Fernando Casas Schössow
07429b9187
Switched to Util::Format() to generate screenshot filename
2022-12-12 16:49:07 -08:00
Fernando Casas Schössow
317f8bacde
First review code changes (identation and cosmetic changes)
2022-12-12 16:49:07 -08:00
Fernando Casas Schössow
d11efb8553
Changed pathType from string var to enum
2022-12-12 16:49:07 -08:00
Fernando Casas Schössow
df7787f040
Keep Supermodel files (config, nvram, saves, etc.) in a predictable path when running on Linux
2022-12-12 16:49:07 -08:00
toxieainc
db455ba5c1
add undefd codepath for correct use of the 18bit DAC path (which seems to be triggered for all games)
...
the volume correction to bring the data back into a valid range is not really needed in practice though, only Daytona2 seems to need it, and also only extremely rarely, so lets just live with a tiny bit of clamping for that game then
while add it, make some formatting similar to MAME, and add one comment regarding a most likely wrong recent MAME change
2022-11-29 12:36:27 -08:00
Ian Curtis
153c510009
Fix uniform location.
2022-11-26 12:58:07 +00:00
Matthew Daniels
7513cc769a
Update Model3.cpp
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whitespace
2022-11-25 15:27:12 -08:00
gm-matthew
6a392f2cc9
Add comment
2022-11-25 15:27:12 -08:00
gm-matthew
916d3d3af1
whitespace
2022-11-25 15:27:12 -08:00
gm-matthew
2063303a4d
Wait until IRQ2 is acknowledged before starting IRQ40 sequence. Fixes Ski Champ hanging at FBI screen when region set to USA
2022-11-25 15:27:12 -08:00
gm-matthew
79a2414f3f
Incomplete texture headers uploaded via FIFO are now discarded. Ski Champ sends one more 32-bit word via DMA than it should which was causing Supermodel to erroneously intepret the extra word as another texture
2022-11-19 21:06:39 -08:00
Ian Curtis
5f30614c4c
FIx shaders failing to build on apple h/w
2022-11-09 18:56:15 +00:00
Ian Curtis
e47258c61d
Remove some left over depreciated opengl functions. They were basically no-op anyway with shader path.
2022-11-07 23:52:44 +00:00
Ian Curtis
9348fd852d
Merge branch 'master' of https://github.com/trzy/Supermodel
2022-11-07 21:33:08 +00:00
Ian Curtis
40c8259130
Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
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The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.
A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.
This is a big update so I apologise in advance if I accidently broke something :]
2022-11-07 21:33:01 +00:00
toxieainc
4c727abdc8
change all INT16 mixing/intermediate clamping to floats
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also fixes 3 bugs:
1) mpeg right channel volume was always using the left channel volume, too
2) too high MusicVolume setting was not clamped to 0..200
3) too high SoundVolume setting was not clamped to 0..200
2022-11-06 13:00:13 -08:00
Bart Trzynadlowski
121f81c742
68K now uses run-time hooks for IRQ and instruction hook callbacks
2022-11-02 18:46:08 -07:00
Ian Curtis
b2e5a200da
Fix build for linux (just missing header)
2022-10-17 09:34:11 +01:00
Ian Curtis
f0872cc998
Upgrade the glsl shader class a bit. Add a const char* comparitor so we can use a map with a simple "string" key. Fine to use when performance is not critical.
2022-10-16 21:03:41 +01:00
Ian Curtis
6fbf938335
Add a proper git ignore file .. And fix the legacy renderer to build with new visual studio (2019)
2022-10-16 20:45:40 +01:00
toxieainc
e644751f01
after clarifications, minor cleanup
2022-10-10 16:35:02 -07:00
toxieainc
75771b3d14
remove 2 dupe function calls, where ProcessLos should actually be rather costly
2022-10-10 16:35:02 -07:00
Fernando Casas Schössow
412e9232d7
Fix new 3D engine texture2DLod function missing error on Linux/MESA. MESA requires needed extensions to be explicitly declared in code otherwise it will not enable them.
