Lastest Build WIP r759 Discuss (do not post builds) DAT+BAT*

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Lastest Build WIP r759 Discuss (do not post builds) DAT+BAT*

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

The Complete Supermodel SVN Changelog Since Day 1:

Code: Select all
r759
remove commands that do nothing
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r758
clear scissored out areas
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r757
Optimise depth calculation for quad shader.
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r756
Update Games.xml for games that were recently dumped - *
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r755
??????
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r754
Fade out microtextures with higher textures LODs. Fixes incorrectly applied microtextures in LA machineguns.
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r753
Debug code should be disabled
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r752
Smooth texture repeat makes no sense for alpha/contour textures with pixel dilate. HW seems to treat them as non smooth anyway. Also implement some line of sight stuff, used by Scud. Really need to check the threading/synchronisation of the register reads but it basically works.
---------------------
r751
Return correct PCI ID
---------------------


Attached the document file updated to r750.
Attached .txt and .dat from Mame ArcadeUI 0.204.
Attached Supermodel 3.bat file with the correct game list. Update*

*.bat Changelog
Add -stretch option to aspect ratio correction using 4:3 and 16:9 for a few games.
Add option *-quad-rendering Quad rendering engine
Add new Rom name in the list.

*Added here the older version in case you need it "Sega Model 3 r693 dat": http://s000.tinyupload.com/index.php?fi ... 4752616550 - Never Get's deleted.

Merry Christmas!!! :D
Attachments
r750.7z
(22.05 KiB) Downloaded 66 times
Supermodel Bat.7z
(1.54 KiB) Downloaded 71 times
Supermodel 3 SVN r757 dat.7z
(37.27 KiB) Downloaded 78 times
Last edited by Joaquim Gonçalves on Mon Dec 10, 2018 7:45 am, edited 247 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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