian Curtis c7412828d4 Use proper texture wrapping mode for 2d. Stops garbage down the top and left sides. Should really use NPOT texture. 2016-04-02 12:23:46 +00:00
Ian Curtis 7e7847bc83 Allow asymmetric projection matrices. Fixes a bunch of missing effects and bad camera angles in harley. 2016-03-31 09:27:42 +00:00
Ian Curtis aee89390ba add LOD table data. Maybe we can get clipping planes out of these 2016-03-28 20:11:46 +00:00
Ian Curtis e79b241a49 properly mark dynamic meshes as such 2016-03-28 19:58:36 +00:00
Ian Curtis e1278f4451 allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders 2016-03-27 08:39:40 +00:00
Ian Curtis ffaed8ae32 clear the rom mesh buffer 2016-03-26 22:48:51 +00:00
Ian Curtis 4992e59673 Cache rom models, for better performance. 2016-03-26 22:44:26 +00:00
Ian Curtis 8488f22ac5 2016-03-24 13:26:28 +00:00
Ian Curtis 0327db246f WIP 2016-03-24 13:17:17 +00:00
Ian Curtis 23172c9aec fix for bad matrix with NaN 2016-03-23 01:05:02 +00:00
Bart Trzynadlowski 5c513445b1 Fixed detected axis printf() and compiler warnings (hopefully I did not parenthesize any conditionals incorrectly!) 2016-03-23 00:47:53 +00:00
Ian Curtis f031e5d095 finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes. 2016-03-22 23:39:59 +00:00
Ian Curtis 8ea5978093 fix parenthesis error 2016-03-22 21:59:51 +00:00
Ian Curtis e7eb912eaa add maths functions 2016-03-22 13:47:28 +00:00
Ian Curtis 93f6b01e0b Update project to vs 2013. Clean compile warnings 2016-03-22 12:30:23 +00:00
Ian Curtis ce99c47f8a Remove double copy of shaders 2016-03-22 11:40:24 +00:00
Ian Curtis 5b3eea25fb fix basic compile errors (with vs) 2016-03-22 11:34:32 +00:00
Bart Trzynadlowski 3627213577 Fixed compiler warnings, whitespace, and moved local variable declarations to site of assignment 2016-03-22 03:43:31 +00:00
Bart Trzynadlowski ec7588e2cd Include Version.h 2016-03-22 03:41:00 +00:00
Bart Trzynadlowski 028727b389 Fixed typo that broke build 2016-03-22 02:44:38 +00:00
Bart Trzynadlowski 4c7186b1f1 Fixed warnings and whitespace 2016-03-22 01:37:55 +00:00
Bart Trzynadlowski 78609688c5 Fixed warnings and whitespace 2016-03-22 01:24:23 +00:00
Bart Trzynadlowski bd09b3b68b Fixed warnings and whitespace 2016-03-22 01:16:46 +00:00
Bart Trzynadlowski f0488a3c94 Moved lastCycles static int out of header file (fixes compiler warnings) 2016-03-22 01:05:34 +00:00
Bart Trzynadlowski 3afe3cf1a7 Moved 2016-03-21 23:27:30 +00:00
Bart Trzynadlowski 47c54d100b Updated to support new IRender3D interface and added FrameTimings object. 2016-03-21 23:25:29 +00:00
Bart Trzynadlowski 708455a82d CRender3D -> CLegacy3D 2016-03-21 23:22:26 +00:00
Bart Trzynadlowski 60ce6180c0 Update Supermodel.h with graphics path and moved version string to separate header file 2016-03-21 23:20:32 +00:00
Bart Trzynadlowski d61b01ab6f Removing legacy 3D engine files that were already moved to Graphics/Legacy3D 2016-03-21 23:12:17 +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
Bart Trzynadlowski 0579e65ebd Added registers to debugger: ctr, xer, srr0, srr1, sdr1, imiss, dmiss, hid0, hid1 2016-03-21 04:03:44 +00:00
Bart Trzynadlowski 27c20ff5e5 Fixed compiler warnings 2016-03-21 04:02:14 +00:00
Bart Trzynadlowski 8f87bb1698 53c810: do not increment DSP when executing interrupt instruction. Fixes invalid polygons in Virtua Fighter 3. Thanks to Ian Curtis for discovering that the polygons were incorrectly-copied garbage. 2016-02-23 05:28:17 +00:00
Bart Trzynadlowski 8e6712d2c7 Fixed display of PowerPC condition code bits in debugger (were backwards) and changed XER to print as hex. 2015-12-07 05:56:36 +00:00
Bart Trzynadlowski 3d00225cba Support for loading an arbitrary (non-game) CROM image. 2015-12-07 05:29:07 +00:00
Bart Trzynadlowski 1035b0c6a8 Gracefully handle the case when a zip file contains no known Model 3 ROM set. 2015-06-13 02:57:41 +00:00
Bart Trzynadlowski 6bf4244207 Converted line endings from DOS to UNIX format. 2015-06-13 02:56:26 +00:00
Bart Trzynadlowski ee8afa17c3 Contribution by Luciano Lopez:
- Added vs215o ROM set.