2022-10-10 16:30:09 -07:00
toxieainc
aae58edd62
change one more place with potential aliasing issue
2022-10-03 17:59:59 -07:00
toxieainc
5f97e5af6c
address review
2022-10-03 17:59:59 -07:00
toxieainc
519d695f57
address review and move bit casts to new header
2022-10-03 17:59:59 -07:00
toxieainc
1b0e3be8dc
use correct slash
2022-10-03 17:59:59 -07:00
toxieainc
22ffb5cc19
Harmless math warning fixes. map->unordered_map in CNew3D::CacheModel. Avoid general aliasing problems (using bit_cast or the recommended/optimized-away memcpy).
2022-10-03 17:59:59 -07:00
toxieainc
0eef09ba2b
Revert "port some changes from MAME/MESS"
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This reverts commit b5f3d8b68e1ae62a08b00a730b6b8150758c0af3.
2022-08-19 08:41:22 -07:00
toxieainc
d7041a83c9
fix missing version GLSL compiler warnings on startup
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happens (at least) on Intel drivers
2022-08-19 08:41:22 -07:00
toxieainc
7052e8375e
port some changes from MAME/MESS
2022-08-19 08:41:22 -07:00
toxieainc
a60f99848f
Revert "port some changes from MAME/MESS"
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This reverts commit b5f3d8b68e1ae62a08b00a730b6b8150758c0af3.
2022-08-16 21:34:31 -07:00
toxieainc
6c24bf7c8f
Optimize quad rendering by replacing the double computations for the area computation with the equivalent shoelace algorithm along with kahans algorithm to compute the cross products. In addition pull out the /w to the end, which increases precision even more.
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Thus making the result similar to the fp64 version, tested e.g. with harleys first person mode (all artifacts still gone as before).
Improves perf on low end boards (e.g. Intel) dramatically (10fps with harley before, now 70 on my laptop), and even on higher end (e.g. NVIDIA laptop, quads are now faster than tri pipeline on my laptop).
2022-08-16 21:34:31 -07:00
toxieainc
d919f3865c
port some changes from MAME/MESS
2022-08-16 21:34:31 -07:00
ToBul
e06788e768
Fix SUPERMODEL_DEBUGGER build. - Ian
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As requested by Bart; Ian's last SourceForge commit.
Also, purely to appease my OCD, a change I forgot on my last 'Games.xml' PR that really shouldn't bother me as much as it does.
2022-08-14 11:46:35 -07:00
toxieainc
d4633a868d
Revert "port some changes from MAME/MESS"
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This reverts commit b5f3d8b68e1ae62a08b00a730b6b8150758c0af3.
2022-08-09 20:37:42 -07:00
toxieainc
03002d3f22
port some changes from MAME/MESS
2022-08-09 20:37:42 -07:00
toxieainc
2df681f009
equivalent optimizations, NFC
2022-08-09 20:37:42 -07:00
toxieainc
cb9d73c9d0
port some (simple) changes from MAME/MESS
2022-08-09 20:37:42 -07:00
toxieainc
27e071dafb
add comment
2022-07-18 21:43:13 +02:00
toxieainc
dda48d7606
address review
2022-07-17 20:29:25 +02:00
toxieainc
24173a2140
revert "" -> std::string()
2022-07-17 20:25:51 +02:00
toxieainc
c42a2d8951
check for __GNUC__ instead of just assuming it
2022-07-17 20:23:11 +02:00
toxieainc
abb1273aa0
slightly optimize DrawTileLine (less branches/logic)
2022-07-11 18:49:02 +02:00
toxieainc
b98be0c2e7
optimize ReadRegister, as localtime (at least on MSVC/Windows) is significantly showing up in profiling
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e.g. in SW Trilogy
caches localtime until time changes (i.e. limits calls to 1/sec)
2022-07-11 18:47:13 +02:00
toxieainc
ba7145df52
use intrinsics for endian swap
2022-07-11 18:42:15 +02:00
toxieainc
b2b8396947
missed 2 changed files with last commit
2022-07-11 18:27:44 +02:00
toxieainc
4961951a89
fix a real error (m68kdasm) and some harmless performance warnings and use modern headers
2022-07-11 18:10:41 +02:00
toxieainc
e0053b3a46
fix some real errors (Model3,InputSystem), minor errors (SCSP,SDL/Main) and some performance warnings
2022-07-11 17:43:59 +02:00
Bart Trzynadlowski
8c8cc3d32b
Preparing for Git snapshot build bot and updated copyright header to reference full lifespan of Supermodel repo
2022-06-23 12:34:02 -07:00
Ian Curtis
a742a73772
njz3: Fix sound volume with new quadrophonic audio code
2022-06-19 16:15:54 +00:00
Ian Curtis
e3bc56c8f1
values must be signed, to handle negative numbers, my bad
2022-06-14 21:24:43 +00:00
Ian Curtis
78eab65749
minor fix
2022-06-14 18:14:06 +00:00
Bart Trzynadlowski
7be381c9ba
Added configurable refresh rate. Default is 60 but -true-hz on the command line enables 57.524 Hz mode, which some players report making Spikeout and the timing of combos in VF3 more authentic. The config key is RefreshRate and is specified as a floating point value. Should the desire arise, arbitrary refresh rates can be set in Supermodel.ini using this key but almost no validation of the value is performed. Thanks to forum user trap15 for the original code and PonMi for advocating for this patch to be included.
