Lastest Build WIP r678 Discuss (do not post builds)

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Lastest Build WIP r678 Discuss (do not post builds)

Postby Joaquim Gonçalves » Tue Feb 23, 2016 9:07 am

The Complete Supermodel SVN Changelog Since Day 1:

Code: Select all
r678
The vertex shader is run before clipping is done. If fogging values are calculated and clamped in the vertex shader it can interpolate bad values, since the range has been truncated. This happens if the polys overlap the near plane. The solution to clamp the values in the fragment shader. This fixes a bunch of fogging errors I long thought were transparency related errors in the ocean hunter.
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r677
Fixed shading also works with untextured polys. Fixes some shading issues in La machineguns. (Harry Tuttle)
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r676
Update step 1.5 luminous logic with Harry's findings. Fixes various shading issues.
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r675
Finish the hash function (Harry Tuttle)
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r674
Remove fixed shading check from specular.
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r673
Makefile fixes: Moved Windows-specific source files out of Makefile.inc, using 'bin' and 'obj' when bits are not explicitly set, and changed output file to Supermodel rather than Supermodel.exe, which works on all platforms.
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r672
Star wars is the only game to pass unsigned fixed shaded values (per vertex brightness) to the renderer. Originally we thought that the specular flag would turn on unsigned values since it's the only game to set specular with these polys, b...
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r671
update visual studio project
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r670
update spotlight code (Harry Tuttle)
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r669
Harry's patch: add dirtdvlsj and change "Star Wars Trilogy" to "Star Wars Trilogy Arcade"
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r668
New, saner Makefiles. They still require some customization but share a core Makefile include with auto-generation of dependencies. Multi-threaded building (e.g., make -j6) is supported now.
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r667
add missing header
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r666
Get rid of unused variable warning
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r665
Fix the sky in one of the levels in virtua on. The problem was caused by the fact we didn't split the mesh by the fog % burn through, so all the polys had the same value. We could use a vertex attrib, but % burn through fog is so rarely used and when it is, normally every poly in the mesh has the same value.
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r664
Fix tiny memory leak
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r663
 :?:
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r662
update project files
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r661
work around for visual studio bug
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r660
fix missing header
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r659
cannot specify explicit initializer for arrays - fix for visual studio
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r658
- New work-in-progress frame timing code (disabled by default, compile with NEW_FRAME_TIMING defined to activate it)
- New JTAG emulation, moved into its own class, CJTAG
- Removed game-specific sun clamp hacks from CNew3D (JTAG and Real3D emulation will call the appropriate method to configure this at run-time)
- Removed JTAG from Real3D save state data and reused some of that space for new state variables having to do with the internal JTAG-based config as well as new frame timing state variables
Attachments
r657.zip
All the Supermodel SVN Information is avaliable here.
(118.03 KiB) Downloaded 64 times
Last edited by Joaquim Gonçalves on Tue Nov 21, 2017 7:21 am, edited 193 times in total.
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Re: Supermodel SVN r277

Postby azoreseuropa » Tue Feb 23, 2016 2:01 pm

Joaquim Gonçalves wrote:Supermodel SVN Changelog:

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.

Source: http://www.emucr.com/2016/02/supermodel-svn-r277.html


Thanks for the news. Muito Obrigado! One things.. How to use it for MAC users ??
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Re: Supermodel SVN r277

Postby Joaquim Gonçalves » Wed Feb 24, 2016 8:42 am

azoreseuropa wrote:
Joaquim Gonçalves wrote:Supermodel SVN Changelog:

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.

Source: http://www.emucr.com/2016/02/supermodel-svn-r277.html


Thanks for the news. Muito Obrigado! One things.. How to use it for MAC users ??


Ask that to Bart. ;)
This one's are for windows, and you need Emuloader to make it run nicely.
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Re: Supermodel SVN r277

Postby JackoHedge » Sat Feb 27, 2016 6:49 pm

Nice nice nice :D
Sorry if I speak english like a Belgian cow... ^^,
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Re: Supermodel SVN r277

Postby rad_killer » Sun Feb 28, 2016 12:45 pm

The fix of VF3 deserves for an official build! Many thanks!!!
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Re: Supermodel SVN r277

Postby Bart » Sun Feb 28, 2016 3:16 pm

The texture mapping problem plaguing three of the levels (Lau's, Pai's, and Akira's) hasn't yet been solved. If I can find some time, I'd like to look into that further.
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Re: Supermodel SVN r277

Postby Joaquim Gonçalves » Sun Feb 28, 2016 6:07 pm

The Old Man's Head is laughable. :D
Not possible to fix the widescreen as well?
Even the replay black bars?
Not possible to make playable Magical Truck Adventure?
A wish to try it. :)
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Re: Supermodel SVN r277

Postby Bart » Sun Feb 28, 2016 8:28 pm

What's wrong with wide screen mode?
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Re: Supermodel SVN r277

Postby LsrgcBath » Mon Feb 29, 2016 10:25 am

Bart wrote:What's wrong with wide screen mode?


Hy Bart, long time since I posted here

Widescreen works only with geometry, in the case of the background (clouds, sky etc ...) that seens to be a kind of image bmp or something like that, we have this problem with the bg´s that will not be drawn on the left and right sides.

This issue happens only with games that dont have a skybox done with polygons meches. In the VF3, the bg´s seens to use this kind of aproach using images, or a texture with a fixed aspect ratio.

On the model 2 emu, to get around with this same problem with bmp bg´s tilemaps, elsemi put an option that stretches the bg TileMap using independent settings for each game. In this case, each game has a .lua script file that can be edited.

Daytona USA example:

Code: Select all
Model2_SetStretchBLow(1)   -- Stretch the bg tilemap (sky & clouds) when widescreen
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Re: Supermodel SVN r277

Postby Bart » Mon Feb 29, 2016 9:27 pm

Ah, yes. ElSemi's solution is more complicated than just a per-game setting. The Lua scripts are used to observe the game state and then determine the stretching behavior accordingly. For example, one stretch mode may be used in-game and another for menu sequences. There is no one-size-fits-all solution for each game. If someone would like to add scripting to Supermodel, feel free -- it's an open source project ;) My preference would be something like JavaScript or Python over Lua, provided they perform adequately. But I unfortunately have no plan of doing this myself. Time is too limited as it is. I haven't touched Supermodel since the last SVN commit.
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