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[发布] SEGA MODEL3 模拟器 Supermodel SVN r737 (2018/07/10)

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[LV.Master]伴坛终老

发表于 2016-12-7 22:01:22 | 显示全部楼层 |阅读模式
本帖最后由 kof2112 于 2018-7-10 21:09 编辑



使用 Microsoft Visual Studio 2015 Update 3 编译

http://sourceforge.net/projects/model3emu/


r668
New, saner Makefiles. They still require some customization but share a core Makefile include with auto-generation of dependencies. Multi-threaded building (e.g., make -j6) is supported now.

r669
Harry's patch: add dirtdvlsj and change "Star Wars Trilogy" to "Star Wars Trilogy Arcade"

r670
update spotlight code (Harry Tuttle)

r671
update visual studio project

r672
Star wars is the only game to pass unsigned fixed shaded values (per vertex brightness) to the renderer. Originally we thought that the specular flag would turn on unsigned values since it's the only game to set specular with these polys, but this logic turned out to be incorrect. The JTAG interface seems to config the GPU to turn on this functionality. (Harry Tuttle)

r673
Makefile fixes: Moved Windows-specific source files out of Makefile.inc, using 'bin' and 'obj' when bits are not explicitly set, and changed output file to Supermodel rather than Supermodel.exe, which works on all platforms.

r674
Remove fixed shading check from specular.

r675
Finish the hash function (Harry Tuttle)

r676
Update step 1.5 luminous logic with Harry's findings. Fixes various shading issues.

r677
Fixed shading also works with untextured polys. Fixes some shading issues in La machineguns. (Harry Tuttle)

r678
The vertex shader is run before clipping is done. If fogging values are calculated and clamped in the vertex shader it can interpolate bad values, since the range has been truncated. This happens if the polys overlap the near plane. The solution to clamp the values in the fragment shader. This fixes a bunch of fogging errors I long thought were transparency related errors in the ocean hunter.

r679
Shift fog maths to fragment shader to fix bug in virtua on.

r680
Fix some bad/missing textures in fighting vipers. The game is referencing totally illegal texture sizes. The real h/w was just handling it somehow, whilst we were returning null for the textures. This might produce junk textures for the lower mipmaps, but this can be clamped in a later update.

r681
Implement sub 8x8 tile encoding. Fixes incomplete mipmap chains which previously only went down to 8x8 pixels before. It wasn't known these textures existed before. (Harry Tuttle)

r682
mark as static

r683
remove debug code

r684
fix array out of bounds

r685
Fix the smallest texture lods  (Harry Tuttle)

r686
Add basic networking files to supermodel. Currently these are win32 specific but can port to SDL or whatever later.

r687
remove dead variable

r688
add asynchronous sending functions

r689
rename to avoid clash with a #define

r690
remove using namespace from headers ..

r691
Add network board emulation. Currently not linked with the rest of the project.

r692
use a few macros to make debugging less painful

r693
use the correct c++ deleters

r694
add the rest of the network board code (Spindizzi)

r695
fix build

r696
Rewrite projection maths based upon previously unknown viewport values. The previous values used roughly worked as the normals for frustum planes. Perhaps they were only used for culling and not actually rendering, as sometimes the values don't work correctly.

r697
top/bottom were swapped for off axis projection

r698
comment out unneeded code

r699
simplify maths

r700
fix illegal xml character sequence

r701
Update microtexture coordinate logic (Harry Tuttle)

r702
fix Ian's bad maths :)

r703
make the logic a bit clearer

r704
Parse out line of sight position. Only known to be used by scud.

r705
Remove using namespace std from the header files ..

r706
fix header files

r707
Update make files and fix build for the various options (Harry Tuttle)

r708
remove extra qualifier

r709
Disable the netboard if EmulateNet=0 (Spindizzi)

r710
A hack to get spikeout to work (uncomment to enable) (Spindizzi)

r711
Add the netboard stuff to the ini file. Stops crashes when they are missing.

r712
fix a few compile warnings

r713
Support both types of lightgun in lost world. 2nd type fixes some missing fx. Thanks to Any for pointing this out. To use the old type change analog_gun1 to gun1 in the xml file.

r714
white space

r715
Update network code (Spindizzi)

r716
Fix step 1.0 games with NET_BOARD defined (Spindizzi)

r717
Clamping must be applied before the spotlight is applied on step 1.0 h/w.

