2025年9月24日 星期三

Supermodel v0.3a-git-4e5905f

 SEGA MODEL 3模擬器 Supermodel 發布新版,更新如下 :

  • Games.xml: Align ROM names with MAME. in #2
  • Fix some errors, fix some performance warnings, and some simple (but effective) optimizations by @toxieainc in #1
  • Some CPU updates and small/harmless optimizations by @toxieainc in #5
  • Fix SUPERMODEL_DEBUGGER build. - Ian in #15
  • Faster quad rendering by @toxieainc in #7
  • Fix version warnings by @toxieainc in #8
  • Small optimizations and fix pointer aliasing by @toxieainc in #17
  • Fix new 3D engine texture2DLod function missing error on Linux/MESA. by @casasfernando in #25
  • remove 2 dupe function calls, where ProcessLos should actually be rat… by @toxieainc in #26
  • 68K now uses run-time hooks for IRQ and instruction hook callbacks by @trzy in #36
  • change all INT16 mixing/intermediate clamping to floats by @toxieainc in #37
  • [Makefile.Win32] $MSYSTEM check never fails. in #42
  • Incomplete texture headers uploaded via FIFO are now discarded by @gm-matthew in #47
  • Wait until IRQ2 is acknowledged before starting IRQ40 sequence by @gm-matthew in #48
  • add undefd codepath for correct use of the 18bit DAC path (which seem… by @toxieainc in #41
  • Keep Supermodel files (config, nvram, saves, etc.) in predictable paths by @casasfernando in #44
  • Add FileSystemPath.cpp to Visual Studio project by @gm-matthew in #51
  • Freemem by @CapitaineSheridan in #57
  • Add missing filename to ErrorLog call. by @AaronBPaden in #58
  • Update README.md with macOS build details by @TheBrinkOfTomorrow in #63
  • Amelioration for networked multiplayer on single machine by @j-lag in #64
  • Crosshair by @CapitaineSheridan in #56
  • Autobuild script update following crosshair update by @CapitaineSheridan in #66
  • Update README.txt in #67
  • Crosshair: use actual adjusted viewport resolution (configuration res… by @trzy in #68
  • Crosshair optimization: by @CapitaineSheridan in #70
  • Hack/Work around to prevent I/O error after a while on fishing games with … by @CapitaineSheridan in #71
  • Fix GCC 13 build. in #74
  • Add description of swtrilgy patch from MAME by @gm-matthew in #76
  • Drive board uses the value 0xFF (not 0x00) on ports 42 and 45 to stop… by @gm-matthew in #78
  • Set soundboard CPU to correct clock speed by @gm-matthew in #79
  • DMA device register always returns Step 1.x PCI ID by @gm-matthew in #81
  • Fix Z80Debug.cpp compile with C++20 by @gm-matthew in #84
  • Prevent "ROLLING START" scrolling glitch in Scud Race by @gm-matthew in #83
  • Ping-pong flip timing depends of the value of tilegen register 0x08 by @gm-matthew in #86
  • Implement correct "round to nearest" mode by @gm-matthew in #89
  • Add LOD switching and blending out culling nodes by @gm-matthew in #101
  • Implement LOD blending by @gm-matthew in #107
  • Dirt Devils does not use the handbrake by @gm-matthew in #113
  • fixed some -Wunused-* compiler warnings by @firewave in #114
  • Inputs/MultiInputSource.cpp: fixed mismatching allocation and deallocation by @firewave in #117
  • Model3.cpp: avoid usage of uninitialized memory by @firewave in #118
  • Fixed Scud Race Plus "ROLLING START" patch by @gm-matthew in #120
  • Floating point reversed z-buffer and new clipping code by @gm-matthew in #122
  • No need to have changelog from 2011 in Readme.txt anymore. by @jaoxford in #129
  • fix segfault in CMultiLogger by @baraclese in #136
  • Fix 2D texture rendering on OSX by @h0tw1r3 in #138
  • Adding newly dumped version of Scud Race by @gm-matthew in #147
  • Only access SCSI device at 0xC0xxxxxx if it has been configured to do so by @gm-matthew in #149
  • Sound IRQs are acknowledged by writing to MIDI data port by @gm-matthew in #151
  • When disabling sound IRQs via MIDI control port, clear current IRQ by @gm-matthew in #152
  • Minor shader optimization by @gm-matthew in #156
  • Implementing texture NP values by @gm-matthew in #159
  • Texture mipmaps must be at least 2x2 by @gm-matthew in #160
  • Give PowerPC more cycles to acknowledge sound IRQs by @gm-matthew in #162
  • Don't expand culling planes unless widescreen is enabled by @gm-matthew in #165
  • Specular lighting works differently on flat-shaded polys by @gm-matthew in #168
  • First 4MB of VROM maps to polygon RAM by @gm-matthew in #169
  • New textureNP implementation by @gm-matthew in #173
  • Step15Luminous() applies to all luminous polys, not just textured ones by @gm-matthew in #174
  • Added support for custom MPEG music in a new Music.xml config file by @trzy in #179
  • Makefiles updated by @trzy in #180
  • New JTAG implementation by @gm-matthew in #182
  • Poll inputs before running frame by @gm-matthew in #186
  • slightly optimize depth & stencil usage by @toxieainc in #188
  • Use correct GetUniformLocation by @toxieainc in #190
  • Fix debugger build by @gm-matthew in #191
  • Fix -print-gl-info after fb785b3 by @DirtBagXon in #192
  • Fix texel offsets when sampling the AA buffer by @toxieainc in #193
  • Increase precision and performance for Base/Alpha Layer compositing by @toxieainc in #194
  • Implement CRT color emulation by @toxieainc in #195
  • Fix some warnings, including potential stack corruption by (v)sprintf by @toxieainc in #196
  • Implement different upscaling filters for the 2D layers by @toxieainc in #197
  • improve SuperSleepUntil implementation by @toxieainc in #198
  • Static Analysis by @toxieainc in #202
  • DPI awareness by @toxieainc in #208
  • More static analysis fixes by @toxieainc in #205
  • Update external libs by @toxieainc in #211
  • Add xdg base dirs by @jflatt in #217
  • Properly enable fesetround/fegetround usage by @toxieainc in #216
  • Improve edge test precision of quad test, and add missing '----'-area by @toxieainc in #213
  • Improved soundboard IRQ handling by @gm-matthew in #225
  • Implement "Block Culling" modeword bit of Mercury ASIC by @gm-matthew in #229
  • Fixed JTAG config parameters when loading savestates by @gm-matthew in #231
  • Fixing tilegen bugs in Scud Race by @gm-matthew in #234
  • sdl: add support for gamecontroller api by @aderumier in #233
  • Write default Supermodel.ini if not present by @trzy in #235
  • Common digital sensitivity and decay speed settings for all digital buttons mapped to analog inputs by @trzy in #236
  • Update README.md by @laromicas in #260

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