[Emulateur] Supermodel Sega Model 3

Les nouveautés en terme d'HyperLogiciels comme d'émulation, c'est par ici.

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micaelo14
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[Emulateur] Supermodel Sega Model 3

Message par micaelo14 » 04 avr. 2016 - 11:54

toute dernière version de l'émulateur qui apporte vraiment en qualité, ça bouge en ce moment :D

SVN 323:
change log:
r323
Added a comment: observation of Star Wars and Scud Race color modulation issues.

X86:

http://www119.zippyshare.com/v/1XThM5BJ/file.html" onclick="window.open(this.href);return false;
X64:

http://www47.zippyshare.com/v/w6U7dCM7/file.html" onclick="window.open(this.href);return false;

Je vous propose de poster içi les petites astuces pour faire tourner les jeux au mieux !

Astuce:

Jurrasic Park: faire Alt+i pour faire apparaître le curseur

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Re: [Emu] Supermodel Sega Model 3

Message par takki » 04 avr. 2016 - 16:19

Est ce Qu il règle le problème du volant trop dur en centrage de rebond sur scud race?

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Re: [Emulateur] Supermodel Sega Model 3

Message par micaelo14 » 05 avr. 2016 - 02:34

J'ai pas eu le temps de tout tester mais en terme graphique les évolutions sonts nombreuses

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Re: [Emulateur] Supermodel Sega Model 3

Message par takki » 08 mai 2016 - 03:14

Salut micka, j ai pu me poser une petite heure sur cette maj.
Alors ce que j ai vu de positif
1 sega rally 2 bug des artéfacts corrigés
2 améliorations de la HD

Le negatif
1 sega rally 2 impossible de voir la voiture qu on choisit
2 daytona usa 2 la fumée une horreur a gerber !!
3 daytona usa 2 les voitures ont du noir partout à la place des numéros et pub
Encore pire que l'ancienne maj

Franchement à part sega rally 2 il sert à rien
Du moins pour ses trois jeux

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Re: [Emulateur] Supermodel Sega Model 3

Message par thedvseb » 08 mai 2016 - 08:51

Pour info ils sont rendu a la SVN 392

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Re: [Emulateur] Supermodel Sega Model 3

Message par lukudo » 08 mai 2016 - 10:07

Ouaip j'allais le dire, il y a des mises a jour frèquentes depuis quelques semaines, le problème de fumée carrée sur daytona USA 2 est déjà résolu.
A suivre donc ;)

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Re: [Emulateur] Supermodel Sega Model 3

Message par takki » 08 mai 2016 - 10:24

Ah merde, j ai pas fait gaffe
Bonne News mais je vais attendre un peu car ras le cul de refaire tous les contrôles à chaque fois
On peut pas tjr copier le ini

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Re: [Emulateur] Supermodel Sega Model 3

Message par mich01 » 08 mai 2016 - 11:24

Je pense que c'est déjà mieux qu'avant avec les récentes maj,
mais avis perso Il Faudra qd même du temps pour avoir un emulateur parfait :)
Image

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Re: [Emulateur] Supermodel Sega Model 3

Message par thedvseb » 08 mai 2016 - 13:35

moi je colle le ini a chaque fois et j'ai pas de soucis...

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Re: [Emulateur] Supermodel Sega Model 3

Message par takki » 08 mai 2016 - 14:07

Ben On a pas le meme matos tout simplement
Deja j ai joy1 et joy2 Deja à partir de là tu peux pas copier sans modifier les lignes dans le config

Sinon j ai testé la dernière rev
Sega rally 2 faut laisser aller jusqu à l intro et comme ca plus de bug de la voiture invisible ou cursor invisible.
Daytona 2 fumée ok mais toutes les voitures non pas le bug corrigé
Sur la course 1 C est ok mais sur les autres y a le bug
C est assez bizarre.

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Re: [Emulateur] Supermodel Sega Model 3

Message par shabazz » 24 juin 2016 - 13:27

Build SVN r453 du 20/06/2016


Changelog des dernières versions:

Code : Tout sélectionner

r453
stencil translucent non textured polys
----------------------
r452
refactor
----------------------
r451
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.
----------------------
r450
Fix compilation when SUPERMODEL_DEBUGGER enabled
----------------------
r449
cache bound texture
----------------------
r448
cleaning
----------------------
r447
Added drive board and lamp raw outputs (submitted by SailorSat)
----------------------
r446
support negative exponent 
----------------------
r445
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.
----------------------
r444
Added -vsync and -no-vsync option descriptions to command line help
----------------------
r443
remove dead code
----------------------
r442
Added a Split() function to Util::Format.
----------------------
r441
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.
----------------------
r440
Check for overflow. Fixes some fade effects
---------------------
r439
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.
---------------------
r438
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.
---------------------
r437
Legacy engine: Culling node texture Y offset is only 5 bits (fixes Sega Rally 2 initials decal)
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r436
New engine: modf -> std::modf (fixes compilation on gcc)
---------------------
r435
Legacy engine: expanded color index to 12 bits from 11. Does this affect any games?
---------------------
r434
New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods.
---------------------
r433
Forgot to describe one polygon header field in Model.cpp
---------------------
r432
Updated polygon header descriptions
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r431
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.
---------------------
r430
Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts
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r429
fix transparency values, values are from 0-32, not 0-16 where the top bit disables
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r428
Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet.
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r427
remove bad rom patches
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r426
don't clamp after spot light code, looks much closer to h/w
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r425
Hooked up Sega Bass Fishing / Get Bass controls
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r424
basic spotlight code
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r423
Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders.
---------------------
r422
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).
---------------------
r421
fix alpha testing for texture format 7
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r420
remove dead code
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r419
support 4 bit textures
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r418
correctly mask pointers
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r417
optimise hash table access for better performance
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r416
support colour table pointer
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r415
remove debug code
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r414
Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative
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r413
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.
---------------------
r412
adjust (hopefully correct) fog equation
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r411
preliminary specular
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r410
- Removed a stale comment
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r409
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).
---------------------
r408
Added palette bit to list of bits to dump for analysis
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r407
Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these.
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r406
remove dead code
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r405
double up polys for two sided polys, fixes some diffuse lighting problems
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r404
FLT_MAX -> std::numeric_limits<float>::max()
r403
Added some IRQ-related code (commented out for now) from MAME findings. May incorporate in the future when investigating IRQs and timing again.
r402
update header documentation
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r401
Fix bad texture seems
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r400
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.
---------------------
r399
Added a register read handler for tilegen (although nothing seems to benefit from it)
---------------------
r398
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
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r397
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.
---------------------
r396
add texture helper functions
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r395
remove pointless loop
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r394
Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
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r393
Changed XInput DLL failure message
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r392
update poly header class
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r391
Fixed compilation on gcc (gotos cannot cross variable declarations)
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r390
Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
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r389
support flat shading
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r388
Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
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r387
set correct microtexture wrap mode
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r386
preliminary microtexture
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r385
skip viewports marked as disabled, might stop parsing some bad data
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r384
fix compilation
---------------------
r383
Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D()
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r382
wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
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r381
Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
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r380
Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled
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r379
Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
---------------------
r378
Fix fixed shading maths
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r377
Updated to-do comments
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r376
fixed shading code
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r375
Legacy engine: preliminary per-vertex fixed shading. Only limited testing with LA Machineguns (appears to work), Sega Rally 2 (appears okay), and Scud Race (fixes expert course bridge but not other mis-colored polygons).
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r374
read front buffer
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r373
Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled
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r372
Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate)
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r371
Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame
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r370
color flag
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r369
update project
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r368
make compilable with visual studio
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r367
simplify
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r366
Forgot a newline
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r365
Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
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r364
Added utility function to write BMP files
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r363
Updated polygon header description with double-sided bit (forgot it in last update!)
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r362
Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
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r361
fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
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r360
Legacy engine: vertex normals are standalone and do not need to be added to polygon normal
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r359
Added a debug option to load and render a single frame of graphics state from a save state file. Only available if compiled with DEBUG defined. Invoked using: -gfx-state= on command line.
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r358
Using IEmulator interface instead of CModel3 directly
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r357
Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a)
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r356
Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line.
---------------------
r355
Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
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r354
parse viewports in normal order
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r353
walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
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r352
simplify
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r351
avoid cast warning
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r350
simplify list code
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r349
Updated Mac OS X Makefile
---------------------
r348
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.
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r347
Updated Supermodel.ini with default Magical Truck Adventure controls
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r346
Hooked up Magical Truck Adventure controls
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r345