r718
work around for non working jtag code in star wars

r719
Added ability to load save state at startup using -load-state or InitStateFile (in config file)

r720
Reverted version to 0.3a-WIP. Release version will be updated to 0.4a.

r721
Inconsequential typo

r722
Fix controller inputs (Spindizzi)

r723
remove unnecessary copies

r724
Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency.

r725
Added a stretch mode (-stretch) and modified new renderer's viewport code (hopefully correctly) to handle aspect ratio correction and widening the way the legacy one does.

r726
Parse siblings after children. It's the only way to get Daytona water fall to look correct without h/w poly sorting.

r727
Fixed Makefiles for non-MSYS builds. Unfortunately had to revert a lot of the automated configuration that Harry had inserted. Users will again need to hand-edit Makefile.Win32 for their configuration. Verbose warnings (-Wall) have been restored.

r728
Parse out TranslucencyPatternSelect

r729
select correct bit ..

r730
optimise hash function and parse out transparency layer select bit

r731

r732
forgot parentheses

r733
Draw transparent polys to separate layers and composite at the end. This solves a tonne of transparency errors we had been battling with for a long time. The model3 is strange in the fact it only supports a max of two translucent overlapped polys. They are not blended into the frame normally. Doing this means the topmost translucent polys only are visible in the scene, the equivalent of doing a depth pass first, but without the added cost.

r734
Opaque polys definitely depth test with less than or equal. Virtua striker is drawing co-planar polys for the bar gfx

r735
fix cast, and remove extra ; that had snuck into the shaders

r736
add crosshair effect (Harry Tuttle)

r737
Use correct PCI IDs (Harry Tuttle)




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

PS:Update information

http://www.supermodel3.com/Forum/viewtopic.php?f=3&t=1206
This is the modded DSB that has a fixed music for Sega Rally 2 that fixes the scratches after the loop along with
custom music feature. Special thanks to Spindizzi for the fix and Shekel and Bart for making the custom music feature
possible in Supermodel!


- Edited DSB by Jitterdoomer

Supermodel_x86_0.3a-WIP_SVN737.zip

1.5 MB, 下载次数: 1674

Supermodel_x64_0.3a-WIP_SVN737.zip

1.6 MB, 下载次数: 4147

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发表于 2016-12-26 08:44:22 | 显示全部楼层
diurasho 发表于 2016-12-25 15:45
http://emuloader.mameworld.info/files/el829-bin.rar
似乎按键还得在supermodel的.ini文件里设置,其 ...

先谢过了


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发表于 2016-12-25 15:45:13 | 显示全部楼层
ydy135 发表于 2016-12-24 13:16
麻烦提供一下,多谢

http://emuloader.mameworld.info/files/el829-bin.rar
似乎按键还得在supermodel的.ini文件里设置,其他则可以在emuloader中设置。
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发表于 2016-12-24 13:16:29 | 显示全部楼层
diurasho 发表于 2016-12-21 16:57
supermodel越来越完善了。经某网友贴子提醒,开始使用EmuLoader作前端,比起那古老的supermodel UI好用多了 ...

麻烦提供一下,多谢
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发表于 2016-12-24 13:15:55 | 显示全部楼层
R760 发表于 2016-12-11 11:58
多谢分享,期待接下来的更新版本能彻底解决Spike Out的贴图错误问题

你怎么敢抢我的台词,啊啊啊啊
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发表于 2016-12-21 16:57:17 | 显示全部楼层
supermodel越来越完善了。经某网友贴子提醒,开始使用EmuLoader作前端,比起那古老的supermodel UI好用多了。可以选择new3d引擎或老引擎,设置各种方便。
多谢楼主的分享。
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发表于 2016-12-17 01:00:34 | 显示全部楼层
r514
For scroll fog set the viewport to the entire area, allows fog to work in widescreen mode

Not in all games.
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发表于 2016-12-16 06:54:29 | 显示全部楼层

感谢楼主分享
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发表于 2016-12-12 15:34:58 | 显示全部楼层
都修正啥了?洛杉矶机枪手完美了么?
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发表于 2016-12-12 07:54:50 | 显示全部楼层
碰到大神,我作为专业小白都不知道说什么了
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[LV.8]以坛为家I

发表于 2016-12-11 11:58:24 | 显示全部楼层
多谢分享,期待接下来的更新版本能彻底解决Spike Out的贴图错误问题
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发表于 2016-12-9 19:21:31 | 显示全部楼层
沙发,感谢楼主分享
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