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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Supermodel W.I.P.

Δημοσίευση από Nemo »


A lot of people have been curious about what's going on with Supermodel. Neither Nik nor I have had much time to work on it since the last release. We both lead very busy lives. If there are any updates, they will appear here. Right now, I'm on vacation visiting my family for the holidays. Nik has been doing some profiling and experimenting with parallelizing the graphics renderer in the past couple of days. By putting the renderer in its own thread (in addition to some other small optimizations), has been able to realize a modest speed improvement. He reports that Daytona USA 2 no longer stutters as severely on the advanced course.

In other news, a very clever user going by the name of DaytonaFan has figured out how to get Virtua Fighter 3 Team Battle to start up! You can read his post here
http://www.supermodel3.com/Forum/viewto ... ?f=2&t=286
or consult this FAQ
http://www.supermodel3.com/FAQ.html#VF3TB
item for a more detailed explanation.


The game runs much slower than the original Virtua Fighter 3 due to some sort of a timing problem. I'm guessing it is IRQ-related but have not confirmed it. Curiously, although it is plagued by the same geometry and texture problems as VF3, the player models do not come apart at the joints, meaning that this version looks noticeable better.

:arrow:
http://www.supermodel3.com/WhatsNew.html


Εικόνα
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Supernodel W.I.P. (30/01/2012)

Δημοσίευση από Nemo »

I've been getting a bit worn out from having to attend endless late night cocktail parties at lingerie models' condos. Being an emulator developer is a tough life! I decided to take a little break from mingling with the gliteratti and whipped up something shiny and sparkly for Supermodel. The diffuse and ambient lighting model has been tweaked resulting in improved colors. Shadows in Daytona USA 2 that were previously barely visible are now very prominent.

Daytona USA 2 before (left) and after (right) the most recent changes to the lighting model.

Taking inspiration from my friend Kim's shiny dress, I figured out how to implement very preliminary specular lighting, which makes vehicles and metallic background objects appear shinier (as on the real Model 3 hardware). Below are three Youtube videos demonstrating the new lighting effects. Specular highlights are particularly prominent in Scud Race and the Daytona USA 2 car selection screen. Also note that the 3D Sega Saturn logo on Scud Race's daytime beginner course now appears with a prominent specular highlight and glint as the sign rotates. The lighting is far from being correct but it's a positive start!

Scud Race daytime (top) and nighttime (bottom) beginner courses, demonstrating specular lighting effects.\

Our devoted fan nuexzz.. discovered the missing selection screen graphics in Daytona 2 by disabling the 3D graphics. I've partly re-worked the 2D rendering engine to support layer priorities. Not all possible settings are known yet but I was able to get it working for most of the games I've looked at so far. The code currently in SVN needs to be optimized and cleaned up.

Daytona USA 2 Power Edition with the new lighting model and correct 2D layer priorities.

Among other things, the HUD in Star Wars Trilogy no longer disappears behind 3D objects, the small Sega logo is now positioned correctly on Scud Race's attract mode sequence, and layers that are supposed to obscure the 3D graphics in Virtua Fighter 3 now correctly do so.


The Virtua Fighter 3 title screen is now visible and transition effects look correct.

Text is no longer obscured during the intro sequences in Daytona 2 Power Edition and Le Mans 24.

The HUD is correctly displayed in Star Wars Trilogy.

Just today, I discovered the source of the missing AI vehicle textures in Daytona 2. It turns out that those polygons disable texturing. By forcing them to render with textures enabled -- and breaking flat-shaded polygons in the process -- the textures become visible. They are encoded using interleaved formats that are not fully understood yet. Multiple patterns occupy the same texture and additional bits in the polygon header determine which is to be displayed. Unfortunately, Supermodel's rendering engine presently cannot support accurate emulation of these features but we can at least hope to figure out the proper way to interpret these texture formats. When the engine eventually gets its much-needed rewrite, it will be designed with them in mind.