2022-06-12 17:51:57 +00:00
Ian Curtis
83e7b5f45d
njz3: Proper quadrophonic audio support. Need 4+ speakers to take advantage otherwise down mixed to stereo.
2022-06-09 21:10:39 +00:00
Bart Trzynadlowski
5e61e2f388
Added default values for PortIn, PortOut, and AddressOut
2022-03-31 23:09:32 +00:00
Ian Curtis
84ae9df665
fix: explicit specialization requires 'template <>'
2022-02-06 17:32:44 +00:00
Bart Trzynadlowski
fe7baa108f
Bitmap size field in the BITMAPV4HEADER was not being set correctly (the image viewers I've been using are unaffected by this but it ought to be corrected)
2022-02-05 06:44:53 +00:00
Bart Trzynadlowski
3f6937e1a6
When dumping textures, two T1RGB5 texture maps are written: with and without contour processing. Contour processing can be disabled per-polygon and some textures intended to be used without contour processing contain pixels with T=1 that are clearly not supposed to be transparent. We now output textures_t1rgb5_contour.bmp and textures_t1rgb5_opaque.bmp.
2022-02-05 00:52:34 +00:00
Bart Trzynadlowski
32933ef9b0
Added a -dump-textures option (config key DumpTextures) that writes texture BMP files, one for each known format (12 in all currently)
2022-02-01 23:15:06 +00:00
Matthew Daniels
646b46fd4b
Adjust the number of PowerPC cycles executed per frame to assume 57.524 Hz refresh rate
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Fighting Vipers 2 attract mode no longer requires 100+ MHz to run smoothly
Supermodel itself still runs at 60 Hz
2022-01-23 15:32:53 +00:00
Ian Curtis
0ef90899e1
Double buffer the line of sight values. Should allow the correct values to be returned if GPU threading is enabled.
2022-01-02 12:48:09 +00:00
Ian Curtis
bc774ca10e
methods should be marked as noexcept because they cannot throw
2021-12-19 17:48:38 +00:00
Ian Curtis
b8aac0a4f8
white space.
2021-12-17 23:58:20 +00:00
Ian Curtis
6f7130c50b
Better document real3d registers
2021-12-17 23:57:12 +00:00
Matthew Daniels
6ff099b5ba
Clear all Real3D DMA registers on reset; uninitialized values were causing issues with MSVC debug builds
2021-12-17 23:36:54 +00:00
Matthew Daniels
3e9c887277
Another header include fix
2021-12-15 14:47:41 +00:00
Matthew Daniels
94772ae3d9
Include required header files in Model3GraphicsState.h - fixes potential build errors in GCC
2021-12-15 13:55:27 +00:00
Matthew Daniels
0c47ac831a
Increase MIDI FIFO buffer size for SCSP; should prevent FIFO overflows
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Also use similar macro for DSB FIFO buffer
2021-11-30 23:01:37 +00:00
Matthew Daniels
e93c5d710f
PowerPC IRQ line deassertion; DMA only fires interrupts when required
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PowerPC no longer clears its own IRQ line; it is now cleared by the IRQ controller when there are no more pending interrupts. Not all games clear DMA interrupts so it was necessary to tweak the 53C810 SCSI controller and the Real3D DMA interface to only fire interrupts if a certain register is correctly set. 53C810 has the documented DIEN (DMA Interrupt Enable) register; Real3D DMA seems to use the low bit of the dmaConfig register.
