| ||Immagini disponibili: |
Nome romset: dayto2pe.zip |
Anno di produzione: 1998
Genere del gioco: Guida
Categoria: Guida / Corsa (Soggettiva)
Questo gioco NON funziona in MAME
Stato dell'emulazione: Preliminare
Emulazione colore: Buono
Emulazione sonoro: Imperfetto
Emulazione grafica: Imperfetto
Salvataggio: Non supportato
In MAME dalla versione: .101u5
Il driver di questo gioco in MAME è: model3.c - Leggi il codice
Numero di giocatori: 1P |
Numero di pulsanti: 8
Questo gioco utilizza un solo schermo:
Tipo di grafica: Raster
Orientamento schermo: Orizzontale
Risoluzione del gioco 496 x 384 @ 60.000000 Hz
La scheda di questo gioco usa 6 CHIP
Il ROMset di questo gioco si compone di 47 ROM
Riferito alla versione MAME: 0.160
: Gioco Parent
: Gioco Clone
Daytona USA 2 - Power Edition (c) 1998 Sega.
Daytona USA2 si aggiorna! Prova la forza e l'eccitazione delle auto a disposizione. Questa volta, il giocatore può usare la Hornet Classic, l'auto di "Daytona Usa". Ci sono nuove funzioni come la Mix Course, combinazione di Medium, Expert e Beginners, ed il giocatore può guidare nei circuiti al contrario.
- DATI TECNICI -
Sega Model 3 Step 2.1 hardware
Processore Principale : PPC603 (@ 166 Mhz)
Sound hardware : DSB2 (@ 68khz)
Sound Chip : NEC uD65654GF102
Giocatori : 1
Controllo : Volante
Pulsanti : 4
- CURIOSITA' -
Pubblicato nel Dicembre 1998 in Giappone.
La Power Edition include i percorsi dell'originale "Daytona USA".
- CONSIGLI E TRUCCHI -
*Telecamera paraurti: Per accedere a questa visuale premere i bottoni di cambio visuale 1 e 2 durante il gioco.
*Telecamera elicottero: Per accede a questa visuale dall'alto, premere contemporaneamente tutti i bottoni di cambio visuale durante il gioco.
Modalità Time Lap: Durante la schermata di selezione del tipo di trasmissione, tener premuto START e premere
l'acceleratore per scegliere la trasmissione. Se lo hai fatto correttamente appariranno le parole 'Time Lap Mode' e potrai correre in pista senza interferenze da parte di altre vetture.
*Modalità Specchio (circuiti al contrario): nella schermata di selezione del circuito tener premuto START e scegliere una pista. Scegliere normalmente una macchina e la trasmissione. Adesso dovresti percorrere i circuiti in senso inverso.
- SERIE -
1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
- FONTI -
Rom del gioco.
Immagini del cabinato.
Ace Driver: Racing Evolution (Rev. AD2)
Continental Circus (World)
Daytona USA (Japan, Revision A)
Daytona USA 2 (Revision A)
Driver's Eyes (Japan)
Driving Force (Pac-Man conversion)
F1 Exhaust Note (World)
Grand Prix Star
F-1 Grand Prix Star II
F1 Super Lap (World)
F1 Super Battle
Ferrari F355 Challenge (deluxe)
Ferrari F355 Challenge (twin)
Ferrari F355 Challenge 2 (twin)
Final Lap 2
Final Lap 3 (World, set 1)
Final Lap R (Rev. B)
Final Lap (Rev E)
Ground Effects / Super Ground Effects (Japan)
INDY 500 Twin (Revision A, Newer)
Le Mans 24 (Revision B)
Super Monaco GP (Mega-Tech)
Pole Position (World)
Pole Position II (Japan)
Racin' Force (ver EAC)
Racing Beat (World)
Super GT 24h
Slip Stream (Brazil 950515)
Super Monaco GP (World, Rev B, FD1094 317-0126a)
Sega Touring Car Championship
Final Lap Twin (Tourvision PCE bootleg)
Ace Driver: Victory Lap (Rev. ADV2)
WEC Le Mans 24 (set 1)
Winning Run '91 (Japan)
Winning Run Suzuka Grand Prix (Japan)
Attenzione: I dati di history.dat potrebbero essere diversi da quelli riportati nel resto della scheda (tratti da MAME), in quanto provenienti da fonti diverse.
|Informazioni su dayto2pe
0.101u5 [Ville Linde]
- 0.143u6: Added driveboard rom epr-20985.bin.
- 0.135u1: Phil Bennett allows 'Daytona USA 2 Power Edition' to boot again.
