请选择 进入手机版 | 继续访问电脑版
设为首页收藏本站

新模拟器共享论坛

 找回密码
 注册

QQ登录

只需一步,快速开始

1 2

最近看过此主题的会员

查看: 714|回复: 0

[其它] SEGA MODEL3 模拟器 Supermodel SVN r541 (2017/03/26)

[复制链接]

签到天数: 2381 天

[LV.Master]伴坛终老

评论头像

发表于 2017-3-7 22:18:24 | 显示全部楼层 |阅读模式


使用 Microsoft Visual Studio 2015 Update 3 编译

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

r523
The hardware actually seems to treat the quad primitive as a triangle strip. The winding order can actually change between the first and second 'triangle' inside the quad, leading our code to incorrectly backface cull the 2nd triangle. So we must re-calculate the winding order for the 2nd triangle. This fixes a massive missing poly in the road in la machine guns, probably other games too. The hardware is unaffected by the winding order, as it doesn't calculate the poly normal from the vertices directly, instead it uses the provided normal in the poly header.

r524
fix the bad projection matrix in dirt devils and lost world

r526
More fixes to microtexture coordinates. They go vertically up and down the texture sheet, and not horizontally as I had guessed. (Thanks HarryTurtle)

r527
Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle)

r528
Texture coordinates seem to be scaled relative to the fixed texture size of 256. Thanks to HarryTurtle for figuring this crazy logic out. The road in scud matches the arcade now almost perfectly.

r529
The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch

r530
remove debug code

r531
fix scissor code for native resolution (thanks HarryTuttle)

r532
Added 8- and 16-bit tilegen VRAM access handlers to fix missing columns in Star Wars Trilogy tilemaps. Thanks to Spindizzi for initial confirmation that this was the problem.

r533
Added more games to Games.xml: dayto2pe, eca, lamachin, lostwsga, magtruck, oceanhun, vf3. Fixed swtrilgy (MPEG music).

r534
use 32bit types

r535
Added fvipers2

r536
Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors

r537
calculate the correct number of mipmap textures

r538
cosmetic

r539
Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases.

r540
The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated.

r541
Fixed dayto2pe sample ROMs

本帖子中包含更多资源

您需要 登录 才可以下载或查看,没有帐号?注册

x
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

本版积分规则

新模拟器共享论坛X

翻译WIKI大量成长力和金钱奖励!

访问http://wiki.nesbbs.com,翻译词条到论坛指定区,每一个完成翻译并有采纳的,有成长力等奖励哟...

点击查看详情 

QQ|申请友链|小黑屋|手机版|Archiver|新模拟器共享网 ( 辽ICP备09001055号|繁體中文   

GMT+8, 2020-8-11 18:12 , Processed in 0.046800 second(s), 21 queries , XCache On.

Powered by Discuz! X3.4 Licensed

© 2001-2017 Comsenz Inc.

快速回复 返回顶部 返回列表