you were right Bart :) (Fixes broken sound in last build)
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r344
Don't use variable sized variables across platforms, unless needed
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r343
Fix - cannot specify explicit initializer for arrays
---------------------
r342
Figured out Step 1.0 VROM texture uploads. Fixes missing textures in VF3 and VF3TB.
---------------------
r341
Debugger compilation fixed: CBus -> IBus
---------------------
r340
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).
---------------------
r339
Fixed Magical Truck Adventure country check (accidentally removed a line in previous commit).
---------------------
r338
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.
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r337
Created IEmulator interface, renamed CBus to IBus and CPCIDevice to IPCIDevice. Frames now rendered when emulator paused.
---------------------
r336
tweak frustum planes
---------------------
r335
Changed help text to explain that -sound-volume and -music-volume only take effect when DSB is present
---------------------
r334
Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp
---------------------
r333
revert viewport code
---------------------
r332
change tex format 4
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r331
Clamping diffuse+ambient light intensity to 1.0 (legacy engine)
---------------------
r330
Added a comment about viewports
---------------------
r329
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 ar...
---------------------
r328
Fixed Types.h include
---------------------
r327
Do not print extra hardware message when there is none
---------------------
r326
8-bit texture upload byte selection (thanks to Ville; but not tested yet); code cleanup
---------------------
r325
rgb values were swapped for paletted colours
---------------------
r324
Use the correct texture enable bit
---------------------
r323
Added a comment: observation of Star Wars and Scud Race color modulation issues.
---------------------
r322
More textures fixed.
---------------------
r313
add missing project files
---------------------
r312
Allow asymmetric projection matrices. Fixes a bunch of missing effects and bad camera angles in harley.
---------------------
r311
update project
---------------------
r310
add LOD table data. Maybe we can get clipping planes out of these
---------------------
r309
properly mark dynamic meshes as such
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r308
allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders
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r307
clear the rom mesh buffer
---------------------
r306
Cache rom models, for better performance.
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r305
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r304
WIP
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r303
fix for bad matrix with NaN
---------------------
r302
Fixed detected axis printf() and compiler warnings (hopefully I did not parenthesize any conditionals incorrectly!)
---------------------
r301
finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes.
---------------------
r300
add missing project file
---------------------
r299
fix parenthesis error
---------------------
r298
add maths functions
---------------------
r297
Update project to vs 2013. Clean compile warnings
---------------------
r296
Remove double copy of shaders
---------------------
r295
fix basic compile errors (with vs)
---------------------
r294
Tweaked Windows gcc Makefile
---------------------
r293
Fixed compiler warnings, whitespace, and moved local variable declarations to site of assignment
---------------------
r292
Include Version.h
---------------------
r291
Fixed typo that broke build
---------------------
r290
Fixed warnings and whitespace
---------------------
r289
Fixed warnings and whitespace
---------------------
r288
Fixed warnings and whitespace
---------------------
r287
Moved lastCycles static int out of header file (fixes compiler warnings)
---------------------
r286
Moved
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r285
Updated to support new IRender3D interface and added FrameTimings object.
---------------------
r284
CRender3D -> CLegacy3D
---------------------
r283
Update Supermodel.h with graphics path and moved version string to separate header file
---------------------
r282
Removing legacy 3D engine files that were already moved to Graphics/Legacy3D
---------------------
r281
Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
---------------------
r280
Fixed compilation errors involving min and max functions
---------------------
r279
Added registers to debugger: ctr, xer, srr0, srr1, sdr1, imiss, dmiss, hid0, hid1
---------------------
r278
Fixed compiler warnings
---------------------
r277
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.
---------------------
r276
Fixed display of PowerPC condition code bits in debugger (were backwards) and changed XER to print as hex.
---------------------
r275
Support for loading an arbitrary (non-game) CROM image.
---------------------
r274
Gracefully handle the case when a zip file contains no known Model 3 ROM set.
---------------------
r273
Converted line endings from DOS to UNIX format.
---------------------
r272
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.
---------------------
r271
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...
---------------------
r270
Changed output "Pause" to "pause", as it is spelled in MAME, for MAMEHooker.
---------------------
r269
Small tweak to get to compile under GCC (Unix/MacOS)
---------------------
r268
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.
---------------------
r267
- 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.
---------------------
r266
- 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.
---------------------
r265
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
---------------------
r264
Somehow John's Build.bat and Clean.bat did not get added in r262. Here they are.
---------------------
r263
- 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...
---------------------
r262
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.
---------------------
r261
Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter.
---------------------
r260
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.
---------------------
r259
DirectInputSystem's initial state wasn't being initialized properly, which would sometimes result in invalid input values until keyboard or mouse was successfully acquired
---------------------
r268
Added a clear() method to VBORef and removed unsafe memset() clear.
---------------------
r257
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.
---------------------
r256
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.
---------------------
r255
Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.
---------------------
r254
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.
---------------------
r253
Further optimization/simplification of the 2D renderer's main loop.
---------------------
r252
- 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.
---------------------
r251
Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2.
---------------------
r250
Default SCSP balance set to 0. Was erroneously set at +50%.
---------------------
r249
- 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.
---------------------
r248
Updated fragment shaders' floating point comparisons and also some knock-on changes from SVN revision 246.
-This line, and those below, will be ignored--
M Shaders/Fragment_Flat.glsl
M Shaders/Fragment_NoSpotlight.glsl
---------------------
r247
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.
---------------------
r246
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.
---------------------
Supermodel v0.2a Changelog:
- New, fully customizable input system. Supports any combination of
keyboards, mice, and analog and digital controllers. [Nik Henson]
- Texture offsets. Fixes models in 'Fighting Vipers 2', 'Virtual On',
cars in the 'Scud Race' and 'Daytona USA 2' selection screens, etc.
- Fixed a 2D palette bug that would cause black pixels to occasionally
turn transparent.
- Added all remaining ROM sets. [krom]
- Got some new games to boot: 'Spikeout', 'Ski Champ', 'Sega Bass
Fishing', 'Dirt Devils', etc.
- Sound support. Special thanks to ElSemi for contributing his SCSP
emulator and Karl Stenerud for allowing us to use his 68K emulator.
- Multi-threading support. Sound and drive board emulation are off-
loaded to separate threads, substantially enhancing performance.
[Nik Henson]
- Z80 emulation based on code by Frank D. Cringle and YAZE-AG by
Andreas Gerlich.
- Digital Sound Board (MPEG music) emulation courtesy of R. Belmont and
the MPEG decoder library by Tomislav Uzelac.
- Improved ROM loader. It should no longer be as easily confused by
combined ROM sets as long as unused files are removed.
- Configuration file now supports more settings and allows game-
specific customization.
- Added light gun crosshairs ('The Lost World'), enabled by default in
full screen mode and selectable by pressing Alt-I.
- Drive board and force feedback emulation for 'Scud Race', 'Daytona
USA 2', and 'Sega Rally 2'. [Nik Henson]
- Viewable display area properly clipped. Ghost artifacts no longer
appear in border regions when the resolution exceeds the display
area.
- Changed gear shifting: added a dedicated neutral gear and sequential
shifting.
- Console-based debugger (not enabled by default, must be
enabled during compile-time). [Nik Henson]
- Source code and Makefile cleanup.
---------------------
Supermodel v0.1.2 Alpha Changelog:
- Included missing GLEW files.
---------------------
Supermodel v0.1.1a Changelog:
Thanks to Nik Henson, a 64-bit Windows build is now available from the Download page! I haven't tried it myself (I don't have 64-bit Windows) but Nik says it is a little bit faster at points where the 32-bit build normally slows down. I've also made a very minor source update, adding GLEW headers that were missing. The annoying GLEW-related warnings on Microsoft Visual C++ are now suppressed.
---------------------
Supermodel v0.1a Changelog:
First Release.
---------------------

