Lastest Build WIP r738 Discuss (do not post builds)

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Re: Lastest Build WIP r717 Discuss (do not post builds)

Postby Ian » Mon Mar 19, 2018 12:09 pm

make a save state and upload it somewhere
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Re: Lastest Build WIP r717 Discuss (do not post builds)

Postby artman999999 » Tue Mar 20, 2018 4:38 pm

http://www.mediafire.com/file/qb3chd7xs ... trilgy.st0

Save state is here, and places you immediately before entering the tunnel. I had originally commented out the ""New3Dengine" config line, which essentially left it at "1". Only when setting it to the legacy engine are the death star tunnel walls textured again BUT there are so many other small graphical glitches with the legacy engine that it's not worth the trade off.
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Re: Lastest Build WIP r717 Discuss (do not post builds)

Postby Ian » Wed Mar 21, 2018 2:26 am

Thanks, the textures are there, well they are loaded in memory but everything is black. I don't suppose you could test older versions and see which revision it breaks? That would help tremendously.

Edit:
Never mind I found what the issue is. The jtag code has been patched out for star wars I assume to get it to boot?
It's the jtag code which sets how the gpu interprets the shading data. The value is being over written in this case

The 2nd version of star wars doesn't have the jtag code patched out and should function normally I think
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Re: Lastest Build WIP r717 Discuss (do not post builds)

Postby artman999999 » Wed Mar 21, 2018 6:40 am

So you believe this is a rom issue? or a compiling issue?
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Re: Lastest Build WIP r717 Discuss (do not post builds)

Postby Ian » Wed Mar 21, 2018 7:09 am

star wars has been hacked or patched to load in supermodel by bypassing the jtag stuff
the jtag stuff is required to set the correct shading. Or technically it sets how the shading data is interpreted. Basically signed vs unsigned numbers
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Re: Lastest Build WIP r722 Discuss (do not post builds)

Postby ConversusVans » Mon Apr 02, 2018 9:30 am

You know, one feature I think would be slick in Supermodel is replacing textures in games. ElSemi's M2 emulator gets that job done pretty well.
Will there ever be a timeline for that feature?
- Conversus W. Vans (Paul)
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Re: Lastest Build WIP r722 Discuss (do not post builds)

Postby Ian » Mon Apr 02, 2018 1:34 pm

Will there ever be a timeline for that feature?

nope :p Texturing is already pretty complicated in supermodel, due to its crazy design.
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Re: Lastest Build WIP r714 Discuss (do not post builds)

Postby Stoneman » Tue Apr 03, 2018 4:59 pm

Ian wrote:change the gun type to
analog_gun1
in the xml file
It will use the old type of gun which works with the cross hair


I dont know how to choose the gun type
<hardware>
<platform>Sega Model 3</platform>
<stepping>1.5</stepping>
<inputs>
<input type="common" />
<input type="analog_gun1" />
<input type="analog_gun2" />
</inputs>
</hardware>
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Re: Lastest Build WIP r727 Discuss (do not post builds)

Postby VF3 addicted » Fri May 11, 2018 9:58 am

:D
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Re: Lastest Build WIP r727 Discuss (do not post builds)

Postby artman999999 » Thu May 17, 2018 1:08 pm

Curious to know if any progress has been incorporated into the commits on the timing issue (shown most clearly in the LA Machineguns intro). I remember Harry was making some progress towards decoding the timing keys, but I don't recall hearing about it again.

Not a priority - just curious is all.
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