Supermodel Latest Builds for Download (currently SVN 886)

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Re: Supermodel Latest Builds for Download (currently SVN 436

Postby sonic32 » Mon May 30, 2016 4:01 am

Jiterdomer thanks for your work to compile the newest SVN.
Many people also appreciate your efforts.

Well thank you.

:)
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Re: Supermodel Latest Builds for Download (currently SVN 436

Postby Joaquim Gonçalves » Mon May 30, 2016 5:04 am

Thanks! ;)
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Re: Supermodel Latest Builds for Download (currently SVN 438

Postby terminento » Mon May 30, 2016 9:02 am

Thanks!! ^_^
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Re: Supermodel Latest Builds for Download (currently SVN 439

Postby Jiterdomer » Mon May 30, 2016 1:04 pm

Aaaaannnndddd... It's updated as well!
Feel the heartbeat of my machine through this tight seat. I feel every motion of my machine
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Re: Supermodel Latest Builds for Download (currently SVN 439

Postby MaLDo » Mon May 30, 2016 2:16 pm

Hi, after the first surprise discovering the new rendering option I found Sega Rally 2 shadows are fixed. But man, what a new surprise seeing that Virtua Fighter 3 shadows are fixed too in the old renderer. That's a great week.

What a beautiful game.

There are two glitches yet in VF3. A one-sided black horizontal surface in the middle of Akira stage and a few vertical of them in the Jacky stage. Are those fixable problems?
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Re: Supermodel Latest Builds for Download (currently SVN 439

Postby Bart » Mon May 30, 2016 6:52 pm

MaLDo wrote:Hi, after the first surprise discovering the new rendering option I found Sega Rally 2 shadows are fixed. But man, what a new surprise seeing that Virtua Fighter 3 shadows are fixed too in the old renderer. That's a great week.

What a beautiful game.

There are two glitches yet in VF3. A one-sided black horizontal surface in the middle of Akira stage and a few vertical of them in the Jacky stage. Are those fixable problems?


Probably but we do not yet know how to fix them. This seems to be related to frame timing and IRQs. A few other games suffer from this problem as well, such as Fighting Vipers 2. I don't have any ideas yet...
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Re: Supermodel Latest Builds for Download (currently SVN 440

Postby karadaniano » Tue May 31, 2016 12:06 am

Is there a reason of why they are so huge in jackies stage ?
Cause after beating fv2 i must say i couldn't see them, and in akira's stage its just a little black plain object
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Re: Supermodel Latest Builds for Download (currently SVN 440

Postby Bart » Tue May 31, 2016 7:32 am

They are visible on the ground in Bahn's stage, here. There's no particular reason why they are large in Virtua Fighter 3. The transform matrix is garbage.
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Re: Supermodel Latest Builds for Download (currently SVN 440

Postby MaLDo » Tue May 31, 2016 9:58 am

Bart wrote:They are visible on the ground in Bahn's stage, here. There's no particular reason why they are large in Virtua Fighter 3. The transform matrix is garbage.



I see. Is it possible to add some different value to identify surfaces in running mode? I mean, something like TexMod where using a key you can green light every textured surface in screen through a cycle. I know you obviously don't like game specific fixes but maybe those errors are so few that if those surfaces/assets are identified you can turn them invisible or something like that.
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Re: Supermodel Latest Builds for Download (currently SVN 440

Postby Bart » Tue May 31, 2016 3:00 pm

MaLDo wrote:
Bart wrote:They are visible on the ground in Bahn's stage, here. There's no particular reason why they are large in Virtua Fighter 3. The transform matrix is garbage.



I see. Is it possible to add some different value to identify surfaces in running mode? I mean, something like TexMod where using a key you can green light every textured surface in screen through a cycle. I know you obviously don't like game specific fixes but maybe those errors are so few that if those surfaces/assets are identified you can turn them invisible or something like that.


We probably could do this but I think this is far too invasive of a hack. I like to keep ROM patches to a minimum and believe that graphical enhancements (such as the legacy engine's recently-added shadow detection) should be configurable, but hard-coding special cases into the renderer is I think a bridge too far.
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