Téléchargements:

Supermodel SVN r453 x86
Supermodel SVN r453 x64

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Re: [Emulateur] Supermodel Sega Model 3

Message par Porko » 24 juin 2016 - 14:09

Wow, j'en ai loupé plein...

Merci mec!

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Re: [Emulateur] Supermodel Sega Model 3

Message par takki » 24 juin 2016 - 16:54

Oui Ca ete grave mis à jour
C est de mieux en mieux

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Re: [Emulateur] Supermodel Sega Model 3

Message par Antipode » 24 juin 2016 - 17:35

Si sa devient vraiment jouable, a nous les joie de Daytona Starwars et le jeux d'ambulance bien fun...

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Re: [Emulateur] Supermodel Sega Model 3

Message par reload1808 » 24 juin 2016 - 17:58

emergency call est deja jouable

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Re: [Emulateur] Supermodel Sega Model 3

Message par Antipode » 24 juin 2016 - 18:02

Personnellement j'avais beaucoup d’artefacts et l’ambulance était parfois invisible.

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Re: [Emulateur] Supermodel Sega Model 3

Message par reload1808 » 24 juin 2016 - 18:09

Dans le .ini de supermodel , rentre ca en dessous de resolution
New3DEngine = 1

et tu verras, plus de decor noir dans emergency call et plus le bug quand tu change de vue
ca ameliore aussi harley davidson

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Re: [Emulateur] Supermodel Sega Model 3

Message par shabazz » 02 oct. 2016 - 12:23

Quelques mises à jour sur Supermodel depuis la version r453.(voir changelog)


[tabs][tabs:Emulateur ]

Supermodel SVN r486 x86 daté du 07/09/2016
Supermodel SVN r486 x64 daté du 07/09/2016


[tabs:Changelog ]

