Search found 38 matches
- Mon Sep 09, 2024 9:51 am
- Forum: The Dark Room
- Topic: OKAY FAIL
- Replies: 4
- Views: 2210
Re: OKAY FAIL
Well I pushed the changes for this, i used enum class, then you can't accidentally mix the types, makes it more idiot proof. I didn't realise how much it was used all over the code base. Hopefully I've not broken anything. There are a lot of classes with uninitialised variables. I know we've absolut...
- Wed Sep 04, 2024 11:55 pm
- Forum: The Dark Room
- Topic: OKAY FAIL
- Replies: 4
- Views: 2210
Re: OKAY FAIL
Yeah I understand the logic. In c you'd use something like errno_t which is simply a typedef for int. At least then the intention is clear. Any objections if we refactor this.
- Wed Sep 04, 2024 1:12 pm
- Forum: The Dark Room
- Topic: OKAY FAIL
- Replies: 4
- Views: 2210
OKAY FAIL
// Boolean return codes (must be 0 or 1 only) #define OKAY 0 #define FAIL 1 Why is this even a thing in supermodel? This seems like crazy bad design to me. If a function returns a boolean it's reasonable to expect that true would be success .. or whatever. If someone uses a boolean like a boolean ie...
- Wed Aug 28, 2024 10:52 pm
- Forum: The Dark Room
- Topic: Long term dev plan
- Replies: 7
- Views: 12600
Re: Long term dev plan
Okay so I've ported the shader code back to software. The basic shader code is not as efficient as Bart's original code. However we only iterate over the 'active' layer according to the mask. So if the mask is the same for the whole layer we never have to even look at the alt layer which gives us qu...
- Thu Aug 22, 2024 9:11 pm
- Forum: The Fitting Room
- Topic: Star Wars Trilogy Crosshair Issue
- Replies: 2
- Views: 4760
Re: Star Wars Trilogy Crosshair Issue
Controller might want a deadzone. It's common for cheap joy stick style controllers to drift a bit
- Sun Aug 04, 2024 10:04 am
- Forum: The Dark Room
- Topic: Long term dev plan
- Replies: 7
- Views: 12600
Re: Long term dev plan
I'm fairly sure 0xC is the last thing written in a frame. It makes sense that the tilegen controls the rendering since it generates irq2. The ping_pong flip time is also written to the tilegen when games boot up and that is really just something for the 3d hw.
- Sat Aug 03, 2024 7:03 pm
- Forum: The Dark Room
- Topic: Long term dev plan
- Replies: 7
- Views: 12600
Long term dev plan
I've had some ideas in my head for a while now to make emulation .. better :) I thought I'd put them to paper. I've made some progress towards these. 1. The ability to drop frames. This is required for vf3. Currently in the level transition loading phases we are drawing crazy amounts of garbage. The...
- Tue Jul 30, 2024 2:07 pm
- Forum: The Catwalk
- Topic: Thinking of shuttering the forums
- Replies: 8
- Views: 10698
Re: Thinking of shuttering the forums
I find the forums useful, but it's not the end of the world if they close
- Tue Jul 30, 2024 9:34 am
- Forum: The Fitting Room
- Topic: CRT-geom Shaders and spotlight issues on Sega Rally
- Replies: 2
- Views: 4577
Re: CRT-geom Shaders and spotlight issues on Sega Rally
the weird transparency is simply how the h/w works on the model3 lol
- Sat Jul 06, 2024 11:59 pm
- Forum: The Catwalk
- Topic: Vsync
- Replies: 1
- Views: 4389
Re: Vsync
try a lower lowerpc frequency
to run at 166mhz for step 2 games requires a very fast cpu
to run at 166mhz for step 2 games requires a very fast cpu