Supermodel W.I.P.

Άλλοι Arcade emulators πχ. Kawaks, FBA, Nebula, Zinc, Daphne κλπ

Συντονιστές: Nemo, Maddog, Whacker

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Nemo
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Εγγραφή: 15 Απρ 2004 22:55
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SuperModel WIP (x86 / x64) v0.3a r613

Δημοσίευση από Nemo »



https://www.youtube.com/watch?v=7q39OW1xDMI
r613
fix double offset
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r612
Revert previous fixed shading changes. Implement new logic for fixed shading on step 1.5 hardware based upon Harry's findings.
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r611
remove debug code
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r610
Fix the fix shading in star wars. Fixed shading still needs some work for mag truck and dirt devils to match the arcade.
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D/load :arrow: SuperModel WIP (x86 / x64) v0.3a r613

D/load :arrow: SuperModel WIP (XP) v0.3a r613
if" Imitation is the sincerest flattery",
imagine emulating ....
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Nemo
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Re: SuperModel WIP (x86 / x64) v0.3a r619

Δημοσίευση από Nemo »



https://www.youtube.com/watch?v=asmvqcOcg7U

r619
Implement unclamped light model based upon Harry's findings. Unknown how this is turned on/off.
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Use c++11 raw string literals
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r617
Clamp the ambient light to a max of 0.75. LA Machine guns seems to use an ambient value of 1, which is full bright for everything. But for some reason the hardware seems to treat this as ~ 0.75. This fixes various missing shading in the game. This doesn't seem to have any negative effects on other games I have tested. Clamping in the shader as we might need the full range of values for fixed shading.
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r616
remove WIP code
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r615
convert sun angle coordinate system outside of the shader
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r614
A second go at fixing the fixed lighting in star wars .. Fixed shading is per vertex poly colours. For some reason in star wars they are treated as unsigned values instead of signed, like in every other game. These polys are all marked with specular enabled, where as in the rest of the games they are missing this flag. That's the only difference I can find.
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D/load :arrow: SuperModel WIP (x86 / x64) v0.3a r619

D/load :arrow: SuperModel WIP (XP) v0.3a r619
if" Imitation is the sincerest flattery",
imagine emulating ....
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Nemo
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Re: SuperModel WIP (x86 / x64) v0.3a r623

Δημοσίευση από Nemo »



https://www.youtube.com/watch?v=9sII9sqL_7g
r623
Cosmetic.
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r622
Add the unclamped light model we know exists to the shaders.
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r621
Ski champ for some reason is passing denormalised numbers for the modelscale. This is causing a NaN in our shader killing the lighting for these models, so we simply skip these, since they are essentially zero anyway. Thanks to Harry for finding this bug :)
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r620
We were force normalising the result of matrix * normal, which looked correct in most cases. But this didnt preserve the scaling of the matrix, or the scaling of the model normals which resulted in many over bright areas. On its own this generally worked, but games like Star Wars looked quite broken. Harry correctly figured out if you scale these normals by the scaling value that is sometimes present in the culling nodes the lighting looks correct. Still more work to do to correctly figure out the model3s lighting model.
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D/load :arrow: SuperModel WIP (x86 / x64) v0.3a r623

D/load :arrow: SuperModel WIP (XP) v0.3a r623
if" Imitation is the sincerest flattery",
imagine emulating ....
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Nemo
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Re: SuperModel WIP (x86 / x64) v0.3a r637

Δημοσίευση από Nemo »



https://www.youtube.com/watch?v=8aHpUIXfqJU

r637
Fixed a bug in MCRFS instruction related to the VXSOFT, VXSQRT, and VXCVI bits. Thanks to Spindizzi.
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r636
Finish fixed shading for 2.0 hardware. I'm pretty sure it actually works identically to step 1.5 hardware. The oddball is LA machine guns where the viewport ambient doesn't seem to effect the brightness. But the ambient works differently in this game because it uses the unclamped light model. Still need to investigate if the diffuse factor effects fixed shading.
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r635
With fixed shading, when lighting is disabled, fixed shading appears to be a flat shaded version based upon the poly colour, instead of per vertex attributes.
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r634
Pad struct and align on 4 byte boundary.
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r633
simplify
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r632
fixed shading doesn't effect the alpha channel
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r631
Fixed shading (per vertex poly colours) on step 1.5 hardware have the viewport ambient value added to them. This fixes various shading on scud. To do this had to switch the maths to the vertex shader.
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r630
Fix attribute locations. glBindAttribLocation must be called linking
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r629
Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default.
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r628
make the new3d engine default :] Legacy engine can still be selected using -legacy3d in the command line
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r627
use generic vertex attributes
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r626
Technically matrix casts are only allowed in glsl 1.2 and later
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r625
Remove debug code
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r624
Sometime ago I managed to work out that specular on the model3 is not real specular, and really is just an extension of diffuse lighting. But attempts were derailed by corner cases and the fact we were not handling the normals correctly. Anyway Harry managed to successfully come up with an algorithm, and coefficients that give an almost perfect match to specular on the model3, based soley on observations from video footage! He also worked out that the lighting on hardware 1.5 onwards appears to be unclamped (ie greater than 1). This quite radically changes the brightness of some of the games, but much better matches the original hardware.
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D/load :arrow: SuperModel WIP (x86 / x64) v0.3a r637

D/load :arrow: SuperModel WIP (XP) v0.3a r637
if" Imitation is the sincerest flattery",
imagine emulating ....
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Nemo
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Re: SuperModel WIP (x86 / x64) v0.3a r640