Code : Tout sélectionner

r486
    Added RGBA4 format to BMP file writer
    ---------------------
    r485
    Made parsing of hex values more robust
    ---------------------
    r484
    Initial check in of Games.xml (only two games defined so far)
    ---------------------
    r483
    Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one
    ---------------------
    r482
    Updated game loader to make use of latest changes to config tree: generic value types and eliminated pointers
    ---------------------
    r481
    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)
    ---------------------
    r480
    Added Util::Stricmp() and small tweak to serialization of Util::Format
    ---------------------
    r479
    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.
    ---------------------
    r478
    Added copy constructor and assignment operator using C++11 move semantics
    ---------------------
    r477
    Defined inputs
    ---------------------
    r476
    Support for deep copies via assignment operator. This will pave the way for elimination of Ptr_t and ConstPtr_t.
    ---------------------
    r475
    Added Write() method to write buffer to an ostream, and added an ostream operator overload
    ---------------------
    r474
    Changes to game loader interface, added 32-bit word swapping utility function
    ---------------------
    r473
    Added Logger.o to OSX and UNIX Makefiles. Should fix compilation on these platforms.
    ---------------------
    r472
    Removing MSVC Makefile
    ---------------------
    r471
    Initial check-in of game loader (not operational yet)
    ---------------------
    r470
    Byte swapping utility function
    ---------------------
    r469
    Added ValueAsBool(), ValueAsBoolWithDefault(), and ValueAsUnsignedWithDefault()
    ---------------------
    r468
    update visual studio project
    ----------------------
    r467
    Added Util::Config::Node::ValueAsUnsigned() with support for base 10 and 16 ('0x' prefix)
    ----------------------
    r466
    Added Util::ToLower()
    ----------------------
    r465
    Config::Node::Add() now supports nested keys (e.g., Add("foo/bar/baz", "0") will create three nested config nodes)
    ----------------------
    r464
    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.
    ----------------------
    r463
    Adding tinyxml2 lib
    ----------------------
    r462
    XML parsing support for new config system
    ----------------------
    r461
    Moved logging functions into OSD/Logger.cpp (eventually logging system will be reworked entirely) and added new config tree structure (not yet used).
    ----------------------
    r460
    Updated Win32 gcc, UNIX, and OSX Makefiles
    ----------------------
    r459
    Updated Fragment_NoSpotlight.glsl (fragment shader for legacy engine without spot light)
    ----------------------
    r458
    disable spot light if the extent is zero
    ----------------------
    r457
    Saving progress on scudp disassembly
    ----------------------
    r456
    parse some unimplemented spot light values from viewport
    ----------------------
    r455
    Added disassembly of Scud Race Plus
    ----------------------
    r454
    Marked offset of code in CROM for scudp
    ----------------------
    r453
    stencil translucent non textured polys
    ----------------------
    r452
    refactor
    ----------------------
    r451
    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.
    ----------------------
    r450
    Fix compilation when SUPERMODEL_DEBUGGER enabled
    ----------------------
    r449
    cache bound texture
    ----------------------
    r448
    cleaning
    ----------------------
    r447
    Added drive board and lamp raw outputs (submitted by SailorSat)
    ----------------------
    r446
    support negative exponent
    ----------------------
    r445
    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.
    ----------------------
    r444
    Added -vsync and -no-vsync option descriptions to command line help
    ----------------------
    r443
    remove dead code
    ----------------------
    r442
    Added a Split() function to Util::Format.
    ----------------------
    r441
    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.
    ----------------------
    r440
    Check for overflow. Fixes some fade effects
    ---------------------
    r439
    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.
    ---------------------
    r438
    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.
    ---------------------
    r437
    Legacy engine: Culling node texture Y offset is only 5 bits (fixes Sega Rally 2 initials decal)
    ---------------------
    r436
    New engine: modf -> std::modf (fixes compilation on gcc)
    ---------------------
    r435
    Legacy engine: expanded color index to 12 bits from 11. Does this affect any games?
    ---------------------
    r434
    New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods.
    ---------------------
    r433
    Forgot to describe one polygon header field in Model.cpp
    ---------------------
    r432
    Updated polygon header descriptions
    ---------------------
    r431
    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.
    ---------------------
    r430
    Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts
    ---------------------
    r429
    fix transparency values, values are from 0-32, not 0-16 where the top bit disables
    ---------------------
    r428
    Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet.
    ---------------------
    r427
    remove bad rom patches
    ---------------------
    r426
    don't clamp after spot light code, looks much closer to h/w
    ---------------------
    r425
    Hooked up Sega Bass Fishing / Get Bass controls
    ---------------------
    r424
    basic spotlight code
    ---------------------
    r423
    Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders.
    ---------------------
    r422
    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).
    ---------------------
    r421
    fix alpha testing for texture format 7
    ---------------------
    r420
    remove dead code
    ---------------------
    r419
    support 4 bit textures
    ---------------------
    r418
    correctly mask pointers
    ---------------------
    r417
    optimise hash table access for better performance
    ---------------------
    r416
    support colour table pointer
    ---------------------
    r415
    remove debug code
    ---------------------
    r414
    Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative
    ---------------------
    r413
    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.
    ---------------------
    r412
    adjust (hopefully correct) fog equation
    ---------------------
    r411
    preliminary specular
    ---------------------
    r410
    - Removed a stale comment
    ---------------------
    r409
    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).
    ---------------------
    r408
    Added palette bit to list of bits to dump for analysis
    ---------------------
    r407
    Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these.
    ---------------------
    r406
    remove dead code
    ---------------------
    r405
    double up polys for two sided polys, fixes some diffuse lighting problems
    ---------------------
    r404
    FLT_MAX -> std::numeric_limits<float>::max()
    r403
    Added some IRQ-related code (commented out for now) from MAME findings. May incorporate in the future when investigating IRQs and timing again.
    r402
    update header documentation
    ---------------------
    r401
    Fix bad texture seems
    ---------------------
    r400
    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.
    ---------------------
    r399
    Added a register read handler for tilegen (although nothing seems to benefit from it)
