Commit graph

984 commits

Author SHA1 Message Date
ToBul f497de50d1 Update README.txt
Fix old typos, leaving alone the American English.
Remove the "Virtua Striker 2 '99" unlock code.
I don't think it works,  others have also tried,
https://www.supermodel3.com/Forum/viewtopic.php?f=3&t=2096&p=19784#p19784
2023-03-15 17:35:48 -07:00
Bart Trzynadlowski 5fdb50a869 README.txt: Updated Section 5 (video settings), squeezed everything back into 80 columns, changed 'Virtua Fighter 2 '98' to 'Virtua Striker 2 '98' in Section 10 2023-03-14 17:56:17 -07:00
Bart Trzynadlowski b5ca365928 NetBoard: guard against freeing null pointers and INetBoard needed a virtual destructor (was causing crashes on exit on some systems) 2023-03-14 11:18:20 -07:00
CapitaineSheridan 3848d276da Autobuild script update following crosshair update 2023-03-14 00:59:18 -07:00
CapitaineSheridan abc2900770 m_crosshair is not needed and the config should be checked every frame because otherwise Alt-I command was broken (the number of crosshairs to render is mapped to a UI key) [Bart] 2023-03-13 20:18:51 -07:00
CapitaineSheridan a319bbee0c Better optimisations.
Moved all UI rendering from Main to CCrosshair.
Take care of syntax about crosshair style.
2023-03-13 20:18:51 -07:00
CapitaineSheridan b19fdb6a77 Change Media folder to Assets folder.
Naming variable convention.
Command line change -crosshair-style = vector|bmp.
Config ini variable change CrosshairStyle = vector|bmp.
CCrosshair::DrawCrosshair optimisation.
Modifying UpdateCrosshairs() to eliminate global variable.
2023-03-13 20:18:51 -07:00
CapitaineSheridan 1b066fe4b3 Crosshair refactor
-add a new separate class for crosshair
-crosshair coordinates are calculated by matrix instead of recreating every object at correct coordinates
-add ability to scale crosshair by dpi
-add ability to use bitmap crosshair (located in ./Media/). 32bits bmp format + alpha
-cmd line "-bitmapcrosshair" or "-vectorcrosshair" and/or BitmapCrosshair=0|1 in config file
-these changes are only for lost world game with Crosshairs=1|2|3

don't forget to copy the 2 crosshair images in Supermodel/Media folder
2023-03-13 20:18:51 -07:00
Bart Trzynadlowski 0cc1b37f95 README.txt: Fixed a typo, end-of-sentence formatting in section 10, and added ECA cheat codes as per Brian Troha's suggestion 2023-03-13 20:10:08 -07:00
Bart Trzynadlowski 05c57abc2f README.txt: fixed typo 2023-03-11 11:08:10 -08:00
Bart Trzynadlowski 188bb5c285 README.txt: Added region codes to section 10 (c/o Brian Troha) 2023-03-10 18:13:04 -08:00
Bart Trzynadlowski 7e7686c6f2 Games.xml: Corrected name of Virtual On 2 to Cyber Troopers Virtual-On Oratorio Tangram 2023-03-10 14:59:10 -08:00
Bart Trzynadlowski ae5af4c036 Fixed window position config storage and command line parsing 2023-03-09 10:34:51 -08:00
Bart Trzynadlowski 83144f80b7 Config nodes: added the ability to clear out node values or create empty leaf nodes 2023-03-09 10:34:51 -08:00
joachim 043f901c80 comply to @trzy requested changes # 2023-03-09 10:34:51 -08:00
joachim 4a64a0df71 comply to @trzy requested changes 2023-03-09 10:34:51 -08:00
joachim c301a574ed -pos=<x>,<y> -> correct error when not present 2023-03-09 10:34:51 -08:00
joachim c97e3acce7 Add two video settings:
-pos=<x>,<y>            Position [Default: centered]
-borderless             Windowed mode with no border

These 2 settings are usefull when setting up a multiplayer game on one machine.

Example for 4 windows in fullHD:

start "Master" /D"Master_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=0,0
start "Slave1" /D"Slave1_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=960,0
start "Slave2" /D"Slave2_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=0,540
start "Slave3" /D"Slave3_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=960,540
2023-03-09 10:34:51 -08:00
joachim 5fa190490d Allow joystick to be fetch if windows has no focus in SDL input mode.
This is usefull for multiple instance of supermodel networked on the same machine.
2023-03-09 10:34:51 -08:00
Bart Trzynadlowski f7dcc1c445 Games.xml and README.txt updated by Brian Troha (new Ocean Hunter ROM sets and several updates to version descriptions, etc.) 2023-03-06 21:47:03 -08:00
The Brink of Tomorrow ffc320904e Update README.md with macOS build details
Update README.md with macOS build and run instructions
2023-02-25 14:52:32 -08:00
Aaron Paden 78f5056223 Add missing filename to ErrorLog call. 2022-12-28 20:04:25 -08:00
CapitaineSheridan 7e025e64a2 Memory allocated but not released. 2022-12-28 18:24:11 -08:00
Ian Curtis 69a458ecf7 Make sure to invalidate texture memory when going fullscreen otherwise it might not be syned correctly. 2022-12-25 00:32:01 +00:00
Ian Curtis 11c01a349f SDL_SetWindowFullscreen isn't needed as we call ResizeGLScreen which sets the fullscreen mode afterwards. 2022-12-24 23:54:47 +00:00
Ian Curtis 6dcf144694 We must explicitly call SDL_SetWindowFullscreen after setting the display mode otherwise the refresh rate doesn't change. 2022-12-24 17:29:08 +00:00
Ian Curtis ad0aed42a4 be a bit more flexible with the display frequencies we'll match 2022-12-19 14:11:21 +00:00
Ian Curtis 25604512f4 The model 3 (actually model 1,2 and 3) all used some crazy refresh rate of 57.524hz. If your screen refresh rate is 60hz, supermodel will work fine, but really run too fast. Anyway if you create a custom refresh rate, supermodel will automatically pick this, and set it when the emulator is in fullscreen mode. Apparently this works with most monitors, even cheapo low end ones.
To active set your command line to:
-res=1920,1080 -vsync -fullscreen -true-hz

Replace the resolution with whatever your monitor's native resolution is.
2022-12-19 00:13:08 +00:00
Ian Curtis 984f78ad1b Merge branch 'master' of https://github.com/trzy/Supermodel 2022-12-17 23:46:11 +00:00
Ian Curtis 57ead6037d Better opengl resource allocation. Fixes going fullscreen and back. 2022-12-17 23:46:02 +00:00
gm-matthew 50d947deee Add FileSystemPath.cpp to Visual Studio project 2022-12-14 00:29:25 -08:00
Fernando Casas Schössow d83e4754fe Fixed build on macOS 2022-12-12 16:49:07 -08:00
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
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
ToBul acc7161ca5 [Makefile.Win32] $MSYSTEM check never fails.
'make clean' from Win command shell doesn't fully clean, condition always true.
2022-11-13 10:49:20 -08:00
Ian Curtis 5f30614c4c FIx shaders failing to build on apple h/w 2022-11-09 18:56:15 +00:00
Ian Curtis fe36b07702 Update makefile 2022-11-08 10:35:05 +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.
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
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