Lastest Build WIP r735 Discuss (do not post builds)

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Lastest Build WIP r735 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
r735
fix cast, and remove extra ; that had snuck into the shaders
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r734
Opaque polys definitely depth test with less than or equal. Virtua striker is drawing co-planar polys for the bar gfx
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r733
Draw transparent polys to separate layers and composite at the end. This solves a tonne of transparency errors we had been battling with for a long time. The model3 is strange in the fact it only supports a max of two translucent overlapped polys. They are not blended into the frame normally. Doing this means the topmost translucent polys only are visible in the scene, the equivalent of doing a depth pass first, but without the added cost.
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r732
forgot parentheses
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r731
?????
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r730
optimise hash function and parse out transparency layer select bit
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r729
select correct bit ..
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r728
Parse out TranslucencyPatternSelect
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r727
Fixed Makefiles for non-MSYS builds. Unfortunately had to revert a lot of the automated configuration that Harry had inserted. Users will again need to hand-edit Makefile.Win32 for their configuration. Verbose warnings (-Wall) have been restored.
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r726
Parse siblings after children. It’s the only way to get Daytona water fall to look correct without h/w poly sorting
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r725
Added a stretch mode (-stretch) and modified new renderer's viewport code (hopefully correctly) to handle aspect ratio correction and widening the way the legacy one does.
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r724
Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency.
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r723
remove unnecessary copies
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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. Update*

*.bat Changelog
Add -stretch option to aspect ratio correction using 4:3 and 16:9 for a few games.

Enjoy. :)
Attachments
Supermodel Bat.zip
(1.46 KiB) Downloaded 77 times
Sega Model 3 r693 dat.zip
(40.09 KiB) Downloaded 250 times
r693.zip
(24.04 KiB) Downloaded 256 times
Last edited by Joaquim Gonçalves on Thu Jun 21, 2018 7:14 am, edited 233 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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