Also I removed the net IRQ as no games seem to actually use it.
2021-11-28 01:11:11 +00:00
Matthew Daniels
9ffce8b92a
Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs.
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Making changes to a header file should no longer force the entire project to recompile.
2021-11-22 17:15:06 +00:00
Matthew Daniels
50465f9a5a
Shared RAM on simulated netboard is now double-buffered; Spikeout Final Edition no longer requires a hack to work.
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Preparing to enable simulated netboard to run in its own thread
2021-11-05 00:23:29 +00:00
Matthew Daniels
b62110617b
New JTAG patch for Sega Rally 2; linked mode now fully working.
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Few other minor changes
2021-10-30 23:00:49 +00:00
Matthew Daniels
94d8a1b22d
Increase size of DSB2 FIFO buffer; fixes Sega Rally 2 music occasionally not switching or fading out
2021-10-26 22:47:24 +00:00
Matthew Daniels
b18f6d1b54
Non-linked games no longer falsely list the net board under extra hardware
2021-05-09 23:22:18 +00:00
Matthew Daniels
b7755c9ae1
Fix 16-bit variables not displaying correctly in Z80 debugger (at least in MSVC builds)
2021-05-09 18:12:40 +00:00
Matthew Daniels
a20366d338
Fix netboard resets and detection of simulated netboard linking to itself
2021-04-19 22:15:50 +00:00
Matthew Daniels
5a570ce7fe
Adding simulated netboard; all linked games except Sega Rally 2 working at full speed.
2021-04-14 01:20:45 +00:00
Matthew Daniels
98d4f1c6f6
Corrected alignment issues with netboard RAM; send/receive parameters no longer need to be manipulated to work correctly. Fixes bugs including Scud Race linked car orientation.
2021-03-22 01:08:45 +00:00
Ian Curtis
4b9221ecd6
Add some async network methods. Async send copies to an internal buffer and sends in another thread so doesn't block at all. Added CheckDataAvailable method to the TCPReceive class. Can check or wait for data without blocking.
2021-03-15 15:55:39 +00:00
SpinDizzy
020e2d1b32
DSB2 clock speed from 4MHz to 11MHz.
2021-03-13 08:17:11 +00:00
SpinDizzy
de470aaf52
Fixed cycle counting overflow that was causing DSB2 to halt execution.
2021-03-07 10:12:37 +00:00
Ian Curtis
6cf9974102
missing header
2021-03-03 20:31:57 +00:00
SpinDizzy
46b1de2238
DSB2 IRQ 2 now fires at 1KHz rather than once per frame, improving
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music timing in Daytona USA 2 and Sega Rally 2. DSB1 CPU timing
increased from 1MHz to 4MHz, improving music fade timing in Scud Race.
Thanks to gm_matthew for these discoveries.
2021-03-03 15:30:19 +00:00
Ian Curtis
e3374256ff
Just a few compile warnings
2021-02-20 22:19:16 +00:00
Ian Curtis
0bfc2aea31
Fix project file
2021-02-19 11:03:48 +00:00
SpinDizzy
e4998f57fd
Skichamp Driveboard error fix.
2021-02-18 10:35:38 +00:00
SpinDizzy
08d4735ee8
Huge refactor of the Driveboard:
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-Separate each possible boards (wheel, joystick, skipad, billboard).
-Defined a Driveboard type in Games.xml for each games.
-Due to the refactoring, Driveboard Savestates have changed (a common base data + a specific board data are saved).
-Backwards compatibility with previous save states is maintained.
-Driveboard rom section is no longer required anymore. This disables Driveboard emulation in case the rom is not found.
-Added Billboard emulation (vf3, vs2, fvipers2, von2). 7 segments and lamps Outputs are redirected to Supermodel outputs.
-Changes project to C++ 17 standard.
