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retroK
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Post subject: Supermodel v0.3a WIP r888
Posted: Jul 03, 2022 - 01:23 PM
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Site Admin
Joined: Jul 04, 2004
Posts: 12.334
Location: Frankfurt a.M.
Status: Offline
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Juttar
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Post subject:
Posted: Aug 04, 2022 - 06:46 PM
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Retromeister
Joined: Oct 04, 2009
Posts: 1.095
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Hab' mir gerade die neue Version vom 18. Juli angeguckt. Es war ja schon im letzten Changelog angekündigt: Den Quellcode gibt es jetzt nur noch bei GitHub. Auch die Versionsbezeichnung ist jetzt wohl neu (Datum statt Versionsnummer). Sonst hat sich nichts großartig geändert. Hier noch mal meine Quelle (seit Jahren die selbe) - und hier der Changelog:
Quote: - Fix some errors, fix some performance warnings, and some simple (but effective) optimizations
- check for __GNUC__ instead of just assuming it
- Games.xml: Align ROM names with MAME.
- Minor and inconsequential change. Makes manual ROM building 'slightly'
- easier when using latest MAME ROM set (currently 0.245).
- slightly optimize DrawTileLine (less branches/logic)
- optimize ReadRegister, as localtime (at least on MSVC/Windows) is significantly showing up in profiling (e.g. in SW Trilogy)
- caches localtime until time changes (i.e. limits calls to 1/sec)
- use intrinsics for endian swap
- fix a real error (m68kdasm) and some harmless performance warnings and use modern headers
- fix some real errors (Model3,InputSystem), minor errors (SCSP,SDL/Main) an some performance warnings |
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Post subject:
Posted: Aug 10, 2022 - 09:15 PM
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Retromeister
Joined: Oct 04, 2009
Posts: 1.095
Status: Offline
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Die Version vom 18. Juli verursachte bei Virtua Fighter 3 einen kleinen Sound-Bug (zumindest bei Revision D, allerdings nicht bei TB). Bei der neuen Version von gestern wurde das (u.a.) behoben. Hier der Changelog:
Quote: - equivalent optimizations, NFC |
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Post subject:
Posted: Sep 13, 2022 - 10:42 AM
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Retromeister
Joined: Oct 04, 2009
Posts: 1.095
Status: Offline
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Hoppla, beinahe vergessen; die aktuellste Version ist vom 20. August. Hier die letzten Änderungen:
Quote: - Fix SUPERMODEL_DEBUGGER build. - Ian
- As requested by Bart; Ian's last SourceForge commit. Also, purely to appease my OCD, a change I forgot on my last 'Games.xml' PR that really shouldn't bother me as much as it does.
- Added some options to default Supermodel.ini that otherwise are not documented anywhere because README.txt is out of date
- Optimize quad rendering by replacing the double
- fix missing version GLSL compiler warnings on startup |
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Post subject:
Posted: Oct 05, 2022 - 12:15 AM
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Retromeister
Joined: Oct 04, 2009
Posts: 1.095
Status: Offline
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Gab gestern mal wieder ein Update. Changelog:
Quote: - change one more place with potential aliasing issue
- address review
- address review and move bit casts to new header |
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Post subject:
Posted: Nov 06, 2022 - 09:19 AM
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Retromeister
Joined: Oct 04, 2009
Posts: 1.095
Status: Offline
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Vor vier Tagen gab es mal wieder eine neue Version; hier der Changelog seit Anfang Oktober:
Quote: - 68K now uses run-time hooks for IRQ and instruction hook callback
- Games.xml: Added re-dumped magtruck and retained old ROM set with patch (mgtrkbad) for users who fail to obtain newest MAME ROMs
- Fix build for linux (just missing header)
- Upgrade the glsl shader class a bit. Add a const char* comparitor so we can use a map with a simple "string" key. Fine to use when performance is not critical.