- 5th November 2005: Guru - I got hold of a dump of Daytona 2 Power Edition, thanks to "m-3h" for dumping it from his machine, which was then passed onto the team and plugged into MAME by Ville. As an added bonus, this set also fixes a bad dump in the regular Daytona 2 romset.
- 0.101u5: Ville Linde added Daytona USA 2 Power Edition (Sega 1998).
- 3rd November 2005: Ville Linde - Guru dumped Daytona USA 2 Power Edition and it's working.
Informazioni su model3.c (Driver MAME)
0.89u1 [Andrew Gardner, R. Belmont and Ville Linde]
- Hardware: Sega Model 3 with a PowerPC 603e + tilemaps + Real3D 1000 + 68000 + 2x SCSP
- Hardware info from Team Supermodel: Bart Trzynadlowski, Ville Linde and Stefano Teso
- 0.149u1: Changed video\m3raster.c to video\m3raster.inc.
- 1st April 2013: Bart Trzynadlowski - Supermodel WIP: The past two years have gone by so fast... you might even say they snuck up behind us and "slingshotted" past. The last year has been especially busy for Nik and I both. Last month, I finally completed my PhD and next week, I'll be moving across the country to begin a challenging but very exciting job. Unfortunately, this will likely mean a few more months of neglect for Supermodel. Happily, the last year hasn't been entirely without progress. While I was busy with other matters, Nik quietly figured out most of the network board and added a rudimentary GUI. Daytona USA 2 and Scud Race both work quite well linked up in multiplayer play. The latter suffers from a peculiar bug that causes opponent cars to pitch rather than turn, which looks comical but otherwise has no discernable effect on gameplay. There are still other bugs and performance issues to work out but this is an incredible achievement. There are no plans for an imminent release of Version 0.3a and Nik's changes have yet to be incorporated into the public SVN repository. Network play is rather difficult to set up. The GUI is sometimes unstable and unresponsive because Supermodel was not originally designed with one in mind. I think releasing it in its current unpolished state would simply lead to more frustration than enjoyment, so I would rather wait a few more months until Nik and I have time to deliver a polished, official release of Version 0.3a. Neither of us has tested multiplayer performance playing against remote opponents yet. Please bear with us but in the meantime, I hope this reassures our fervent emulationistas that Supermodel hasn't retired yet and is still capable of turning heads on the runway!
- 0.147: Made LSI53c810 optional (includes\model3.h) [smf]. Fixed for palette issues in Model3 driver, have looped trough the SVN log to trace all similar [Miodrag Milanovic].
- 0.146u5: Brian Troha added Sega rom board ID# for Virtual On 2: Oratorio Tangram (ver 5.4g) and Scud Race Plus. Minor doc update, add the Sega rom board ID# to Get Bass.
- 0.146u4: Brian Troha added Sega game ID# for Get Bass.
- 0.146u1: SCSI devices are now proper MAME devices [Phill W.]. Documentation update. Added known Sega ID# for Game, rom board & security board for several games. Noted which Scud Racer sets were Twin or Deluxe and included information about the undumped Australian DX version. Minor doc update for Daytona 2 Power Edition ID #s [Brian Troha].
- 0.145u6: Brian Troha added ROM board ID# for Virtua Striker 2 '98 (Step 1.5). Added Sega game ID#, ROM board ID#, MAIN board ID# and Security module ID# for Emergency Call Ambulance. Added Security module ID# for Spikeout F/E.
- 0.145u5: Minor doc update. Corrected game ID# & ROM board numbers (were inverted) for scuda, Spikeout F/E, Virtua FIghter 3, vs298 and lostwsga [Brian Troha].
- 5th March 2012: Bart Trzynadlowski - Supermodel WIP: Work on Supermodel has slowed to a trickle due to real world business. Nevertheless, we have managed to make small amounts of progress here and there. Now that some web sites and forum members are distributing unofficial (and unsupported) builds of SVN snapshots, the latest changes have become well known: specular lighting, a wide-screen mode, improved rendering performance (thanks to Nik), and fewer garbled textures for those capable of running Nik's multi-texture shader (the default). I also fixed the grainy SCSP audio. It turns out that I was forgetting to byte-swap the sample ROMs -- an easy mistake because the samples are all 8 bit. The other day, I discovered why the moon of Endor isn't appearing on the final stage of Star Wars Trilogy: it's due to a Z-buffering problem. By scaling the coordinates and tweaking the near and far clipping planes, I can get it to show up. Unfortunately, this introduces severe Z-fighting problems in other games. It may be possible to linearize or otherwise improve the distribution of depth buffer values but I'm putting this on the back-burner for now. Today, I spent some time investigating the "missing" AI vehicle textures in Daytona USA 2. Making them appear turned out to be a simple matter. The texture enable bit (or what we were assumed was the texture enable bit) can be ignored when the texture format is not 0 (i.e., T1RGB5, the most commonly used Model 3 format). Flat shaded polygons seem to always have that field set to 0. I also confirmed something I had long suspected: these are really four different 4-bit textures packed together in an interleaved format. I still have a lot to figure out. I don't know how the textures are supposed to be colored, although I already have some theories, and haven't figured out how the Real3D determines which one to draw. My suspicion is that the 3-bit texture format field is actually four bits wide. Hopefully today's results lead to answers for the rest of the unknown but related texture formats.
