Search found 38 matches

by Ian
Mon Sep 09, 2024 9:51 am
Forum: The Dark Room
Topic: OKAY FAIL
Replies: 4
Views: 2307

Re: OKAY FAIL

Well I pushed the changes for this, i used enum class, then you can't accidentally mix the types, makes it more idiot proof. I didn't realise how much it was used all over the code base. Hopefully I've not broken anything. There are a lot of classes with uninitialised variables. I know we've absolut...
by Ian
Wed Sep 04, 2024 11:55 pm
Forum: The Dark Room
Topic: OKAY FAIL
Replies: 4
Views: 2307

Re: OKAY FAIL

Yeah I understand the logic. In c you'd use something like errno_t which is simply a typedef for int. At least then the intention is clear. Any objections if we refactor this.
by Ian
Wed Sep 04, 2024 1:12 pm
Forum: The Dark Room
Topic: OKAY FAIL
Replies: 4
Views: 2307

OKAY FAIL

// Boolean return codes (must be 0 or 1 only) #define OKAY 0 #define FAIL 1 Why is this even a thing in supermodel? This seems like crazy bad design to me. If a function returns a boolean it's reasonable to expect that true would be success .. or whatever. If someone uses a boolean like a boolean ie...
by Ian
Wed Aug 28, 2024 10:52 pm
Forum: The Dark Room
Topic: Long term dev plan
Replies: 7
Views: 12710

Re: Long term dev plan

Okay so I've ported the shader code back to software. The basic shader code is not as efficient as Bart's original code. However we only iterate over the 'active' layer according to the mask. So if the mask is the same for the whole layer we never have to even look at the alt layer which gives us qu...
by Ian
Thu Aug 22, 2024 9:11 pm
Forum: The Fitting Room
Topic: Star Wars Trilogy Crosshair Issue
Replies: 2
Views: 4790

Re: Star Wars Trilogy Crosshair Issue

Controller might want a deadzone. It's common for cheap joy stick style controllers to drift a bit
by Ian
Sun Aug 04, 2024 10:04 am
Forum: The Dark Room
Topic: Long term dev plan
Replies: 7
Views: 12710

Re: Long term dev plan

I'm fairly sure 0xC is the last thing written in a frame. It makes sense that the tilegen controls the rendering since it generates irq2. The ping_pong flip time is also written to the tilegen when games boot up and that is really just something for the 3d hw.
by Ian
Sat Aug 03, 2024 7:03 pm
Forum: The Dark Room
Topic: Long term dev plan
Replies: 7
Views: 12710

Long term dev plan

I've had some ideas in my head for a while now to make emulation .. better :) I thought I'd put them to paper. I've made some progress towards these. 1. The ability to drop frames. This is required for vf3. Currently in the level transition loading phases we are drawing crazy amounts of garbage. The...
by Ian
Tue Jul 30, 2024 2:07 pm
Forum: The Catwalk
Topic: Thinking of shuttering the forums
Replies: 8
Views: 10763

Re: Thinking of shuttering the forums

I find the forums useful, but it's not the end of the world if they close
by Ian
Tue Jul 30, 2024 9:34 am
Forum: The Fitting Room
Topic: CRT-geom Shaders and spotlight issues on Sega Rally
Replies: 2
Views: 4610

Re: CRT-geom Shaders and spotlight issues on Sega Rally

the weird transparency is simply how the h/w works on the model3 lol
by Ian
Sat Jul 06, 2024 11:59 pm
Forum: The Catwalk
Topic: Vsync
Replies: 1
Views: 4413

Re: Vsync

try a lower lowerpc frequency
to run at 166mhz for step 2 games requires a very fast cpu