Supermodel Latest Builds for Download (currently SVN 886)

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Re: Supermodel Latest Builds for Download (currently SVN 458

Postby Joaquim Gonçalves » Sat Aug 13, 2016 7:57 am

https://www.youtube.com/watch?v=l7nvScxmdwg

This user have many video gameplays of Supermodel 3.
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Re: Supermodel Latest Builds for Download (currently SVN 474

Postby Jiterdomer » Sun Aug 14, 2016 12:03 pm

Back again and here's the updated SVN on the OP...
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Re: Supermodel Latest Builds for Download (currently SVN 474

Postby Joaquim Gonçalves » Sun Aug 14, 2016 12:44 pm

Grazie! :)
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Re: Supermodel Latest Builds for Download (currently SVN 458

Postby Trojan X » Tue Aug 23, 2016 10:19 am

karadaniano wrote:Virtua fighter 3 looks perfect now with the new engine.
It only lacks some lighting and specular effects. And aoi's bg is still black.


Ah. Sounds like it is coming along. Ok, please keep me and everyone updated here. I'm itching to play VF3 with Scud Race level of replication. Any progression no matter how small is a big deal.

Oh yes. I have played the latest SVN. VF3 looks superb!! As you've said, there are still some issues with one of them being Jacky's stage as some strange brown wall appear on the stage obscuring the view. I'm sure there are other glitches such as Shun Di's stage; I'll keep playing to see if I can find them.

I have a burning desire question: All these games looks insane when played in widescreen multi-monitor mode, especially racing games and even VF3. VF3 especially looks beyond the frigging arcade game when all the polygons are drawn to fit the custom screen setting. However, the only thing that hurts this mode is the skybox, it is still stuck in the original aspect ratio. My question is, is it possible to mod the emu to make the skybox match the screen/aspect ratio so the skybox is displayed from screen end to screen end rather than it original 4:3 setting? If that can be done that would blow my mind as games such as VF3 would display in full on all monitors baring the health bars and so on (perfectly fine to leave the HUD where it is).

Example is below:
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2560plus2560plus1920width.jpg
Image of VF3 (reduced by 78%) in wide screen multi monitor mode. Monitors from left to right are 2560x1600, 2560x1600, and 1920x1080. The 1920x1080 right monitor is the cause of the black border on the bottom right on the image but note that this is strictly because the image capture is 7040x1600 and that border is not shown on the actual screen. The point of this image is the background skybox, which is still set to 4:3 setting. It would be fantastic if the skybox draws to the length of the custom widescreen width setting.
2560plus2560plus1920width.jpg (116.02 KiB) Viewed 10294 times
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Re: Supermodel Latest Builds for Download (currently SVN 474

Postby Ian » Wed Aug 24, 2016 4:22 am

It's not a skybox
It's just a 2d layer drawn as the background. Theoretically it might be possible to get the image to wrap around somehow. But practically very hard. Bart has a better understanding of how the 2d code works than me. He can probably give a better answer.
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Re: Supermodel Latest Builds for Download (currently SVN 474

Postby Bart » Wed Aug 24, 2016 12:51 pm

As Ian said, VF3's background layer is a 2D tile map layer. It's not generated by the Real3D chipset but rather by a separate chip borrowed from Sega's old 2D System 24. Model 2 used it, too.

There is no general way to stretch, unfortunately. Some layers are drawn so that they can be scrolled infinitely (the right and left edges connect perfectly), others are are not intended to be repeated or scrolled. In other words, it's just like the various texture repeat modes provided by graphics APIs, except that this is entirely implemented by the artist.

My understanding is that ElSemi's Model 2 emulator has a number of different 2D repeat modes but they are activated using Lua scripts that detect which state the underlying game is in. For example, in VF3, repeating the backgrounds would look great in-game, but the character intro screens, the Sega logo, the title screen, etc. should not be repeated. There is no easy way to tell (short of writing some cumbersome and brittle image recognition logic).

Supermodel is a long way from being able to provide scripting support but if someone wanted to that, I'd be all for it. I think large parts of the code base have to be updated and modernized first. We could also add a config option that forces a particular mode, if all you care about is how it looks during game play, for instance. If Supermodel gets an integrated GUI (I'd like to write a native wxWidgets GUI), it could be made a run-time option.
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Re: Supermodel Latest Builds for Download (currently SVN 474

Postby Trojan X » Wed Aug 31, 2016 7:24 am

Thank you for the response, Ian and Bart. Fantastically detailed as expected.