- Add a proper git ignore file .. And fix the legacy renderer to build with
- new visual studio (2019)
- after clarifications, minor cleanup
- remove 2 dupe function calls, where ProcessLos should actually be rather costly
- Fix new 3D engine texture2DLod function missing error on Linux/MESA. MESA requires needed extensions to be explicitly declared in code otherwise it will not enable them. Außerdem erschien vor einem Monat auch mal wieder eine neue Version von Sega Model 3 UI - Changelog:
Quote: - remove option "EmulateNet"
- fixed the writing "PortIn"
- fixed the writing "PortOut"
- fixed the writing "AddressOut" Was Magical Truck Adventure anbelangt: Der Dump davon war ja leider fehlerhaft, was sich in wirklich schlimmen Grafikfehlern äußerte. Seit kurzem wurde das per Patch behoben und nicht nur das: Mit dem neuen MAME-ROM-Set V0.249 ist endlich ein fehlerfreier Dump verfügbar, der auch bei der aktuellen Supermodel-Version berücksichtigt wurde. Ich behaupte aber: Der fehlerhafte Dump gepatcht und der fehlerfreie Dump nehmen sich praktisch nichts. |
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Post subject:
Posted: Nov 08, 2022 - 10:18 AM
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Retromeister
Joined: Oct 04, 2009
Posts: 1.095
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Erschien vorgestern in einer neuen Version. Changelog:
Quote: - change all INT16 mixing/intermediate clamping to floats
- also fixes 3 bugs: 1) mpeg right channel volume was always using the left channel volume, too 2) too high MusicVolume setting was not clamped to 0..200 3) too high SoundVolume setting was not clamped to 0..200 |
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Post subject:
Posted: Nov 28, 2022 - 11:21 PM
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Retromeister
Joined: Oct 04, 2009
Posts: 1.095
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Vorgestern gab's mal wieder eine neue Version. Changelog:
Quote: - Fix uniform location.
- Update Model3.cpp
- Wait until IRQ2 is acknowledged before starting IRQ40 sequence.
- Fixes Ski Champ hanging at FBI screen when region set to USA
- Incomplete texture headers uploaded via FIFO are now discarded. Ski Champ sends one more 32-bit word via DMA than it should which was causing Supermodel to erroneously intepret the extra word as another texture
- [Makefile.Win32] $MSYSTEM check never fails.
- 'make clean' from Win command shell doesn't fully clean, condition always true.
- Fix shaders failing to build on apple h/w
- Update makefile
- Remove some left over depreciated opengl functions. They were basically no-op anyway with shader path. |
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Post subject:
Posted: Dec 27, 2022 - 06:00 PM
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Retromeister
Joined: Oct 04, 2009
Posts: 1.095
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Die aktuelle Version ist vom 24. Dezember. Changelog seitdem:
Quote: - Make sure to invalidate texture memory when going fullscreen otherwise it might not be syned correctly.
- SDL_SetWindowFullscreen isn't needed as we call ResizeGLScreen which sets the fullscreen mode afterwards.
- We must explicitly call SDL_SetWindowFullscreen after setting the display mode otherwise the refresh rate doesn't change.
- be a bit more flexible with the display frequencies we'll match
- The model 3 (actually model 1,2 and 3) all used some crazy refresh rate of 57.524hz. If your screen refresh rate is 60hz, supermodel will work fine, but really run too fast. Anyway if you create a custom refresh rate, supermodel will automatically pick this, and set it when the emulator is in fullscreen mode. Apparently this works with most monitors, even cheapo low end ones.
- To active set your command line to: -res=1920,1080 -vsync -fullscreen -true-hz Replace the resolution with whatever your monitor's native resolution is.
- Merge branch 'master' of https://github.com/trzy/Supermodel
- Better opengl resource allocation.
- Fixes going fullscreen and back.
- Add FileSystemPath.cpp to Visual Studio project
- Fixed build on macOS
- Switched to Util::Format() to generate screenshot filename
- First review code changes (identation and cosmetic changes)
- Changed pathType from string var to enum
- Keep Supermodel files (config, nvram, saves, etc.) in a predictable path when running on Linux
- add undefd codepath for correct use of the 18bit DAC path (which seems to be triggered for all games)
- the volume correction to bring the data back into a valid range is not really needed in practice though, only Daytona2 seems to need it, and also only extremely rarely, so lets just live with a tiny bit of clamping for that game then while add it, make some formatting similar to MAME, and add one comment regarding a most likely wrong recent MAME change |
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