
File Size.DecemBy HAS Admin in Uncategorized Super-Go-Down-The-Hole – A short platformer as another test for the latest version of the Scorpion Engine. The Sega Supermodel 2 board was released in 1993, and many great games were released for it. Games, like Virtual Fighter, Daytona USA, The House of the Dead, Virtual Cop, Virtual On to name a few. It was a very successful arcade board, and had very impressive graphics and 3d graphics capabilities. It had a 6 DSP math co-processors: 6× Fujitsu TGP MB8623, and this enabled this board to show off its Supermodel.

Fixes fog bug in Daytona credits.Update scroll fog logic. "False" is interpreted as 0 when decoded as a float, so there will be no effect here, but this expresses the intended logic better.Fixed a longstanding bug that caused stereo channels to be flipped incorrectly.Clip scroll fog to viewport, instead of filling entire screen. (enter service menu, then Start P1, Start P1, Service, Start P1, Service, Test)-wide-bg option to stretch the background tile layer when wide-screen mode is enabled - Daro LandChange the duration of constant force effect in SDL2 to correct daytona gamesStar Wars Trilogy lever feedback activatedBalance initial value set to "0" rather than "false". Using -O3 now.Introducing a special release build target with SVN version stamping.Magical Truck Adventure rom patch to unlock region.
Clamping is enough to fix this. For us the numbers were wrapping around. Anyway virtua on is overflowing these values for some of the smoke effects. Why not 0-31 I don't know. If we passed floats we could skip the shader logic.When the translator map is enabled the colour values seem to use 4 bits, 0-16. Colours are passed to the GPU as unsigned bytes to multiplying by 16 will overflow, so we do the logic in the shader.
Our algorithm was culling these out so the mipamp calculation failed for edge pixels. If there are no adjacent pixels the hw may need to spawn invisible fragments outside of the visible polygon. Doing the maths with double precision and casting back to float was enough to fix the issue.To calculate the mipmap value the opengl needs to calculate the difference in the texture coordinates between adjacent pixels. Basically we were running out of precision in a rare corner case. Stretching the near plane a few % is enough to fix it.Only need to clip against 4 planes for poly cullingFix the sky in harley in first person mode where pixels in the sky are culled when they shouldn't be with the quad renderer. Scud is rendering non planar quads and this breaks our algorithm a little when using the quad renderer.
This mostly worked, but some games were writing more or less frames than they should have been for a gi.Ocean hunter in the middle of the game is passing a few matrices with FLT_MAX inside them, which blows apart our near/far calculation. Unfortunately we didn't have the correct values and just manually used some per game hacks to get games to run. The h/w polls something called the ping_pong bit at start-up to sync the GPU with the CPU. Otherwise they end up getting written at like 99.8% of the frame and overlapping with the next.Thanks to our anonymous contributor who managed to patch a model 3 game and run it on real h/w, we were able to obtain some timing values we had been long been missing for correct emulation.