- Security board data for vs298 now also returned for vs2v991, vs299, vs299a, and vs299b, helping them run.
2015-05-12 02:50:28 +00:00
Nik Henson 8835d6fe36 Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet).  The new controls are:
  * InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
  * InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
  * InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly.  Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
  * InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games.  With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
  * fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
  * removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
  * added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
Bart Trzynadlowski b017b24b1f Changed output "Pause" to "pause", as it is spelled in MAME, for MAMEHooker. 2012-09-06 05:38:35 +00:00
Nik Henson 08d347ccc7 Small tweak to get to compile under GCC (Unix/MacOS) 2012-07-24 20:37:40 +00:00
Nik Henson a3c15e8208 Slight tweak to changes made to sound board synchronisation code in previous commit. The previous change was necessary to ensure no deadlock when waiting for sound board thread to exit but it introduced unwanted buffer overruns (with the end result being that the sound was often speeded up) so have added an extra check in WakeSoundBoardThread to prevent this. 2012-07-24 20:18:30 +00:00
Nik Henson 108ac64de8 - CModel3::StopThreads was rather gracelessly killing threads while they were waiting on their semaphores, which works okay Windows but not on Mac OS-X where it was preventing Supermodel from exiting properly. Hence, have instead altered StopThreads to signal to threads that they should exit and wait until until they have all done so. This is much better and is what I should have done the first time around had I not been so lazy :-)!
- Also fixed a small race condition in WakeSoundBoardThread.  Previously if it happened to be called just before the sound board thread had finished processing a frame's worth of audio but before it had got around to waiting on the sync condition variable then the wake notification would be lost.
2012-07-23 20:35:10 +00:00
Bart Trzynadlowski f1e93bcd8f - Fixed Win32 GCC Makefile.
- Reverted Nik's polygon palette index change in Models.cpp. Subtracting 1 was breaking Scud Race.
- Added an explicit typecast in Inputs.cpp, which GCC requires for some reason.
2012-07-16 02:27:55 +00:00
Nik Henson 183dca563d Committing various small updates that have been hanging around in my source tree for a while now:
- Added 'crosshairs' command line and config option.
- Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this).
- Added fullscreen toggle within game using Alt+Enter key combination.
- Added framework for lamp outputs and 'outputs' command line and config option.  So far only the lamps for driving games are hooked up in the emulator (others to be added later).
- Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable)
- Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was.
- Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2.
- Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one.  This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding).
- Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame.  This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal).
- Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache.
- Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors.
- Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader).  I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow.
- Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
Bart Trzynadlowski 772c94d122 - Committing Nik's timing changes: the PowerPC's DEC and TBR now count at the correct rate and time is accurately maintained between calls to the emulator. A VBlank bit was identified in the Real3D status register space and is now timed. Unfortunately, there are still some problems and not all games are perfect, but FV2, VS2, and others are working much better or perfectly.
- Added a new dump of Scud Race Plus (scudp1). Strangely, this one uses an MPC106 instead of the MPC105 used by every other Step 1.5 game...
2012-07-12 06:13:24 +00:00
John Peterson 3963a7a53c Applied a series of patches by John Peterson:
- Fixed a printf statement in ConsoleDebugger.cpp.
