Boot-up data transferred to Real3D

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Re: Boot-up data transferred to Real3D

Postby Bart » Wed Aug 30, 2017 7:43 pm

I let it roll for a while and stepped away, so I didn't see where the values changed, unfortunately, but there might be something there... I think it writes two instructions per level twice each, which looks like this:

Code: Select all
TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000000
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000000
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000000
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000000
TAP:Exit1-DR: 00000000


Bear in mind that my logging of these output values might be a bit buggy. I forgot exactly how the state machine works and just hooked something up to dump every 32 bits shifted in during the Shift-DR state. Any remaining bits (less than 32 left over bits) should be printed out at Exit1-DR but there may be state transitions I'm forgetting to account for. For now, this should be enough for initial investigation.

At first I was discouraged because I saw a lot of the same thing over and over but toward the bottom of my log file I found this:

Code: Select all
TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000080
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000100
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000080
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000100
TAP:Exit1-DR: 00000000


Hmmm... Let me try to identify which stage this was...
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Re: Boot-up data transferred to Real3D

Postby Bart » Wed Aug 30, 2017 8:17 pm

So far I'm seeing it on the underground cave stage and an outer space stage. I'm having a hard time comparing the cave stage against the XBox version.

cave2.jpg
cave2.jpg (35.35 KiB) Viewed 190 times
cave1.jpg
cave1.jpg (41.23 KiB) Viewed 190 times


star1.jpg
star1.jpg (42.07 KiB) Viewed 190 times
star2.jpg
star2.jpg (34.45 KiB) Viewed 190 times
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Re: Boot-up data transferred to Real3D

Postby Bart » Wed Aug 30, 2017 8:46 pm

Bad news. The stage that was originally highlighted as an example in the other thread does *NOT* set different values. :(

Does this shoot the theory down? Does the stage match the XBox screenshots if lighting is unclamped?

stage1.jpg
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Re: Boot-up data transferred to Real3D

Postby YoYo09 » Wed Aug 30, 2017 10:04 pm

Xbox 360 screenshot.

Image
Image

video (storage depot)
https://youtu.be/YDyn7h6Kuws?t=341

video (Abandoned quarry) cave
https://youtu.be/YDyn7h6Kuws?t=169

video (blank frank) outer space
https://youtu.be/YDyn7h6Kuws?t=388
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Re: Boot-up data transferred to Real3D

Postby Bart » Wed Aug 30, 2017 11:21 pm

Maybe the colors were different on Model 3. I just don't think we're seeing a lighting model change here. I'll have to let Ian and Harry comment further.
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Re: Boot-up data transferred to Real3D

Postby Ian » Thu Aug 31, 2017 2:41 am

What stage sets these?

TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000080
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000100


It's not totally bad news if there is nothing here because it at least eliminates this being a possibility.
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Re: Boot-up data transferred to Real3D

Postby Bart » Thu Aug 31, 2017 5:48 am

The cave stage and the space stage set these. Looks to me like they are of the correct brightness, mostly. I also checked for any uploads of the mystery texture type but it never happens in-game.

Is "translator map" used in these stages by any chance?
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Re: Boot-up data transferred to Real3D

Postby Ian » Thu Aug 31, 2017 6:01 am

We deliberately set the light model to unclamped because that's what looks correct for the cave map. But seems to look wrong for the rest of the levels. I don't know about the space map, because I've never tried it.

So if that is getting set on the cave map ... it would well be the piece of the puzzle we have been looking for. Would love some input from Harry on this, seeing as he has a laser sharp eye for accuracy :) but not sure he even has a working pc currently as he said his GPU died on his laptop.

Need to study some high quality footage of arcade or maybe dreamcast port to compare
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Re: Boot-up data transferred to Real3D

Postby Bart » Thu Aug 31, 2017 7:14 am

Have you been able to try the stage that the YoYo09 pointed out? If not, I can perhaps attempt to get a save state of it. I'm curious whether you and Harry know what adjustments to the lighting model would be necessary to replicate the XBox look (assuming that this is how it looked on Model 3 as well). If you're saying that you think re-adding clamping would help for that stage, and that the cave is un-clamped because of this JTAG setting, that would indeed be interesting. But what about Daytona 2 and LA Machineguns, both of which have benefited from the recent change and which I do not think write these values (as far as I could tell, LA Machineguns uses the same setting that VON2 uses on normal levels)?

The problem with VON2 is that it was released for both Model 3 and then the Naomi arcade platform (probably more widely distributed that way). On top of that, the game was popular enough in Japan that it really took off on Dreamcast and later as an XBox port, so all the footage I can find is either from a Dreamcast emulator or XBox. Even if there is a real Model 3 or Naomi arcade video floating around out there, it's unlikely that the stage in question is there.

I wonder if we can find anyone with a VON2 board. I've seen one on eBay in the past but there aren't any now. Pretty rare, I imagine, outside of Japan.
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Re: Boot-up data transferred to Real3D

Postby YoYo09 » Thu Aug 31, 2017 7:53 am

post model123

It is a scanned image of a magazine
model3 version virtual-on

It appears slightly bluish due to the scan

http://segaretro.org/index.php?title=Fi ... f&page=180

storage depot stage
Compared to the image file, the xbox version and the model 3 version Seems to be the same.
Attachments
v22.JPG
v22.JPG (66.68 KiB) Viewed 109 times
v21.JPG
v21.JPG (77.91 KiB) Viewed 109 times
v2.JPG
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Last edited by YoYo09 on Thu Aug 31, 2017 8:24 am, edited 1 time in total.
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