Bart wrote: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.
Currently we just hacked the values like this
- Code: Select all
// this is a hack because we haven't yet found in memory where these are set
if (m_gameName == "dayto2pe"||
m_gameName == "lamachin"||
m_gameName == "von2" ||
m_gameName == "von254g" ||
m_gameName == "von2a") {
vp->sunClamp = false;
}
else {
vp->sunClamp = true;
}
My best guess is currently that in virtua on, all the levels used the clamped light model (apart from the cave one). I don't know about the space one because I've never tested it. But I will maybe tonight if I have any time. So for testing, just remove m_gameName == "von254g" from the list