    ---------------------
    r398
    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
    ---------------------
    r397
    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.
    ---------------------
    r396
    add texture helper functions
    ---------------------
    r395
    remove pointless loop
    ---------------------
    r394
    Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
    ---------------------
    r393
    Changed XInput DLL failure message
    ---------------------
    r392
    update poly header class
    ---------------------
    r391
    Fixed compilation on gcc (gotos cannot cross variable declarations)
    ---------------------
    r390
    Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
    ---------------------
    r389
    support flat shading
    ---------------------
    r388
    Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
    ---------------------
    r387
    set correct microtexture wrap mode
    ---------------------
    r386
    preliminary microtexture
    ---------------------
    r385
    skip viewports marked as disabled, might stop parsing some bad data
    ---------------------
    r384
    fix compilation
    ---------------------
    r383
    Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D()
    ---------------------
    r382
    wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
    ---------------------
    r381
    Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
    ---------------------
    r380
    Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled
    ---------------------
    r379
    Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
    ---------------------
    r378
    Fix fixed shading maths
    ---------------------
    r377
    Updated to-do comments
    ---------------------
    r376
    fixed shading code
    ---------------------
    r375
    Legacy engine: preliminary per-vertex fixed shading. Only limited testing with LA Machineguns (appears to work), Sega Rally 2 (appears okay), and Scud Race (fixes expert course bridge but not other mis-colored polygons).
    ---------------------
    r374
    read front buffer
    ---------------------
    r373
    Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled
    ---------------------
    r372
    Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate)
    ---------------------
    r371
    Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame
    ---------------------
    r370
    color flag
    ---------------------
    r369
    update project
    ---------------------
    r368
    make compilable with visual studio
    ---------------------
    r367
    simplify
    ---------------------
    r366
    Forgot a newline
    ---------------------
    r365
    Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
    ---------------------
    r364
    Added utility function to write BMP files
    ---------------------
    r363
    Updated polygon header description with double-sided bit (forgot it in last update!)
    ---------------------
    r362
    Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
    ---------------------
    r361
    fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
    ---------------------
    r360
    Legacy engine: vertex normals are standalone and do not need to be added to polygon normal
    ---------------------
    r359
    Added a debug option to load and render a single frame of graphics state from a save state file. Only available if compiled with DEBUG defined. Invoked using: -gfx-state= on command line.
    ---------------------
    r358
    Using IEmulator interface instead of CModel3 directly
    ---------------------
    r357
    Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a)
    ---------------------
    r356
    Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line.
    ---------------------
    r355
    Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
    ---------------------
    r354
    parse viewports in normal order
    ---------------------
    r353
    walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
    ---------------------
    r352
    simplify
    ---------------------
    r351
    avoid cast warning
    ---------------------
    r350
    simplify list code
    ---------------------
    r349
    Updated Mac OS X Makefile
    ---------------------
    r348
    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.
    ---------------------
    r347
    Updated Supermodel.ini with default Magical Truck Adventure controls
    ---------------------
    r346
    Hooked up Magical Truck Adventure controls
    ---------------------
    r345
    you were right Bart :) (Fixes broken sound in last build)
    ---------------------
    r344
    Don't use variable sized variables across platforms, unless needed
    ---------------------
    r343
    Fix - cannot specify explicit initializer for arrays
    ---------------------
    r342
    Figured out Step 1.0 VROM texture uploads. Fixes missing textures in VF3 and VF3TB.
    ---------------------
    r341
    Debugger compilation fixed: CBus -> IBus
    ---------------------
    r340
    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).
    ---------------------
    r339
    Fixed Magical Truck Adventure country check (accidentally removed a line in previous commit).
    ---------------------
    r338
    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.
    ---------------------
    r337
    Created IEmulator interface, renamed CBus to IBus and CPCIDevice to IPCIDevice. Frames now rendered when emulator paused.
    ---------------------
    r336
    tweak frustum planes
    ---------------------
    r335
    Changed help text to explain that -sound-volume and -music-volume only take effect when DSB is present
    ---------------------
    r334
    Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp
    ---------------------
    r333
    revert viewport code
    ---------------------
    r332
    change tex format 4
    ---------------------
    r331
    Clamping diffuse+ambient light intensity to 1.0 (legacy engine)
    ---------------------
    r330
    Added a comment about viewports
    ---------------------
    r329
    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 ar...
    ---------------------
    r328
    Fixed Types.h include
    ---------------------
    r327
    Do not print extra hardware message when there is none
    ---------------------
    r326
    8-bit texture upload byte selection (thanks to Ville; but not tested yet); code cleanup
    ---------------------
    r325
    rgb values were swapped for paletted colours
    ---------------------
    r324
    Use the correct texture enable bit
    ---------------------
    r323
    Added a comment: observation of Star Wars and Scud Race color modulation issues.
    ---------------------
    r322
    More textures fixed.
    ---------------------
    r313
    add missing project files
    ---------------------
    r312
    Allow asymmetric projection matrices. Fixes a bunch of missing effects and bad camera angles in harley.
    ---------------------
    r311
    update project
    ---------------------
    r310
    add LOD table data. Maybe we can get clipping planes out of these
    ---------------------
    r309
    properly mark dynamic meshes as such
    ---------------------
    r308
    allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders
    ---------------------
    r307
    clear the rom mesh buffer
    ---------------------
    r306
    Cache rom models, for better performance.
    ---------------------
    r305
    ---------------------
    r304
    WIP
    ---------------------
    r303
    fix for bad matrix with NaN
    ---------------------
    r302
    Fixed detected axis printf() and compiler warnings (hopefully I did not parenthesize any conditionals incorrectly!)
    ---------------------
    r301
    finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes.
