Bart Trzynadlowski
e59ecea32d
PowerPC frequency determined by board stepping, config option is now just an override
2024-01-28 21:08:12 -08:00
Ian Curtis
c039d08c03
Add supersampling anti-aliasing
...
Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it.
It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file.
Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
2023-12-26 18:25:03 +00:00
firewave
71e5baa61b
Model3.cpp: avoid usage of uninitialized memory
...
```
==213531== Thread 20 SoundBoardNoSyn:
==213531== Conditional jump or move depends on uninitialised value(s)
==213531== at 0x1A1D1E: CModel3::RunSoundBoardThread() (Model3.cpp:2607)
==213531== by 0x49BECEA: UnknownInlinedFun (SDL_thread.c:292)
==213531== by 0x49BECEA: RunThread.lto_priv.0 (SDL_systhread.c:76)
==213531== by 0x4F719EA: start_thread (pthread_create.c:444)
==213531== by 0x4FF5653: clone (clone.S:100)
```
2023-12-03 14:46:23 +01:00
Bart Trzynadlowski
7867c0145e
Model3.cpp: Comment describing scan line timing.
2023-09-25 14:45:57 +02:00
Matthew Daniels
801945d066
Whitespace
2023-09-25 14:41:35 +02:00
gm-matthew
24d24db988
Ping-pong flip timing depends of the value of tilegen register 0x08
...
Also make the debugger display 16 bytes per line when using the "listmemory" command. Mirrored system registers can now be watched
2023-09-25 14:41:35 +02:00
gm-matthew
b2fee4242c
DMA device register always returns Step 1.x PCI ID
...
Step 2.x games by AM3 request PCI ID this way and expect to see 0x16c311db
2023-08-20 17:43:40 -07:00
CapitaineSheridan
18f3c23a9f
Work around to prevent I/O error after a while on fishing games with tension
2023-05-07 21:41:57 -07:00
CapitaineSheridan
7e025e64a2
Memory allocated but not released.
2022-12-28 18:24:11 -08:00
Matthew Daniels
7513cc769a
Update Model3.cpp
...
whitespace
2022-11-25 15:27:12 -08:00
gm-matthew
6a392f2cc9
Add comment
2022-11-25 15:27:12 -08:00
gm-matthew
916d3d3af1
whitespace
2022-11-25 15:27:12 -08:00
gm-matthew
2063303a4d
Wait until IRQ2 is acknowledged before starting IRQ40 sequence. Fixes Ski Champ hanging at FBI screen when region set to USA
2022-11-25 15:27:12 -08:00
toxieainc
4961951a89
fix a real error (m68kdasm) and some harmless performance warnings and use modern headers
2022-07-11 18:10:41 +02:00
toxieainc
e0053b3a46
fix some real errors (Model3,InputSystem), minor errors (SCSP,SDL/Main) and some performance warnings
2022-07-11 17:43:59 +02:00
Ian Curtis
83e7b5f45d
njz3: Proper quadrophonic audio support. Need 4+ speakers to take advantage otherwise down mixed to stereo.
2022-06-09 21:10:39 +00:00
Matthew Daniels
646b46fd4b
Adjust the number of PowerPC cycles executed per frame to assume 57.524 Hz refresh rate
...
Fighting Vipers 2 attract mode no longer requires 100+ MHz to run smoothly
Supermodel itself still runs at 60 Hz
2022-01-23 15:32:53 +00:00
Matthew Daniels
e93c5d710f
PowerPC IRQ line deassertion; DMA only fires interrupts when required
...
PowerPC no longer clears its own IRQ line; it is now cleared by the IRQ controller when there are no more pending interrupts. Not all games clear DMA interrupts so it was necessary to tweak the 53C810 SCSI controller and the Real3D DMA interface to only fire interrupts if a certain register is correctly set. 53C810 has the documented DIEN (DMA Interrupt Enable) register; Real3D DMA seems to use the low bit of the dmaConfig register.
Also I removed the net IRQ as no games seem to actually use it.
2021-11-28 01:11:11 +00:00
Matthew Daniels
9ffce8b92a
Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs.
...
Making changes to a header file should no longer force the entire project to recompile.
2021-11-22 17:15:06 +00:00
Matthew Daniels
50465f9a5a
Shared RAM on simulated netboard is now double-buffered; Spikeout Final Edition no longer requires a hack to work.
...
Preparing to enable simulated netboard to run in its own thread
2021-11-05 00:23:29 +00:00
Matthew Daniels
b62110617b
New JTAG patch for Sega Rally 2; linked mode now fully working.
...
Few other minor changes
2021-10-30 23:00:49 +00:00
Matthew Daniels
a20366d338
Fix netboard resets and detection of simulated netboard linking to itself
2021-04-19 22:15:50 +00:00
Matthew Daniels
5a570ce7fe
Adding simulated netboard; all linked games except Sega Rally 2 working at full speed.
2021-04-14 01:20:45 +00:00
Matthew Daniels
98d4f1c6f6
Corrected alignment issues with netboard RAM; send/receive parameters no longer need to be manipulated to work correctly. Fixes bugs including Scud Race linked car orientation.
2021-03-22 01:08:45 +00:00
SpinDizzy
e4998f57fd
Skichamp Driveboard error fix.
2021-02-18 10:35:38 +00:00