WIP r830 Discuss (do not post builds)

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WIP r830 Discuss (do not post builds)

Postby Joaquim Gonçalves » Tue Feb 23, 2016 9:07 am

The Complete Supermodel SVN Changelog Since Day 1:

Code: Select all
r830
hopefully fix building on linux
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r829
Added Screenshot feature (ALT+S).
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r828
Remove using namespace from headers.
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r827
fix compiling with visual studio
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r826
fix missing polys with quad renderer
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r825
Balance initial value set to "0" rather than "false". "False" is interpreted as 0 when decoded as a float, so there will be no effect here, but this expresses the intended logic better.
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r824
Fixed a longstanding bug that caused stereo channels to be flipped incorrectly.
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r823
Clip scroll fog to viewport, instead of filling entire screen. Fixes fog bug in Daytona credits.
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r822
Update scroll fog logic. Should fix the credits in virtua fighter and daytona that have fogging applied to the background layer and shouldn't.
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r821
Add missing library from previous windows makefile update.
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r820
Windows makefile update
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r819
Reworked logging system to support output to multiple outputs: files, stdout, stderr, and syslog (OutputDebugString on Windows, syslog on other syste
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r818
Rename command line SCSP option to -legacy-scsp and -new-scsp
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r817
Correct the returned value from previous getbass patch
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r816
Getbass related
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r815
Small oversight in the new SCSP code
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r814
Various SCSP improvements and code cleanup:
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r813
New ecap crc rom + rom patch
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r812
Low level z80 core bug
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r811
Remove some debug code
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r810
Update glew version
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r809
build fixes for mac
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r808
skichamp rom patch : prevent driveboard error at boot
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r807
Linux build compatibility changes
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r806
Update makefiles
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r805
silence a few casting warnings
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r804
Netboard related : Define a new hardware line in games.xml
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r803
_rotl() replacement
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r802
Only try and make a connection if we have enabled EmulateNet
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r801
Fix corrupted memory in network mode
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r800
remove old files
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r799
Replace network code with new tcp implementation
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r798
Add SDLnetworking + some basic tcp classes
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r797
cache variable, without it is unusably slow in debug mode
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r796
add missing file
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r795
update vs project files
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r794
fix output values
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r793
The translator map seems to work with paletted colour values too, and the result is not clamped. Colours are passed to the GPU as unsigned bytes to multiplying by 16 will overflow, so we do the logic in the shader. If we passed floats we could skip the shader logic.
----------------------
r792
When the translator map is enabled the colour values seem to use 4 bits, 0-16. Why not 0-31 I don't know. Anyway virtua on is overflowing these values for some of the smoke effects. For us the numbers were wrapping around. Clamping is enough to fix this. (Thanks model123)
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r791
custom resolution bug fix
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r790
SDL1 to SDL2 internal changes
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r789
remove files
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r788
added files
---------------------


Source: https://sourceforge.net/projects/model3emu/

Attached the documents.
Attached .dat from happyface.
Attached Supermodel 3.bat file with the correct game list. Nothing Changed*

*.bat Changelog
No News.

Note: A few games still black screen, there is no way to make it worked yet.

Crom is avaliable here thanks to nuexzz..: viewtopic.php?f=3&t=1636&p=16575#p16574

Supermodel 3 Snap Pack for UI: viewtopic.php?f=3&t=1636&p=16575#p16575

Thanks for the help!
Attachments
What's New - r787.7z
(24.63 KiB) Downloaded 21 times
sega model temp fix.7z
(54.5 KiB) Downloaded 46 times
Supermodel Bat.7z
(1.54 KiB) Downloaded 659 times
Last edited by Joaquim Gonçalves on Mon Sep 21, 2020 6:21 am, edited 311 times in total.
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Re: Supermodel SVN r277

Postby spotanjo3 » Tue Feb 23, 2016 2:01 pm

Joaquim Gonçalves wrote:Supermodel SVN Changelog:

r277
53c810: do not increment DSP when executing interrupt instruction. Fixes invalid polygons in Virtua Fighter 3. Thanks to Ian Curtis for discovering that the polygons were incorrectly-copied garbage.

Source: http://www.emucr.com/2016/02/supermodel-svn-r277.html


Thanks for the news. Muito Obrigado! One things.. How to use it for MAC users ??
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Re: Supermodel SVN r277

Postby Joaquim Gonçalves » Wed Feb 24, 2016 8:42 am

azoreseuropa wrote:
Joaquim Gonçalves wrote:Supermodel SVN Changelog:

r277
53c810: do not increment DSP when executing interrupt instruction. Fixes invalid polygons in Virtua Fighter 3. Thanks to Ian Curtis for discovering that the polygons were incorrectly-copied garbage.

Source: http://www.emucr.com/2016/02/supermodel-svn-r277.html


Thanks for the news. Muito Obrigado! One things.. How to use it for MAC users ??


Ask that to Bart. ;)
This one's are for windows, and you need Emuloader to make it run nicely.
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Re: Supermodel SVN r277

Postby JackoHedge » Sat Feb 27, 2016 6:49 pm

Nice nice nice :D
Sorry if I speak english like a Belgian cow... ^^,
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Re: Supermodel SVN r277

Postby rad_killer » Sun Feb 28, 2016 12:45 pm

The fix of VF3 deserves for an official build! Many thanks!!!
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Re: Supermodel SVN r277

Postby Bart » Sun Feb 28, 2016 3:16 pm

The texture mapping problem plaguing three of the levels (Lau's, Pai's, and Akira's) hasn't yet been solved. If I can find some time, I'd like to look into that further.
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Re: Supermodel SVN r277

Postby Joaquim Gonçalves » Sun Feb 28, 2016 6:07 pm

The Old Man's Head is laughable. :D
Not possible to fix the widescreen as well?
Even the replay black bars?
Not possible to make playable Magical Truck Adventure?
A wish to try it. :)
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Re: Supermodel SVN r277

Postby Bart » Sun Feb 28, 2016 8:28 pm

What's wrong with wide screen mode?
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Re: Supermodel SVN r277

Postby LsrgcBath » Mon Feb 29, 2016 10:25 am

Bart wrote:What's wrong with wide screen mode?


Hy Bart, long time since I posted here

Widescreen works only with geometry, in the case of the background (clouds, sky etc ...) that seens to be a kind of image bmp or something like that, we have this problem with the bg´s that will not be drawn on the left and right sides.

This issue happens only with games that dont have a skybox done with polygons meches. In the VF3, the bg´s seens to use this kind of aproach using images, or a texture with a fixed aspect ratio.

On the model 2 emu, to get around with this same problem with bmp bg´s tilemaps, elsemi put an option that stretches the bg TileMap using independent settings for each game. In this case, each game has a .lua script file that can be edited.

Daytona USA example:

Code: Select all
Model2_SetStretchBLow(1)   -- Stretch the bg tilemap (sky & clouds) when widescreen
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Re: Supermodel SVN r277

Postby Bart » Mon Feb 29, 2016 9:27 pm

Ah, yes. ElSemi's solution is more complicated than just a per-game setting. The Lua scripts are used to observe the game state and then determine the stretching behavior accordingly. For example, one stretch mode may be used in-game and another for menu sequences. There is no one-size-fits-all solution for each game. If someone would like to add scripting to Supermodel, feel free -- it's an open source project ;) My preference would be something like JavaScript or Python over Lua, provided they perform adequately. But I unfortunately have no plan of doing this myself. Time is too limited as it is. I haven't touched Supermodel since the last SVN commit.
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