The missing textures of Daytona 2 revealed. This video was made by forcing the renderer to draw all polygons with texture mapping enabled.

Last but not least, Nik has managed to squeeze a little more performance out of the rendering engine (a 5-10% increase in the frame rate) when running in multi-threaded mode.
Προελευση : :arrow: http://www.supermodel3.com/WhatsNew.html
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Supermodel W.I.P.

Δημοσίευση από Nemo »

:arrow: τσακωστε και το Supermodel_0.3a-WIP_SVN250.zip
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Supermodel W.I.P.

Δημοσίευση από grip »

Ζητάει και pass....
Long live the emulator!!!!
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Re: Supermodel W.I.P.

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if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Supermodel W.I.P.

Δημοσίευση από grip »

^^
Εντάξει,εδώ δεν ζητάει :mrgreen:
Long live the emulator!!!!
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Re: Supermodel W.I.P.

Δημοσίευση από Maddog »

NONE SHALL PASS! :mrgreen:

Εικόνα

(αυτό λέγεται τρολάρισμα!) :pacbad: :pacbad: :pacbad:
Παππού όλος ο κόσμος ανησυχεί μήπως η σχέση σου με την πιτσιρίκα αποβεί μοιραία.
-Τι να κάνουμε παιδί μου...αν πεθάνει - πέθανε...
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Re: Supermodel W.I.P.

Δημοσίευση από grip »

Πες μου ότι το έπαιξες απλά για να το postάρεις :lol:
Long live the emulator!!!!
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Re: Supermodel W.I.P.

Δημοσίευση από Maddog »

Όχι ρε, το πιό εύκολο πράγμα του κόσμου είναι να βρεις screenshots από το Monkey Island μέσω Google! :P
Παππού όλος ο κόσμος ανησυχεί μήπως η σχέση σου με την πιτσιρίκα αποβεί μοιραία.
-Τι να κάνουμε παιδί μου...αν πεθάνει - πέθανε...
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Re: Supermodel W.I.P.

Δημοσίευση από Nemo »

Work on Supermodel has slowed to a trickle due to real world business. Nevertheless, we have managed to make small amounts of progress here and there. Now that some web sites and forum members are distributing unofficial :) :) (and unsupported) builds of SVN snapshots, the latest changes have become well known: specular lighting, a wide-screen mode, improved rendering performance (thanks to Nik), and fewer garbled textures for those capable of running Nik's multi-texture shader (the default). I also fixed the grainy SCSP audio. It turns out that I was forgetting to byte-swap the sample ROMs -- an easy mistake because the samples are all 8 bit.
The other day, I discovered why the moon of Endor isn't appearing on the final stage of Star Wars Trilogy: it's due to a Z-buffering problem. By scaling the coordinates and tweaking the near and far clipping planes, I can get it to show up. Unfortunately, this introduces severe Z-fighting problems in other games. It may be possible to linearize or otherwise improve the distribution of depth buffer values but I'm putting this on the back-burner for now.
Εικόνα
Εικόνα
The moon of Endor (obtained here by adjusting the clipping planes) is normally invisible in Supermodel because it lies outside of the view frustum as determined by the hard-coded near and far clip planes.
Today, I spent some time investigating the "missing" AI vehicle textures in Daytona USA 2. Making them appear turned out to be a simple matter. The texture enable bit (or what we were assumed was the texture enable bit) can be ignored when the texture format is not 0 (i.e., T1RGB5, the most commonly used Model 3 format). Flat shaded polygons seem to always have that field set to 0. I also confirmed something I had long suspected: these are really four different 4-bit textures packed together in an interleaved format. I still have a lot to figure out. I don't know how the textures are supposed to be colored, although I already have some theories, and haven't figured out how the Real3D determines which one to draw. My suspicion is that the 3-bit texture format field is actually four bits wide. Hopefully today's results lead to answers for the rest of the unknown but related texture formats.
Εικόνα
Εικόνα
Εικόνα
Εικόνα
Each texture map actually contains four different 4-bit planes.
Προέλευση :arrow: http://www.supermodel3.com/WhatsNew.html
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Supermodel W.I.P.