- 0.145: R. Belmont fixed master SCSP detection.
- 30th January 2012: Bart Trzynadlowski - Supermodel WIP: The diffuse and ambient lighting model has been tweaked resulting in improved colors. Shadows in Daytona USA 2 that were previously barely visible are now very prominent. Taking inspiration from my friend Kim's shiny dress, I figured out how to implement very preliminary specular lighting, which makes vehicles and metallic background objects appear shinier (as on the real Model 3 hardware). Below are three Youtube videos demonstrating the new lighting effects. Specular highlights are particularly prominent in Scud Race and the Daytona USA 2 car selection screen. Also note that the 3D Sega Saturn logo on Scud Race's daytime beginner course now appears with a prominent specular highlight and glint as the sign rotates. The lighting is far from being correct but it's a positive start! Our devoted fan nuexzz.. discovered the missing selection screen graphics in Daytona 2 by disabling the 3D graphics. I've partly re-worked the 2D rendering engine to support layer priorities. Not all possible settings are known yet but I was able to get it working for most of the games I've looked at so far. The code currently in SVN needs to be optimized and cleaned up. Among other things, the HUD in Star Wars Trilogy no longer disappears behind 3D objects, the small Sega logo is now positioned correctly on Scud Race's attract mode sequence, and layers that are supposed to obscure the 3D graphics in Virtua Fighter 3 now correctly do so. Just today, I discovered the source of the missing AI vehicle textures in Daytona 2. It turns out that those polygons disable texturing. By forcing them to render with textures enabled -- and breaking flat-shaded polygons in the process -- the textures become visible. They are encoded using interleaved formats that are not fully understood yet. Multiple patterns occupy the same texture and additional bits in the polygon header determine which is to be displayed. Unfortunately, Supermodel's rendering engine presently cannot support accurate emulation of these features but we can at least hope to figure out the proper way to interpret these texture formats. When the engine eventually gets its much-needed rewrite, it will be designed with them in mind. Last but not least, Nik has managed to squeeze a little more performance out of the rendering engine (a 5-10% increase in the frame rate) when running in multi-threaded mode.
- 16th January 2012: Bart Trzynadlowski - Supermodel WIP: Over the holidays, Nik and I had a chance to do a little bit of work on Supermodel. I looked into the 3D graphics problems that plague many of the Step 2.x games (namely Harley Davidson, The Ocean Hunter, and Emergency Call Ambulance) but was unable to make any headway. I did manage to fix the missing geometry when playing mirrored tracks in Daytona 2 and Scud Race Plus. For those who were unaware of this neat Easter egg, holding down the Start button during the course select screen allows races to be run on horizontally-mirrored tracks. As it turns out, AM2's programmers cleverly reversed the X axis without needing to modify much else. Only a single transformation matrix is changed to flip the graphics. Because of the differences between how OpenGL and Model 3 perform back-face culling, flipping a single axis reverses the orientation of most polygons, causing them to be discarded by OpenGL. Now, Supermodel performs some extra calculations to determine which side of a polygon is the front side and the mirrored graphics seem to work fine. This also fixes the wheels in Dirt Devils but is not related to any of the other problems that occur in Step 2.x games, which are caused by their unusual scene graph layout. Nik optimized how model look-up tables are cleared in the 3D engine, which is one reason for the infamous slow-downs in Daytona 2. He also added the optional ability to run all rendering in a separate thread, further enhancing performance on multi-core systems and eliminating the slow-downs on fast systems. I have not yet tested the performance in Spikeout, which suffers from a related problem, but I would expect it to have an effect there as well. Nik committed these changes to SVN today. For those running their own up-to-date builds, multi-threaded graphics are enabled by default and can currently only be disabled by setting GPUMultiThreaded to 0 in Supermodel.ini (recommended on slower systems or for those with fewer cores).
- 18th December 2011: Bart Trzynadlowski - Supermodel WIP: Nik has been doing some profiling and experimenting with parallelizing the graphics renderer in the past couple of days. By putting the renderer in its own thread (in addition to some other small optimizations), has been able to realize a modest speed improvement. He reports that Daytona USA 2 no longer stutters as severely on the advanced course. In other news, a very clever user going by the name of DaytonaFan has figured out how to get Virtua Fighter 3 Team Battle to start up!