2021-02-18 10:29:15 +00:00
SpinDizzy
ab367774d3
Introduce new config keywords.
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In xinput mode, lets the choice to have left and right gamepad motors vibrate together.
XInputStereoVibration = 1 (both motors) [default]
XInputStereoVibration = 0 (separate motors)
In sdl input mode, new control option to set minimum strength above which a Model 3 constant force command will be simulated on an sdl gamepad device.
SDLConstForceThreshold = 30 [default]
note : the vibration strength can be mod with SDLConstForceMax = [val]
2021-01-30 09:54:03 +00:00
SpinDizzy
6627b1e95f
The controls of bass/getbass games were no longer good, following recent rom set name changes in Games.xml.
2021-01-05 14:24:57 +00:00
SpinDizzy
6626afc8bb
Added rumble skipad in Ski Champ game.
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This is only a simulation (cmd are interpreted), not an emulation because we lack informations on the game itself and its driveboard (does it have dedicated cpu/rom ?).
2020-12-30 17:14:14 +00:00
SpinDizzy
34c24c0104
- Suppressed net board console output (using debug logging now)
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- Added GPL headers to net board source files
2020-12-28 16:22:12 +00:00
SpinDizzy
53185c3eff
Introducing a special release build target with SVN version stamping.
2020-12-24 10:20:26 +00:00
SpinDizzy
1f50519905
Magical Truck Adventure rom patch to unlock region. (enter service menu, then Start P1, Start P1, Service, Start P1, Service, Test)
2020-12-21 15:39:15 +00:00
Ian Curtis
72c0c60c98
-wide-bg option to stretch the background tile layer when wide-screen mode is enabled - Daro Land
2020-12-20 18:17:34 +00:00
SpinDizzy
7d2b21a6dc
Change the duration of constant force effect in SDL2 to correct daytona games
2020-12-01 07:35:52 +00:00
SpinDizzy
5143669cb9
Star Wars Trilogy lever feedback activated
2020-10-24 09:12:54 +00:00
SpinDizzy
402baf87b8
Force Feeback for Linux
2020-10-21 08:19:51 +00:00
Ian Curtis
db013491b4
hopefully fix building on linux
2020-09-19 14:45:51 +00:00
SpinDizzy
981cdc33f5
Added Screenshot feature (ALT+S).
2020-09-19 07:54:26 +00:00
SpinDizzy
ca57659fcb
Remove using namespace from headers.
2020-09-16 07:03:03 +00:00
Ian Curtis
c0729c1048
fix compiling with visual studio
2020-09-15 08:51:23 +00:00
Ian Curtis
75f8ee61a3
fix missing polys with quad renderer
2020-09-14 20:01:52 +00:00
SpinDizzy
309537d64e
Balance initial value set to "0" rather than "false". "False" is interpreted as 0 when decoded as a float, so there will be no effect here, but this expresses the intended logic better.
2020-09-14 07:01:54 +00:00
SpinDizzy
72b2c0eb28
Fixed a longstanding bug that caused stereo channels to be flipped incorrectly.
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This was due to the initial audio buffer write position being aligned to the middle of a 4 byte (2 byte left, 2 byte right) audio sample.
In multi-threaded mode, some sort of race condition caused this alignment to be fixed until audio playback was temporarily paused (via pausing, loading a state, etc.)
Audio playback should now be fixed and work consistently in all cases.
2020-09-14 06:59:38 +00:00
Ian Curtis
38c3ff61f9
Clip scroll fog to viewport, instead of filling entire screen. Fixes fog bug in Daytona credits.
2020-09-08 09:10:24 +00:00
Ian Curtis
aaa26f678c
Update scroll fog logic. Should fix the credits in virtua fighter and daytona that have fogging applied to the background layer and shouldn't.
2020-09-07 16:25:18 +00:00
SpinDizzy
60c923f45f
- Reworked logging system to support output to multiple outputs: files, stdout, stderr, and syslog (OutputDebugString on Windows, syslog on other systems).
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- Added ordinal logging level: all, debug, info, error. Compiling with DEBUG defined is no longer necessary for debug logging. Be careful when logging debug level because it produces copious output.
