Search found 27 matches

by Ian
Tue Nov 28, 2023 1:36 pm
Forum: The Fitting Room
Topic: unable to load bitmap crosshair texture
Replies: 10
Views: 27176

Re: unable to load bitmap crosshair texture

There should be some logic in there so supermodel doesn't fall over if these bitmaps don't exist. Most people don't care to use them. This issue is going to keep coming up I know it.
by Ian
Mon Nov 27, 2023 8:33 pm
Forum: The Catwalk
Topic: Model 3 official emulation on Yakuza games!
Replies: 23
Views: 38489

Re: Model 3 official emulation on Yakuza games!

Modern shaders are super portable
If i recall nvidia even has tools to automatically convert between languages
by Ian
Mon Nov 27, 2023 12:05 pm
Forum: The Fitting Room
Topic: unable to load bitmap crosshair texture
Replies: 10
Views: 27176

Re: unable to load bitmap crosshair texture

You need a folder called Assets
and the bitmap files should be in there
by Ian
Mon Nov 27, 2023 12:04 pm
Forum: The Catwalk
Topic: Model 3 official emulation on Yakuza games!
Replies: 23
Views: 38489

Re: Model 3 official emulation on Yakuza games!

Because of the article, I doubt the statement very much and suspect SEGA uses Supermodel emulator's codes without any notification. I had wondered the same .. There are some differences between their emulation and ours, but it's extremely close. I said about the micro-textures, but the real3d also ...
by Ian
Wed Nov 22, 2023 6:11 pm
Forum: The Dark Room
Topic: Down sample to 496x384
Replies: 2
Views: 13062

Re: Down sample to 496x384

Since I changed the renderer design a bit this is quite easy to do I honestly don't think it improves the render quality that much (I tried it). For me the issue is the texture aliasing, which is quite jarring on the model 3 Look at the wall as he drives up to it https://youtu.be/nrAyVo3jeWg&t=1...
by Ian
Thu Nov 16, 2023 2:02 pm
Forum: The Dark Room
Topic: Daytona Usa 2 Direct captured PCB
Replies: 2
Views: 12789

Re: Daytona Usa 2 Direct captured PCB

thanks for these
by Ian
Tue Nov 14, 2023 11:48 pm
Forum: The Dark Room
Topic: S-buffer: how the Model 3 handles anti-aliasing and translucency
Replies: 17
Views: 27296

Re: S-buffer: how the Model 3 handles anti-aliasing and translucency

If I had some sort of c implementation I could probably translate it to shader code. But is it worth emulating at this level, would anyone even notice lol. It's a trivial change to make it fully opaque if both layers overlap. It might be possible in 1 pass. Opengl can write to multiple render target...
by Ian
Tue Nov 14, 2023 10:05 pm
Forum: The Dark Room
Topic: S-buffer: how the Model 3 handles anti-aliasing and translucency
Replies: 17
Views: 27296

Re: S-buffer: how the Model 3 handles anti-aliasing and translucency

>To use complementary patterns, wouldn't there have to be a change in the pattern select bit? Do we ever see this changing? Yes, different level lod models have different pattern select bits. Most games set different layers for different transparency effects (sega rally, daytona, emergency call ambu...
by Ian
Mon Nov 13, 2023 7:53 am
Forum: The Dark Room
Topic: S-buffer: how the Model 3 handles anti-aliasing and translucency
Replies: 17
Views: 27296

Re: S-buffer: how the Model 3 handles anti-aliasing and translucency

Scroll fog as far as could work out doesn't draw to either of the transparency layers and it has transparency, sega bass fishing.

I tried drawing it to both layers and it creates all kinds of rendering issues.
by Ian
Mon Nov 13, 2023 12:55 am
Forum: The Dark Room
Topic: S-buffer: how the Model 3 handles anti-aliasing and translucency
Replies: 17
Views: 27296

Re: S-buffer: how the Model 3 handles anti-aliasing and translucency

This is how it worked on the n64. https://ultra64.ca/files/documentation/online-manuals/man/pro-man/pro15/index15.2.html#:~:text=N64%20Programming%20Manual&text=Antialiasing%20is%20an%20algorithm%20that,stair%2Dcased%20or%20look%20jaggy. My guess is it would be pretty similar to that. I'd could ...