- Code: Select all
r722
Fix controller inputs (Spindizzi)
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r721
Inconsequential typo
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r720
Reverted version to 0.3a-WIP. Release version will be updated to 0.4a.
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r719
Added ability to load save state at startup using -load-state or InitStateFile (in config file)
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r718
work around for non working jtag code in star wars
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r717
Clamping must be applied before the spotlight is applied on step 1.0 h/w.
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r716
Fix step 1.0 games with NET_BOARD defined (Spindizzi)
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r715
Update network code (Spindizzi)
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r714
white space
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r713
Support both types of lightgun in lost world. 2nd type fixes some missing fx. Thanks to Any for pointing this out. To use the old type change analog_gun1 to gun1 in the xml file.
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r712
fix a few compile warnings
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r711
Add the netboard stuff to the ini file. Stops crashes when they are missing.
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r710
A hack to get spikeout to work (uncomment to enable) (Spindizzi)
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r709
Disable the netboard if EmulateNet=0 (Spindizzi)
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r708
remove extra qualifier
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r707
Update make files and fix build for the various options (Harry Tuttle)
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r706
fix header files
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r705
Remove using namespace std from the header files ..
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r704
Parse out line of sight position. Only known to be used by scud.
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r703
make the logic a bit clearer
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r702
fix Ian's bad maths :)
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r701
Update microtexture coordinate logic (Harry Tuttle)
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r700
fix illegal xml character sequence
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r699
simplify maths
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r698
comment out unneeded code
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r697
top/bottom were swapped for off axis projection
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r696
Rewrite projection maths based upon previously unknown viewport values. The previous values used roughly worked as the normals for frustum planes. Perhaps they were only used for culling and not actually rendering, as sometimes the values don’t work correctly.
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r695
fix build
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r694
add the rest of the network board code (Spindizzi)
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Attached the document file updated.
Attached .txt and .dat from Mame ArcadeUI 0.193.
Attached Supermodel 3.bat file with the correct game list.
Enjoy.
