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Lastest Build WIP r775 Discuss (do not post builds) DAT+BAT*

PostPosted: Tue Feb 23, 2016 9:07 am
by Joaquim Gonçalves
The Complete Supermodel SVN Changelog Since Day 1:

Code: Select all
r775
Fix possible negative pointer arithmetic which was causing the music to wrap around.
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r774
Update makefiles
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r773
Previous mpeg audio code worked for me in debug mode, but the release build had some serious corruption issues when being built in visual studio. Replaced the old spaghetti code with a more modern implementation.
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r772
Disabled Alt-O (dump timings) and Alt-U (dump input state) when SUPERMODEL_DEBUGGER not defined – Option ‘-print-inputs’ works again if no ROM set specified
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r771
Restore Sega Rally 2 music in some practice stages
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r770
Fixed MPEG music looping glitch.
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r769
Refactor code from previous svn768 (Note : break old savestate compatibility)
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r768
Fix the audio in sega rally2. The game has packed separate tracks into the left and right audio channels. Selecting the correct track fixes the garbled mess. (Spindizzi)
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r767
Fix shader. Why this worked on my nvidia card .. I’m not sure.
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r766
Composite the alpha layers at the end of rendering. To do this we need to mask the alpha pixels with the opaque pixels from the next priority layer. Fixes some overlapping shadows in vf3tb that have different priority layers. I assume that was a game bug, but it works on the real h/w.
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r765
Added support for specifying multiple sections simultaneously in INI files, e.g., [ daytona2, dayto2pe ] -Forgetfulness in 763
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r764
Technically backface culling should cull polys when the dot product = 0, since when it equals 0 the polys is perpendicular to the camera and thus invisible. When you complete sega rally2 (if you can get that far lol) the champagne is invisible. The reason is because all the face normals are 0. So when multiplied by the model matrix they are still 0 and get culled. Tweaking the condition to only cull polys when greater than 0 fixes this, and allows these 'bad' polys to render as they do on the model3.
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r763
Inputs can now be configured on a per-game basis
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r762
- PCI bridge can be specified in Games.xml for games that use a different version than expected based on stepping. No more hard-coded exceptions.
- Real3D PCI ID can be specified in Games.xml for exceptions that require it.
- Real3D status bit timing specified in Games.xml for exceptions that require it.
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r761
timing fix for srally2x (Spindizzi)
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r760
Updates games.xml for new prototype games (Spindizzi)
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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.
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r751
Return correct PCI ID
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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

New Issue as been fixed

<!-- Spindizzi notes : apparently it uses the same rom from scud race-->
<region name="driveboard_program" stride="1" chunk_size="1">
<file offset="0" name="epr-19338a.bin" crc32="0xC9FAC464" />

Image

Use my .dat to scan the roms first and then do this step.
You need to check this 7z file to organize the new roms: http://s000.tinyupload.com/index.php?fi ... 2306748209
Make sure you backup the official mame roms are present in this list.
Credits goes to Spindizzi. :)
Thanks for the help!

Re: Supermodel SVN r277

PostPosted: Tue Feb 23, 2016 2:01 pm
by azoreseuropa
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 ??

Re: Supermodel SVN r277

PostPosted: Wed Feb 24, 2016 8:42 am
by Joaquim Gonçalves
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.

Re: Supermodel SVN r277

PostPosted: Sat Feb 27, 2016 6:49 pm
by JackoHedge
Nice nice nice :D

Re: Supermodel SVN r277

PostPosted: Sun Feb 28, 2016 12:45 pm
by rad_killer
The fix of VF3 deserves for an official build! Many thanks!!!

Re: Supermodel SVN r277

PostPosted: Sun Feb 28, 2016 3:16 pm
by Bart
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.

Re: Supermodel SVN r277

PostPosted: Sun Feb 28, 2016 6:07 pm
by Joaquim Gonçalves
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. :)

Re: Supermodel SVN r277

PostPosted: Sun Feb 28, 2016 8:28 pm
by Bart
What's wrong with wide screen mode?

Re: Supermodel SVN r277

PostPosted: Mon Feb 29, 2016 10:25 am
by LsrgcBath
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

Re: Supermodel SVN r277

PostPosted: Mon Feb 29, 2016 9:27 pm
by Bart
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.