In regards to the background layer, it would be awesome if something could be done for VF3 in anyway. I've checked Fighting Vipers and it appears to be a-ok from that problem resulting in a glorious display. I'll wait for the update.

Oh yes, if it's possible to include the music replacement option on VF3 that would be incredible for replacing with the direct OST/Dreamcast-tracks would be an superb option that I will do in a heart beat. Who knows, maybe I might take the opportunity to replace a couple of track with the secret/easter-eggs tracks. So many possibilities.

Funny. For SEGA RALLY 2, I carefully replaced the tracks with some incredibly well suited Initial-D tracks (took over 1hr to comb through the soundtrack and carefully select the ones that suit the track. Yes, I wanted to do it properly). The result? Glorious. Next step is to replace a couple of Scud Race music tracks with some Ridge Racer tracks (the entire catalogue). Can't wait to do that. Gosh, I'm loving this emu more and more. It's too awesome on tri-screen! Minus the force-feedback steering wheel and hydraulics, my experience feels more than the arcade!

For everyone involved, please keep up the good work!
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Re: Supermodel Latest Builds for Download (currently SVN 474

Postby DaytonaFan » Thu Sep 01, 2016 5:26 am

Trojan X wrote:Funny. For SEGA RALLY 2, I carefully replaced the tracks with some incredibly well suited Initial-D tracks (took over 1hr to comb through the soundtrack and carefully select the ones that suit the track. Yes, I wanted to do it properly). The result? Glorious. Next step is to replace a couple of Scud Race music tracks with some Ridge Racer tracks (the entire catalogue). Can't wait to do that. Gosh, I'm loving this emu more and more. It's too awesome on tri-screen! Minus the force-feedback steering wheel and hydraulics, my experience feels more than the arcade!


Awesome thing you tried there. Could you send me the playlist throug PM? I would like to do that for PC SR2 (SM Emu runs slow).


Trojan X wrote:Oh yes, if it's possible to include the music replacement option on VF3 that would be incredible for replacing with the direct OST/Dreamcast-tracks would be an superb option that I will do in a heart beat. Who knows, maybe I might take the opportunity to replace a couple of track with the secret/easter-eggs tracks. So many possibilities.


I don't think that may be possible, since the custom music seems to rely in the MPEG2 music, and VF3 seems to use MIDI-like/generated music as how it sounds and by the fact that disabling MPEG2 doesnt disable music. Doesn't mean that may not be possible though.

I love how much the emulator has progressed, and how it works in my PC. Virtua Fighter 3 runs fullspeed or so with sound disabled, but goes to 45fps-ish with sound enabled, so I wonder if the sound could be optimized to work faster, and if there was a way Daytona 2/Scud Race ran faster, but I guess that is kinda complicated, as well as you all have done a lot of good stuff with it like the custom music. Keep up the great job! :mrgreen:



...I wonder what could be added for the version 500 of the WIP :o ...
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Re: Supermodel Latest Builds for Download (currently SVN 474

Postby Joaquim Gonçalves » Thu Sep 01, 2016 8:18 am

DaytonaFan wrote:...I wonder what could be added for the version 500 of the WIP :o ...


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Re: Supermodel Latest Builds for Download (currently SVN 474

Postby Trojan X » Wed Sep 07, 2016 8:42 pm

DaytonaFan wrote:
Trojan X wrote:Funny. For SEGA RALLY 2, I carefully replaced the tracks with some incredibly well suited Initial-D tracks (took over 1hr to comb through the soundtrack and carefully select the ones that suit the track. Yes, I wanted to do it properly). The result? Glorious. Next step is to replace a couple of Scud Race music tracks with some Ridge Racer tracks (the entire catalogue). Can't wait to do that. Gosh, I'm loving this emu more and more. It's too awesome on tri-screen! Minus the force-feedback steering wheel and hydraulics, my experience feels more than the arcade!


Awesome thing you tried there. Could you send me the playlist throug PM? I would like to do that for PC SR2 (SM Emu runs slow).



Ah. Check out this video here. This is the final selection that I believe make the game feel even more hype! Gosh I love the game so much on my 3 multi screens and with these tracks: https://www.youtube.com/watch?v=IT7wqm6 ... e=youtu.be

Annoyingly, 4k 60fps is not working on Youtube for this video. No idea why that is the case! Very frustrating.

If you still want it, I'll PM you a link so you can download the mp2s so you can dump direct to your directory.
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