- Fixed memory watches not breaking in CPUDebug.h.
- Added some helpful batch files to the VS2008 directory.
- Added support for automatic loading of parent ROM sets.
2012-07-12 05:28:08 +00:00
Bart Trzynadlowski 93b71c8429 Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter. 2012-03-31 19:41:55 +00:00
Bart Trzynadlowski 1bce444668 Brought in the near clipping plane for Step 1.5+. Objects close to camera are no longer cut-off (e.g., driver arms and steering wheels in cockpit views). Note: This change should probably be applied to Step 1.0 as well in the future. For now, I am leaving the old distance because Step 1.0 coordinates need closer investigation. Bringing in the near clipping plane extends the view frustum depth and will worsen Z-buffer accuracy. Be on the lookout for Z-fighting that did not previously exist. 2012-02-28 04:34:32 +00:00
Nik Henson f9c3b9b5f8 DirectInputSystem's initial state wasn't being initialized properly, which would sometimes result in invalid input values until keyboard or mouse was successfully acquired 2012-02-27 20:32:15 +00:00
Bart Trzynadlowski 69610ef8dd Added a clear() method to VBORef and removed unsafe memset() clear. 2012-02-25 06:36:04 +00:00
Nik Henson 3b41239cfb This update fixes (hopefully) the last of the texture upload lags that were affecting some games, in particular Daytona 2 and Spikeout.
To achieve this UploadTextures no longer clears the model cache when called.  Instead the cache is kept in-tact (which should help improve cache hits) and all textures referenced by models being rendered are (re-)decoded with every frame.
To help with tracking all the unique texture references contained in a model a new class TextureRefs has been added.
2012-02-23 23:20:21 +00:00
Bart Trzynadlowski aba801ebb4 Byte swapped sample ROMs. This should fix the audio distortion that many users noticed. The differences are particularly noticeable in Scud Race and Daytona 2. 2012-02-23 03:08:57 +00:00
Bart Trzynadlowski 16e4fcab06 Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated. 2012-02-23 00:12:46 +00:00
Bart Trzynadlowski fcf1d955a9 Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead. 2012-02-22 01:34:42 +00:00
Bart Trzynadlowski c085be59af Further optimization/simplification of the 2D renderer's main loop. 2012-02-20 04:09:11 +00:00
Bart Trzynadlowski 453df4f5f5 - Finished cleaning up and optimizing the 2D renderer.
- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.
2012-02-20 03:45:48 +00:00
Bart Trzynadlowski 0257f1f9e8 Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2. 2012-02-17 07:45:50 +00:00
Bart Trzynadlowski 5709010cb2 Default SCSP balance set to 0. Was erroneously set at +50%. 2012-02-14 09:13:36 +00:00
Bart Trzynadlowski 79d24d403f - NOTE: In this revision (possibly earlier), I've started to notice some intermittent geometry glitches in Spikeout and slowdown while playing certain characters.
- Added multi-texture fragment shader to repo.
- Added a multiTexture option (enabled by default) to use multi-texturing to decode textures.
- Added some comments regarding timing to the PowerPC execution loop.
2012-02-14 03:28:52 +00:00
Nik Henson 30130f2bd5 Updated fragment shaders' floating point comparisons and also some knock-on changes from SVN revision 246. 2012-02-13 23:51:32 +00:00
Nik Henson 8a4ea64994 Added OSD/Video.h to provide OSD-dependent video functionality. The static functions in here get called by Model3.cpp from within the render thread so that any OSD related rendering can also be run in parallel for a further speed increase.
Updated OSD/SDL/Main.cpp to provide the SDL implementations of the functions in OSD/Video.h.
2012-02-13 23:37:48 +00:00
Nik Henson 84eb017744 Added support for multiple texture sheets (with up to one per Model 3 texture format) as a rather brute-force way to handle overlapping texture formats in the current 3D engine. This fixes some corrupt textures in Daytona 2 and Virtua Striker 2 (and possibly other games) and also offers a small speed increase when some scenes load multiple overlapping textures.
This feature only enables itself when a compatible shader script is loaded.  Since none have been checked in yet this means it is currently disabled.
2012-02-13 21:54:26 +00:00