Ian wrote:How did you work out these?
Good question

Well, I did by trial and error and visual observation and confirmation. The former values, although being more logical, were wrong. Basically I just "tweaked" the old ones to match the arcade. I've to still understand why on flat polygons those number don't work quite well.
That's why I think specular terms could be just hardcoded on Real3D, and shininess (0-3) is just an index to those.
Ian wrote:Do you have some visual guides to compare the two against?
I'll post as soon I've some spare time, this will be a busy week for me, however the first games that come in mind now are LeMans24 and Daytona, plus some very subtle differences in Scud.
Ian wrote:Should we maybe round to 128 if the math is being done with signed ints?
I thought of that too, I remember it became too exaggerated and "distracting" compared to the videos I was watching as reference. However this is the Harley example I was referring in my precedent post:

That screenshots is very old, by the way. Model3 is on the left, I was simulating that effect that doesn't seem a codec artifact at all. Also the horizontal "seam" on the glass I think is a quad poly interpolation artifact and not the effect of the capture card out-of-vertical-sync (which instead should "split" the whole frame).
Something similar seems present also in some Abelardo's videos of Daytona2 (the rear windshield of the player's car) especially in the city course.