Δημοσίευση από Nemo »



https://www.youtube.com/watch?v=IPxqVw8DYns



https://www.youtube.com/watch?v=kUkL2-CHmt0



https://www.youtube.com/watch?v=6czoE6l22ig

r640
Harry made some important discoveries with regards to fixed shading on the model 3 (per vertex poly brightness values). Firstly values are allowed to be negative, and they are used as a drop in replacement in the standard lighting equation for the normal dot light vector. This quite radically changes the brightness in LA Machine guns, but now correctly matches the arcade.
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r639
Patched Sega Rally 2 DX to boot up. Enjoy Sega Rall 2 without MPEG music at 50% speed ;)
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r638
Fixed up memory region dumping code to use the new Util::FlipEndian functions
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D/load :arrow: SuperModel WIP (x86 / x64) v0.3a r640

D/load :arrow: SuperModel WIP (XP) v0.3a r640
if" Imitation is the sincerest flattery",
imagine emulating ....
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Nemo
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SuperModel WIP (x86 / x64) v0.3a r644

Δημοσίευση από Nemo »



https://www.youtube.com/watch?v=a9a049ngdDE

svn 644
- Modern hardware does backface culling in window space by calculating the face normal for the polygon, then doing a dot product against the view vector. The real3d pro-1000 on the other hand passes a pre-calculated face normal for each polygon which is used for culling. We were using this face to rewind the polygons so that backface culling would work. This worked 99.9% of the time. Virtua Striker. The reason for this was that it was not the same thing as the one who had been in the past. This broke our code. The solution was to emulate face culling directly in the vertex shader using the pre-calculated face normals directly.
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Svn 643
- DMA and register space access for Real3D have been unified and CReal3D :: ReadRegister () returns little endian data now that the PowerPC handler byte-swaps back, to be consistent with how DMA registers work.
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r642
Changed fixed shaded logic for step 1.5 hw based upon Harry's findings
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r641
cosmetic
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D/load :arrow: SuperModel WIP (x86 / x64) v0.3a r644

D/load :arrow: SuperModel WIP (XP) v0.3a r644
if" Imitation is the sincerest flattery",
imagine emulating ....
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Pyjamarama
Metal Slug
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Εγγραφή: 03 Σεπ 2004 10:39
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Re: Supermodel W.I.P.

Δημοσίευση από Pyjamarama »

Δηλαδη πλεον παιζει το Sega Rally 2 DX?

Mε τα νεα build πως φορτωνετε παιχνιδια χωρις το GUI?
LOAD ""
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Ace
Mame Freak
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Re: Supermodel W.I.P.

Δημοσίευση από Ace »

^ Ναι παίζει χωρίς ήχο και στη μισή ταχύτητα. Για GUI κάνει και ο Emuloader.
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Pyjamarama
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Re: Supermodel W.I.P.

Δημοσίευση από Pyjamarama »

Νταμν!
LOAD ""
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Pyjamarama
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Re: Supermodel W.I.P.

Δημοσίευση από Pyjamarama »

Εδωσα τα path για το SuperModel.exe στον Emuloader αλλα οτι και να φορτωσω τρωω μηνυμα λαθους Invalid Function

αγκρρρ
LOAD ""
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Ace
Mame Freak
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Re: Supermodel W.I.P.

Δημοσίευση από Ace »

Το error.log, στο φάκελο του Supermodel, τι λέει;
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Nemo
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Re: Supermodel W.I.P.

Δημοσίευση από Nemo »

Ace το error πρέπει να του το βγάζει ο Emuloader αφού του δώσει το path ( και πάει το Emuloader να σώσει ένα .ini αρχείο ) κι όχι ο Supermodel emu (error.log)-.

Pyjamarama ξεκίνα τον Emuloader με εκτέλεση ως διαχειριστής/ administrator και το προβληματάκι θα λυθεί .
if" Imitation is the sincerest flattery",
imagine emulating ....
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Pyjamarama
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Re: Supermodel W.I.P.

Δημοσίευση από Pyjamarama »

Μπααααααα

Δεν μου πανε καλα τα παιχνιδοπραγματα τελευταια

Ο SuperModel που @@@@@@@@@@@@@
Τα DC μου που στο ενα μαυριζει συχνα η εικονα και στο αλλο (για να μην βαριεμαι) ειναι παντα μαυρη
Το Parachute αρχιζει να εχει εμφανεις σταμπες στην επιφανεια της LCD

Ευτυχως βγηκε το Sonic Mania και γελασε το χειλακι μας να πουμε
LOAD ""
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Ace
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Re: Supermodel W.I.P.

Δημοσίευση από Ace »

Να (ξανα)αναφέρω ότι το romset των νεώτερων Supermodel, έχει διαφορές από το romset του τελευταίου Supermodel (r540?) που υποστήριζε το SUI, οπότε χρειάζεται ένα ξεσκόνισμα. Μοιάζει πάντως αρκετά με του τελευταίου MAME. Προσωπικά έφτιαξα τις δικές μου ROMs χειροκίνητα, με προσθαφαιρέσεις και μετονομασίες στα zip αρχεία.
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Nemo
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Re: Supermodel W.I.P.

Δημοσίευση από Nemo »

Pyjamarama έγραψε:Μπααααααα
Κι όμως το παραπάνω το τσέκαρα και μου έβγαλε αρχικά το ίδιο μήνυμα.
Μετά όταν το έτρεξα με ως διαχειριστής/ administrator έστρωσε (σε Windows7 64bit btw)
if" Imitation is the sincerest flattery",
imagine emulating ....
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