- Fixed -enter-debugger options when compiled with SUPERMODEL_DEBUGGER.
- Command line parse errors no longer ignored; Supermodel will now exit.
2020-08-31 09:28:35 +00:00
SpinDizzy
6491ed46a7
Rename command line SCSP option to -legacy-scsp and -new-scsp
2020-08-26 16:14:54 +00:00
SpinDizzy
d3955062e4
Correct the returned value from previous getbass patch
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There was a strange side effect on Ocean Hunter game
2020-08-26 16:05:23 +00:00
SpinDizzy
9e8e993026
Getbass related
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Game now boots in game
Add missing analog input and buttons
2020-08-25 08:48:25 +00:00
SpinDizzy
97d61a970c
Small oversight in the new SCSP code
2020-08-24 10:09:01 +00:00
Ian Curtis
816d541b98
Various SCSP improvements and code cleanup:
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- Ported MAME's implementation
- Corrected FM sound for songs in VF3 that use it
- Music tempo now closer to real hardware thanks to emulating two SCSP chips.
- Add LegacySoundDSP config option for games with SCSP DSP glitches (ex. engine noises in Sega Rally 2, and loud garbage on Bahn's stage in Fighting Vipers 2)
- Renamed SysFPS to "SoundClock" (since raising this appears to adjust the sound frequency).
(Submitted by Paul Prosser)
2020-08-22 20:41:47 +00:00
SpinDizzy
27cda80abb
Low level z80 core bug
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Discovered when looking at lemans ffb board (real Model3 rom, not Model2 stcc one)
This could affect other ffb board and/or scud race DSB1 sound board
However I didn't notice any bad things
2020-08-22 09:00:13 +00:00
Ian Curtis
d77433b525
Remove some debug code
2020-08-01 09:02:04 +00:00
Ian Curtis
ba917aca6d
Update glew version
2020-07-31 19:18:51 +00:00
Ian Curtis
5e434e2644
build fixes for mac
2020-07-27 10:28:48 +00:00
SpinDizzy
6af882548f
Linux build compatibility changes
2020-07-03 09:15:08 +00:00
Ian Curtis
f7d75b783d
silence a few casting warnings
2020-07-01 17:51:21 +00:00
SpinDizzy
a73a06d546
Netboard related : Define a new hardware line in games.xml
2020-07-01 15:56:21 +00:00
SpinDizzy
345310fbee
_rotl() replacement
2020-06-17 16:31:22 +00:00
Ian Curtis
9a651bdb61
Only try and make a connection if we have enabled EmulateNet
2020-06-17 15:11:58 +00:00
Ian Curtis
1a3407bec8
Fix corrupted memory in network mode
2020-06-17 11:41:41 +00:00
Ian Curtis
597ea93749
remove old files
2020-06-16 12:01:13 +00:00
Ian Curtis
daef27be37
Replace network code with new tcp implementation
2020-06-16 11:55:38 +00:00
Ian Curtis
8071efbf79
Add SDLnetworking + some basic tcp classes
2020-06-13 19:46:12 +00:00
Ian Curtis
d688fdd3d5
cache variable, without it is unusably slow in debug mode
2020-06-12 17:33:21 +00:00
Ian Curtis
f69d7c7006
fix output values
2020-06-08 10:14:03 +00:00
Ian Curtis
6f6c98c671
The translator map seems to work with paletted colour values too, and the result is not clamped. Colours are passed to the GPU as unsigned bytes to multiplying by 16 will overflow, so we do the logic in the shader. If we passed floats we could skip the shader logic.
2020-05-11 09:05:46 +00:00
Ian Curtis
e2ad593e88
When the translator map is enabled the colour values seem to use 4 bits, 0-16. Why not 0-31 I don't know. Anyway virtua on is overflowing these values for some of the smoke effects. For us the numbers were wrapping around. Clamping is enough to fix this. (Thanks model123)
2020-05-07 19:34:22 +00:00
SpinDizzy
5b406059ce
custom resolution bug fix
2020-04-24 07:04:41 +00:00
SpinDizzy
4f347ff3f1
SDL1 to SDL2 internal changes
2020-04-19 08:34:58 +00:00
Ian Curtis
5ace960f14
tweak value so the map indicator still works at the start of spikeout
2020-01-04 18:15:30 +00:00
Ian Curtis
6b8a29105a
Sutherland-Hodgeman clipping only works for planar primitives. Scud is rendering non planar quads and this breaks our algorithm a little when using the quad renderer. Stretching the near plane a few % is enough to fix it.