    ---------------------
    r300
    add missing project file
    ---------------------
    r299
    fix parenthesis error
    ---------------------
    r298
    add maths functions
    ---------------------
    r297
    Update project to vs 2013. Clean compile warnings
    ---------------------
    r296
    Remove double copy of shaders
    ---------------------
    r295
    fix basic compile errors (with vs)
    ---------------------
    r294
    Tweaked Windows gcc Makefile
    ---------------------
    r293
    Fixed compiler warnings, whitespace, and moved local variable declarations to site of assignment
    ---------------------
    r292
    Include Version.h
    ---------------------
    r291
    Fixed typo that broke build
    ---------------------
    r290
    Fixed warnings and whitespace
    ---------------------
    r289
    Fixed warnings and whitespace
    ---------------------
    r288
    Fixed warnings and whitespace
    ---------------------
    r287
    Moved lastCycles static int out of header file (fixes compiler warnings)
    ---------------------
    r286
    Moved
    ---------------------
    r285
    Updated to support new IRender3D interface and added FrameTimings object.
    ---------------------
    r284
    CRender3D -> CLegacy3D
    ---------------------
    r283
    Update Supermodel.h with graphics path and moved version string to separate header file
    ---------------------
    r282
    Removing legacy 3D engine files that were already moved to Graphics/Legacy3D
    ---------------------
    r281
    Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
    ---------------------
    r280
    Fixed compilation errors involving min and max functions
    ---------------------
    r279
    Added registers to debugger: ctr, xer, srr0, srr1, sdr1, imiss, dmiss, hid0, hid1
    ---------------------
    r278
    Fixed compiler warnings
    ---------------------
    r277
    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.
    ---------------------
    r276
    Fixed display of PowerPC condition code bits in debugger (were backwards) and changed XER to print as hex.
    ---------------------
    r275
    Support for loading an arbitrary (non-game) CROM image.
    ---------------------
    r274
    Gracefully handle the case when a zip file contains no known Model 3 ROM set.
    ---------------------
    r273
    Converted line endings from DOS to UNIX format.
    ---------------------
    r272
    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.
    ---------------------
    r271
    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...
    ---------------------
    r270
    Changed output "Pause" to "pause", as it is spelled in MAME, for MAMEHooker.
    ---------------------
    r269
    Small tweak to get to compile under GCC (Unix/MacOS)
    ---------------------
    r268
    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.
    ---------------------
    r267
    - 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.
    ---------------------
    r266
    - 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.
    ---------------------
    r265
    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
    ---------------------
    r264
    Somehow John's Build.bat and Clean.bat did not get added in r262. Here they are.
    ---------------------
    r263
    - 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...
    ---------------------
    r262
    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.
    ---------------------
    r261
    Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter.
    ---------------------
    r260
    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.
    ---------------------
    r259
    DirectInputSystem's initial state wasn't being initialized properly, which would sometimes result in invalid input values until keyboard or mouse was successfully acquired
    ---------------------
    r268
    Added a clear() method to VBORef and removed unsafe memset() clear.
    ---------------------
    r257
    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.
    ---------------------
    r256
    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.
    ---------------------
    r255
    Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.
    ---------------------
    r254
    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.
    ---------------------
    r253
    Further optimization/simplification of the 2D renderer's main loop.
    ---------------------
    r252
    - 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.
    ---------------------
    r251
    Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2.
    ---------------------
    r250
    Default SCSP balance set to 0. Was erroneously set at +50%.
    ---------------------
    r249
    - 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.
    ---------------------
    r248
    Updated fragment shaders' floating point comparisons and also some knock-on changes from SVN revision 246.
    -This line, and those below, will be ignored--
    M Shaders/Fragment_Flat.glsl
    M Shaders/Fragment_NoSpotlight.glsl
    ---------------------
    r247
    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.
    ---------------------
    r246
    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.
    ---------------------
    Supermodel v0.2a Changelog:
    - New, fully customizable input system. Supports any combination of
    keyboards, mice, and analog and digital controllers. [Nik Henson]
    - Texture offsets. Fixes models in 'Fighting Vipers 2', 'Virtual On',
    cars in the 'Scud Race' and 'Daytona USA 2' selection screens, etc.
    - Fixed a 2D palette bug that would cause black pixels to occasionally
    turn transparent.
    - Added all remaining ROM sets. [krom]
    - Got some new games to boot: 'Spikeout', 'Ski Champ', 'Sega Bass
    Fishing', 'Dirt Devils', etc.
    - Sound support. Special thanks to ElSemi for contributing his SCSP
    emulator and Karl Stenerud for allowing us to use his 68K emulator.
    - Multi-threading support. Sound and drive board emulation are off-
    loaded to separate threads, substantially enhancing performance.
    [Nik Henson]
    - Z80 emulation based on code by Frank D. Cringle and YAZE-AG by
    Andreas Gerlich.
    - Digital Sound Board (MPEG music) emulation courtesy of R. Belmont and
    the MPEG decoder library by Tomislav Uzelac.
    - Improved ROM loader. It should no longer be as easily confused by
    combined ROM sets as long as unused files are removed.
    - Configuration file now supports more settings and allows game-
    specific customization.
    - Added light gun crosshairs ('The Lost World'), enabled by default in
    full screen mode and selectable by pressing Alt-I.
    - Drive board and force feedback emulation for 'Scud Race', 'Daytona
    USA 2', and 'Sega Rally 2'. [Nik Henson]
    - Viewable display area properly clipped. Ghost artifacts no longer
    appear in border regions when the resolution exceeds the display
    area.
    - Changed gear shifting: added a dedicated neutral gear and sequential
    shifting.
    - Console-based debugger (not enabled by default, must be
    enabled during compile-time). [Nik Henson]
    - Source code and Makefile cleanup.
    ---------------------
    Supermodel v0.1.2 Alpha Changelog:
    - Included missing GLEW files.
    ---------------------
    Supermodel v0.1.1a Changelog:
    Thanks to Nik Henson, a 64-bit Windows build is now available from the Download page! I haven't tried it myself (I don't have 64-bit Windows) but Nik says it is a little bit faster at points where the 32-bit build normally slows down. I've also made a very minor source update, adding GLEW headers that were missing. The annoying GLEW-related warnings on Microsoft Visual C++ are now suppressed.
    ---------------------
    Supermodel v0.1a Changelog:
    First Release.
    ---------------------
[/tabs]

