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Re: Supermodel Latest Builds for Download (currently SVN 436

PostPosted: Mon May 30, 2016 4:01 am
by sonic32
Jiterdomer thanks for your work to compile the newest SVN.
Many people also appreciate your efforts.

Well thank you.

:)

Re: Supermodel Latest Builds for Download (currently SVN 436

PostPosted: Mon May 30, 2016 5:04 am
by Joaquim Gonçalves
Thanks! ;)

Re: Supermodel Latest Builds for Download (currently SVN 438

PostPosted: Mon May 30, 2016 9:02 am
by terminento
Thanks!! ^_^

Re: Supermodel Latest Builds for Download (currently SVN 439

PostPosted: Mon May 30, 2016 1:04 pm
by Jiterdomer
Aaaaannnndddd... It's updated as well!

Re: Supermodel Latest Builds for Download (currently SVN 439

PostPosted: Mon May 30, 2016 2:16 pm
by MaLDo
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?

Re: Supermodel Latest Builds for Download (currently SVN 439

PostPosted: Mon May 30, 2016 6:52 pm
by Bart
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...

Re: Supermodel Latest Builds for Download (currently SVN 440

PostPosted: Tue May 31, 2016 12:06 am
by karadaniano
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

Re: Supermodel Latest Builds for Download (currently SVN 440

PostPosted: Tue May 31, 2016 7:32 am
by Bart
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.

Re: Supermodel Latest Builds for Download (currently SVN 440

PostPosted: Tue May 31, 2016 9:58 am
by MaLDo
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.

Re: Supermodel Latest Builds for Download (currently SVN 440

PostPosted: Tue May 31, 2016 3:00 pm
by Bart
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.