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retroKOffline
Post subject: Supermodel Dec 25, 2022  PostPosted: Dec 28, 2022 - 09:12 PM
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Joined: Jul 04, 2004
Posts: 11.991

Location: Frankfurt a.M.
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Eine neue WIP Version von Supermodel ist erschienen. Supermodel emuliert die Sega Model 3 Hardware und liefert bereits gute Ergebnisse bei der Mehrheit der verfügbaren Spiele. 


A new WIP version of Supermodel has been released. Supermodel is a new emulator for the Sega Model 3 Hardware in an early stage of development. The binaries aren´t available yet. 

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

Danke an Juttar für den Hinweis
Related links:
[ Arcade Multi Emulatoren ][ Arcade Single Emulatoren ]

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JuttarOffline
Post subject:   PostPosted: Mar 14, 2023 - 05:08 PM
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Joined: Oct 04, 2009
Posts: 1.048


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Falls noch jemand Probleme mit Absturzmeldungen unter Windows beim Beenden von Supermodel seit der Version vom 28.12. hat: Daran wird gerade gebastelt (könnte sogar sein, daß das bei der Version von heute schon behoben wurde).
 
 
 
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JuttarOffline
Post subject:   PostPosted: Mar 15, 2023 - 03:19 PM
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Joined: Oct 04, 2009
Posts: 1.048


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Au weia, die neueste Version funktioniert bei mir gar nicht mehr.
Quote:
[Error] Unable to load bitmap crosshair texture

[Info] Program terminated due to an error.
Hab' den Fehler aber schon gemeldet.

Edit: Kommando zurück! Ich hatte den neuen Assets-Ordner vergessen. Ohne den geht's natürlich nicht. Embarassed
 
 
 
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JuttarOffline
Post subject:   PostPosted: Mar 19, 2023 - 01:34 PM
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Momentan passiert recht viel bei Supermodel. Hier mal die Änderungen seit dem 25. Dezember:
Quote:
Commit: 87de86f7d19aba5cb16c675a3b0ee8142da72bd7
Author: Bart Trzynadlowski
Date: Fri Mar 17 23:00:44 2023 -0700

Crosshair: use actual adjusted viewport resolution (configuration resolution
is not the same thing). Fixes crosshair alignment for resolutions with
non-Model 3 aspect.

Commit: 95fc08e0a3f031dd3f6f325666c7d1668c2c3d05
Author: Bart Trzynadlowski
Date: Wed Mar 15 18:24:01 2023 -0700

Windows app manifest added to enable PerMonitorV2 DPI awareness

Commit: f497de50d13d0e8b33fe3a15884789fdbdf1180c
Author: ToBul
Date: Wed Mar 15 21:38:14 2023 +0000

Update README.txt

Fix old typos, leaving alone the American English. Remove the "Virtua
Striker 2 '99" unlock code. I don't think it works, others have also tried,
https://www.supermodel3.com/Forum/viewtopic.php?f=3&t=2096&p=19784#p19784

Commit: 5fdb50a8695c4d5b251920a6e4bf89c7e385d303
Author: Bart Trzynadlowski
Date: Tue Mar 14 17:56:17 2023 -0700

README.txt: Updated Section 5 (video settings), squeezed everything back
into 80 columns, changed 'Virtua Fighter 2 '98' to 'Virtua Striker 2 '98' in
Section 10

Commit: b5ca3659288b9931fe929b5c63398592f3b204e2
Author: Bart Trzynadlowski
Date: Tue Mar 14 11:18:20 2023 -0700

NetBoard: guard against freeing null pointers and INetBoard needed a virtual
destructor (was causing crashes on exit on some systems)

Commit: 3848d276da6126117472a6895a6145b0c2469d48
Author: CapitaineSheridan
Date: Tue Mar 14 08:43:24 2023 +0100

Autobuild script update following crosshair update

Commit: abc2900770ea96b3e09e4d9a82e561149d0fa54b
Author: CapitaineSheridan
Date: Mon Mar 13 08:55:58 2023 +0100

m_crosshair is not needed and the config should be checked every frame
because otherwise Alt-I command was broken (the number of crosshairs to
render is mapped to a UI key) [Bart]

Commit: a319bbee0cb01cef78c6421b94e4720c44aeefde
Author: CapitaineSheridan
Date: Sun Mar 12 11:22:27 2023 +0100

Better optimisations. Moved all UI rendering from Main to CCrosshair. Take
care of syntax about crosshair style.

Commit: b19fdb6a77ff842b55feec8e27cc161a397016a2
Author: CapitaineSheridan
Date: Sun Mar 12 11:15:27 2023 +0100

Change Media folder to Assets folder. Naming variable convention. Command
line change -crosshair-style = vector|bmp. Config ini variable change
CrosshairStyle = vector|bmp. CCrosshair::DrawCrosshair optimisation.
Modifying UpdateCrosshairs() to eliminate global variable.
 
 
 
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