2020-01-04 13:48:14 +00:00
Ian Curtis
d711afade1
Only need to clip against 4 planes for poly culling
2020-01-04 13:45:55 +00:00
Ian Curtis
605dad2c02
Fix the sky in harley in first person mode where pixels in the sky are culled when they shouldn't be with the quad renderer. Basically we were running out of precision in a rare corner case. Doing the maths with double precision and casting back to float was enough to fix the issue.
2019-12-27 21:36:46 +00:00
Ian Curtis
a5858e635d
To calculate the mipmap value the opengl needs to calculate the difference in the texture coordinates between adjacent pixels. If there are no adjacent pixels the hw may need to spawn invisible fragments outside of the visible polygon. Our algorithm was culling these out so the mipamp calculation failed for edge pixels. Anyway this fixes quad rendering looking broken with the latest nvidia drivers.
2019-12-10 11:40:39 +00:00
Ian Curtis
06688de5fc
Really should cull against 5 frustum planes.
2019-11-15 20:00:25 +00:00
Ian Curtis
e1827cfd13
Stretch the time the ping_pong bit flips a bit to bump writes into correct frame. Otherwise they end up getting written at like 99.8% of the frame and overlapping with the next.
2019-11-08 20:36:11 +00:00
Ian Curtis
2e6968fe9d
Thanks to our anonymous contributor who managed to patch a model 3 game and run it on real h/w, we were able to obtain some timing values we had been long been missing for correct emulation. The h/w polls something called the ping_pong bit at start-up to sync the GPU with the CPU. Unfortunately we didn't have the correct values and just manually used some per game hacks to get games to run. This mostly worked, but some games were writing more or less frames than they should have been for a given time period. When the ping_pong bit flips at 66% of the frame time, games were writing data for a new frame, which meant writes were often straddling 2 separate frames. We aren't 100% sure if IRQ2 or the ping_pong bit is vblank.
2019-11-07 20:29:17 +00:00
Ian Curtis
06b43c45b3
Ocean hunter in the middle of the game is passing a few matrices with FLT_MAX inside them, which blows apart our near/far calculation. The hardware must have some method to sanitize the near/far for instance if you render something extremely close to the origin you will also blow apart any near/far calc.
2019-11-02 20:11:48 +00:00
Ian Curtis
714f6a123a
skip invalid culling nodes
2019-07-28 12:14:13 +00:00
Ian Curtis
17f4103123
A culling node must follow immediately after a viewport.
2019-07-26 16:39:58 +00:00
Ian Curtis
cc830003f5
Fix possible negative pointer arithmetic which was causing the music to wrap around.
2019-02-22 01:00:41 +00:00
Ian Curtis
8aa476aeeb
Previous mpeg audio code worked for me in debug mode, but the release build had some serious corruption issues when being built in visual studio. Replaced the old spaghetti code with a more modern implementation.
2019-02-21 14:56:25 +00:00
SpinDizzy
c86dab0fe9
- Disabled Alt-O (dump timings) and Alt-U (dump input state) when
...
SUPERMODEL_DEBUGGER not defined
- Option '-print-inputs' works again if no ROM set specified
2019-02-19 09:24:31 +00:00
SpinDizzy
6fe878b1d3
Restore Sega Rally 2 music in some practice stages
2019-02-07 06:32:46 +00:00
SpinDizzy
383e6ac85c
Fixed MPEG music looping glitch.
2019-02-05 10:30:50 +00:00
SpinDizzy
bb89bc8e54
Refactor code from previous svn768 (Note : break old savestate compatibility)
2019-02-05 10:03:50 +00:00
Ian Curtis
90faeafbc4
Fix the audio in sega rally2. The game has packed separate tracks into the left and right audio channels. Selecting the correct track fixes the garbled mess. (Spindizzi)
2019-02-01 21:02:02 +00:00