Δημοσίευση από grip »

Μικρολεπτομέρειες,αλλά δεν λέμε όχι. :D
Long live the emulator!!!!
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Re: Supermodel W.I.P.

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"Nik has overhauled Supermodel's CPU timing and worked out some further details of PowerPC/Real3D communication. The various timing-related ROM patches that plague both Supermodel (and also appear in MAME) are no longer necessary! There are still some things to sort out regarding VBlank timing but this is a major step in the right direction. Harley Davidson, ECA, Virtua Fighter 3 (and 3 TB), and I think all the VS2 games now run at the correct speed. Here are a couple of videos:

Nik has also informed me that he managed to plug Dolphin's CPU core into Supermodel but that it had no effect on the geometry corruption observed in Virtua Fighter 3 and Sega Rally 2. This is something I had wanted to try and means that it is quite likely that the CPU is not at fault. So it's back to square one concerning that problem."
Με 2 λογια
" υπαρχουν βελτιωσεις απο τον Nik στο θεμα του Cpu timing κι ετσι Harley Davidson, ECA, Virtua Fighter 3 ( 3 TB), και ισως VS2 games τρεχουν στην normal ταχυτητα οπως φαινεταικι απο τα 2 video(s)".
Για το προβλημα με το geometry corruption που παρατηρηται στα Virtua Fighter 3 & Sega Rally 2 ,ο Nik καταφερε να εφαρμοσει/χρησημοποιησει το Cpu core πυρηνα του Dolphin -θελωντας να απομονωσει την αιτια του προβληματος κι αντιμετvπιζοντας και παλι το ιδιο θεμα ,φαινεται οτι το θεμα δεν ειναι στο cpu core του Supermodel ...


http://www.youtube.com/watch?v=722XVN4Q ... r_embedded

http://www.youtube.com/watch?v=uguKdLrM ... r_embedded


if" Imitation is the sincerest flattery",
imagine emulating ....
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Πολύ καλά νέα!

Δημοσίευση από Ace »

Βλέπω, ότι είχε και motion blur το VF3, πολύ εντυπωσιακό, κρίμα που δεν είχα ποτέ την ευκαιρία, να το δω από κοντά!

Άραγε τι επεξεργαστή να χρειάζεται, για να επιτύχει κανείς την ταχύτητα του ανωτέρω video, γνωρίζει κανείς; Στο επίσημο site, δυστυχώς, δεν βρίσκω κάτι σχετικό, με minimum requirements...
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Re: Supermodel W.I.P.

Δημοσίευση από Nemo »

Δεν γνωριζω το hardware configuration του PC που τρεχει το Virtua Fighter 3 .

Με βαση ομως την απαντηση -σε σχολιο καποιου στο youtube για ενδεχομενη χρηση τεχνικης εξομαλυνσης / special smoothing textures -

του Bart Trzynadlowski, που ειναι "Nope, no graphical enhancements. I'm just running at a high resolution (1920x1080)"

,τολμω να υποθεσω ,οτι τα απαιτουμενα requirements για να το τρεξει καποιος απλα ομαλα δεν θα ειναι "δυσθεορατα" .... :)
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Supermodel W.I.P.

Δημοσίευση από pepinos »

εχει καταφερει κανεις να ενεργοποιησει τα cheats για το supermodel?

http://sega-cheats.googlecode.com/svn/trunk/am/

http://sega-cheats.googlecode.com/svn/trunk/lua/
Κάποτε οι μαθητές του είχαν ρωτήσει το Αριστοτέλη για το ποιό είναι το αγριότερο ζώο. Και εκείνος αποκρίθει : Από τα οικόσιτα ο ΚΟΛΑΚΑΣ και από τα ελεύθερα ο ΣΥΚΟΦΑΝΤΗΣ.
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