Supermodel/Src/Model3
2023-10-14 20:05:00 +01:00
..
DriveBoard Drive board uses the value 0xFF (not 0x00) on ports 42 and 45 to stop all effects when port 46 is set to 0xFF; fixes FFB effects continuing after game ends 2023-07-01 23:21:51 -07:00
53C810.cpp PowerPC IRQ line deassertion; DMA only fires interrupts when required 2021-11-28 01:11:11 +00:00
53C810.h PowerPC IRQ line deassertion; DMA only fires interrupts when required 2021-11-28 01:11:11 +00:00
53C810Disasm.cpp fix a real error (m68kdasm) and some harmless performance warnings and use modern headers 2022-07-11 18:10:41 +02:00
93C46.cpp fix a real error (m68kdasm) and some harmless performance warnings and use modern headers 2022-07-11 18:10:41 +02:00
93C46.h Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
Crypto.cpp fix a few compile warnings 2018-01-25 21:07:22 +00:00
Crypto.h 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
DSB.cpp change all INT16 mixing/intermediate clamping to floats 2022-11-06 13:00:13 -08:00
DSB.h change all INT16 mixing/intermediate clamping to floats 2022-11-06 13:00:13 -08:00
IEmulator.h njz3: Proper quadrophonic audio support. Need 4+ speakers to take advantage otherwise down mixed to stereo. 2022-06-09 21:10:39 +00:00
IRQ.cpp PowerPC IRQ line deassertion; DMA only fires interrupts when required 2021-11-28 01:11:11 +00:00
IRQ.h Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
JTAG.cpp Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
JTAG.h Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
Model3.cpp Model3.cpp: Comment describing scan line timing. 2023-09-25 14:45:57 +02:00
Model3.h njz3: Proper quadrophonic audio support. Need 4+ speakers to take advantage otherwise down mixed to stereo. 2022-06-09 21:10:39 +00:00
Model3GraphicsState.h Include required header files in Model3GraphicsState.h - fixes potential build errors in GCC 2021-12-15 13:55:27 +00:00
MPC10x.cpp Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
MPC10x.h Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
PCI.cpp Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
PCI.h Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
Real3D.cpp DMA device register always returns Step 1.x PCI ID 2023-08-20 17:43:40 -07:00
Real3D.h DMA device register always returns Step 1.x PCI ID 2023-08-20 17:43:40 -07:00
RTC72421.cpp optimize ReadRegister, as localtime (at least on MSVC/Windows) is significantly showing up in profiling 2022-07-11 18:47:13 +02:00
RTC72421.h Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
SoundBoard.cpp change all INT16 mixing/intermediate clamping to floats 2022-11-06 13:00:13 -08:00
SoundBoard.h change all INT16 mixing/intermediate clamping to floats 2022-11-06 13:00:13 -08:00
TileGen.cpp Rewrite the renderer a bit to spit out the finished graphics from the 3d chip on separate buffers. One buffer is for opaque pixels, and 2 more for translucent pixels. Before the frame was composited on the back buffer, which meant the tilegen had to have been drawn first. This way the images are now totally independant of the tilegen chip so can be drawn as soon as the register write 0xC is written to the tilegen. 2023-10-14 20:05:00 +01:00
TileGen.h Rewrite the renderer a bit to spit out the finished graphics from the 3d chip on separate buffers. One buffer is for opaque pixels, and 2 more for translucent pixels. Before the frame was composited on the back buffer, which meant the tilegen had to have been drawn first. This way the images are now totally independant of the tilegen chip so can be drawn as soon as the register write 0xC is written to the tilegen. 2023-10-14 20:05:00 +01:00