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Porko
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Re: [Emulateur] Supermodel Sega Model 3

Message par Porko » 21 nov. 2016 - 21:22

Mises à jour de Supermodel depuis la version r486.(voir changelog)


[tabs][tabs:Emulateur ]

Supermodel SVN r494 x64 et x86 daté du 31/10/2016



[tabs:Changelog ]

Code : Tout sélectionner

r494
change scroll fog logic to parse the lower priority viewports first
---------------------
r493
implement scroll fog, fixes a tonne of missing fx
---------------------
r492
Parse out scrollfog value used for blending over the 2d background.
---------------------
r491
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.
---------------------
r490
same fix for legacy engine
---------------------
r489
our scratch mem must match correct max texture size
---------------------
r488
Fix the sky in advanced stage in Dirt Devils. It uses a massive (for 1998 :p) 1024x256 texture.
---------------------
r487
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.
---------------------
r486
Added RGBA4 format to BMP file writer
    ---------------------
[/tabs]

Et pour les yeux

[BBvideo 560,340][/BBvideo]
Pour la Celica et la Delta il faut faire "change view" et "handbrake" à l'écran de selection des caisses^^

[BBvideo 560,340][/BBvideo]

[BBvideo 560,340][/BBvideo]

tom5151
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Re: [Emulateur] Supermodel Sega Model 3

Message par tom5151 » 21 nov. 2016 - 21:37

Ouha, ça fait envi tout ça. C'est possible d'y jouer au pad ou il faut absolument un volant ?

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