Boot-up data transferred to Real3D

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Re: Boot-up data transferred to Real3D

Postby Ian » Thu Aug 31, 2017 8:24 am

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
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Re: Boot-up data transferred to Real3D

Postby model123 » Thu Aug 31, 2017 8:52 am

hello

There are other low resolution scanned images
Download PDF to see a little larger image

http://segaretro.org/index.php?title=File:SSM_JP_19980925_1998-26.pdf&page=178
http://segaretro.org/index.php?title=File%3ASSM_JP_19980911_1998-25.pdf&page=198
http://segaretro.org/index.php?title=File%3ASSM_JP_19980821_1998-24.pdf&page=180
http://segaretro.org/index.php?title=File%3ASSM_JP_19980807_1998-23.pdf&page=187
http://segaretro.org/index.php?title=File:SSM_JP_19980724_1998-22.pdf&page=190


I sometimes see selling VON 2
Model 3 selling itself is very small

It seems that we are selling VON 2 here
However, since the screenshot is NAOMI version, confirmation is required by inquiries
https://www.tops-game.jp/products/list.php?category_id=193

This shop does not sell now but had sold in the past
Product List will be updated every Tuesday
http://www.mak-jp.com/kiban.html

This shop does not currently sell VON 2, but I sell some models 3
http://gfront.hornet.co.jp/itemlist/


From Google Translate
Last edited by model123 on Fri Sep 01, 2017 6:58 am, edited 1 time in total.
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Re: Boot-up data transferred to Real3D

Postby Bart » Thu Aug 31, 2017 9:42 am

Ian wrote:
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


I'll try to take a look tonight and see if I can find that level. The attract mode sequences are randomized, though, which is annoying. But I'll let it roll and keep an eye on it.

Also, given this list, I should try looking at a game that requires clamping. Is there anything that you are 100% sure of on Step 2.x (this TAP stuff might be Step 2.x specific) that would break if clamping was set false? Dirt Devils or Sega Rally 2?
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Re: Boot-up data transferred to Real3D

Postby Ian » Thu Aug 31, 2017 11:04 am

Most of the games use the clamped light model.
It's only really daytona power edition, and la machine guns that we know 100% use unclamped

Daytona is interesting because battle on the edge uses clamped, whilst the power edition uses the unclamped light model. Otherwise those games are very, very similar. Same rendering engine really, and a lot of the same models.
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Re: Boot-up data transferred to Real3D

Postby Bart » Thu Aug 31, 2017 12:50 pm

I'll send a dump of the TAP, the initial 3 words written to the Real3D config regs (9c0000xx), and the suspected gamma table to you for daytona2 and dayto2pe. I'll take a look at it too of course to see if I spot anything obvious.
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Re: Boot-up data transferred to Real3D

Postby Bart » Thu Aug 31, 2017 9:23 pm

I removed "von2" from the list of unclamped games and here is what the level in question looks like next to the Model 3 magazine scans.

YoYo09: the magazine screenshots do not look like the XBox 360 version to me. The XBox 360 version is much darker (the walls, for example, are very dark). Here is the magazine scan:

Image

And here is what VON2 looks like in Supermodel with a clamped lighting model:

stage9.jpg
stage9.jpg (42.47 KiB) Viewed 4091 times
stage7.jpg
stage7.jpg (39.38 KiB) Viewed 4091 times
stage6.jpg
stage6.jpg (33.31 KiB) Viewed 4091 times
stage5.jpg
stage5.jpg (41.1 KiB) Viewed 4091 times
stage4.jpg
stage4.jpg (30.32 KiB) Viewed 4091 times
stage3.jpg
stage3.jpg (27.09 KiB) Viewed 4091 times
stage2.jpg
stage2.jpg (27.09 KiB) Viewed 4091 times


What do you guys think?
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Re: Boot-up data transferred to Real3D

Postby Bart » Thu Aug 31, 2017 9:25 pm

This stage uses the same TAP values as most other stages but looks horrible. I'm assuming the background is somehow broken (is that fog?). Clamped vs. unclamped doesn't seem to have an effect so I'm assuming either the stage really looked like this or it's some other issue. Not a big deal for now but if a screenshot of what it's supposed to look like could be found, that would be awesome! It's really hard to tell with this game :)

broken1.jpg
broken1.jpg (36.01 KiB) Viewed 4091 times
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Re: Boot-up data transferred to Real3D

Postby Bart » Thu Aug 31, 2017 9:52 pm

Ian: interesting results re: those TAP instructions. Tell me what you think after you've looked at the VON2 screenshots I just posted above (which were taken by removing "von2" from the unclamped model list). Looks to me like these instructions indeed might be modifying the lighting model?

Code: Select all
dayto2pe

9C000000=FC5F0000
9C000004=04000000
9C000008=00800100

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


Code: Select all
daytona2

9C000000=FC5F0000
9C000004=04000000
9C000008=00000400

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

...

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


Code: Select all
lamachin

9C000000=FCBF0000
9C000004=04000000
9C000008=00000300

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

...

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


Code: Select all
eca

9C000000=FC7F0000
9C000004=04000000
9C000008=00000200

TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000000
TAP:Exit1-DR: 00000001
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000000
TAP:Exit1-DR: 00000002
TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000000
TAP:Exit1-DR: 00000001
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000000
TAP:Exit1-DR: 00000002


Code: Select all
magtruck

9C000000=FCBF0000
9C000004=04000000
9C000008=00000300

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

...

TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000000
TAP:Exit1-DR: 00000001
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000000
TAP:Exit1-DR: 00000003
TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000000
TAP:Exit1-DR: 00000001
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000000
TAP:Exit1-DR: 00000003
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


Code: Select all
dirtdvls

9C000000=FCBF0000
9C000004=04000000
9C000008=00000300

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

...

TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000000
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000000
TAP:Exit1-DR: 00000001
TAP: Update-IR 3FFFFFA3FFFE
TAP:Shift-DR: 02000000
TAP:Exit1-DR: 00000000
TAP: Update-IR 3FFFFFFD1FFE
TAP:Shift-DR: 04000000
TAP:Exit1-DR: 00000001


Never appears in srally2 (very little TAP data was logged at all) or swtrilgy (no TAP data logged at all, strangely).
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Re: Boot-up data transferred to Real3D

Postby YoYo09 » Thu Aug 31, 2017 11:22 pm

bart
ascent corridor stage

video (xbox 360)
https://youtu.be/Hc0XOREjMWg

in this video background looks like a Milky Way.
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Re: Boot-up data transferred to Real3D

Postby Ian » Fri Sep 01, 2017 2:31 am

My guess is ..

TAP:Shift-DR: 02000080
TAP:Shift-DR: 04000100


Could well be related to the lighting model? I looked at LA machine guns from what you posted and at first it didn't fit that pattern, then later on it set's those values.

If we dump the values for the rest of the game we'll see if anything breaks that pattern ...

I looked at the config registers at boot before. But scud I think sets identical values to daytona power edition if I recall. But the tap values look more promising.
What exactly is Shift-DR ?
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