- 24th September 2011: Bart Trzynadlowski - Supermodel WIP: Supermodel Version 0.2a is out! The big new features are: Audio, both SCSP sound and MPEG board music. New input system supporting any combination of keyboards, mice and game controllers. Force feedback for a few games (requires new drive board ROMs that first appear in MAME 0.143u6). This is a substantial update. Be sure to read the bundled README.txt in its entirety. The Help pages also provide a basic overview of various features and functions. We encourage you to visit the new forum to discuss and receive support. A hearty "thank you" is owed to Nik Henson, now an official co-author, for his incredible work developing the new input system and reverse engineering the drive board, and to world-famous emulation supermodels R. Belmont and ElSemi, for giving me access to their Digital Sound Board and SCSP code, respectively. Last but not least, I'd like to thank our new host, Jeremy Rhoten for generously donating this web space and helping me get settled in.
- 0.143u6: Andy Geezer added Model3 drive board ROMs for Scud Race, Scud Race Plus, Sega Rally 2 and Daytona USA 2.
- 31st August 2011: Bart Trzynadlowski - Supermodel WIP: The next release is coming along. Presently, we're trying to debug a tricky (and unexpected) audio buffering problem that occasionally causes audio to crash when the frame rate hiccups. In the meantime, enjoy these videos taken by Mr. Thunderwing. There is some noticeable jitter in the music now and then, most likely caused by temporary drops in the frame rate.
- 28th August 2011: Bart Trzynadlowski - Thanks to the efforts of the Dumping Union, Brian Troha has re-dumped Spikeout Final Edition! It's working in Supermodel. Version 0.2a is nearing completion. My testers are reporting random sound glitches and crashes, which may delay the release. Hopefully, the source of most of the problems can be pinpointed soon.
- 1st August 2011: Bart Trzynadlowski - Supermodel WIP: I got Ski Champ to boot today. Unfortunately, it suffers from the same issues that plague Harley Davidson and The Ocean Hunter, so it's not really playable and I haven't hooked up controls. Nevertheless, it's a small step forward for compatibility!
- 0.143u2: Model 3 working sound communications [Bart Trzynadlowski, R. Belmont].
- 21st July 2011: Bart Trzynadlowski - Supermodel WIP: Spikeout is playable now. I haven't tested it extensively but it seems to be running quite well apart from some lock-ups in attract mode and nasty texture glitches (similar to Virtua Fighter 3 and Star Wars Trilogy) caused by Supermodel's imperfect texture caching. Because Spikeout relies so heavily on texture offsets, I figured out a way to make them work with model caching. The problem was similar to that of hash table collisions. Each look-up table entry in the model cache, which corresponds to a unique model address, now contains a linked list of model vertices decoded with different texture offsets. This fixes a number of bad textures in different games. Pictured below is Fighting Vipers 2, which previously did not look quite correct.
- 13th July 2011: Bart Trzynadlowski - Supermodel WIP: For a couple weeks, I was getting very frustrated with my inability to get the Model 3's sound board to produce audio, even when feeding it MIDI commands directly. Then, the other day, while searching for the code that instructs the sound processor to play a loaded sample, I stumbled across a bug in my old 68K emulator that I had never caught before. It turns out that logical shifts behave differently on the 68K and X86 architectures when the shift count exceeds the register width. On the 68K, the result will be 0, but on X86, it is undefined and can leave the register unmodified! This was causing an important code path in Scud Race's sound driver to fail. Fast forward a few days, Nik and I have not only got the Model 3 sound board generating audio for many games, we've figured out how the PowerPC and 68K communicate. We've even got a build with sound output up and running, although it's still a bit jittery now and then due to the overhead introduced by the sound board emulation. We're also now using Karl Stenerud's excellent Musashi 68K emulator, which although slower than Turbo68K, works in both 64- and 32-bit builds. There are still some bugs and performance issues to work out, and the MPEG board is not yet emulated, but stay tuned! Slowly but surely, we're on it.
- 5th July 2011: Bart Trzynadlowski - Supermodel WIP: [krom] submitted a patch adding a few ROM sets. Dirt Devils appears to be playable, albeit with encrypted 2D graphics and also some unusual 3D glitches, namely inverted polygon normals on the left wheels of the vehicles. Spikeout was also easy to get up and running but something is preventing it from entering the game. I finally got around to hooking up a feature I had worked out months ago in my standalone prototype renderer: texture offsets. Virtual On: Oratorio Tangram makes extensive use of them, which is why the bots never looked quite right. They are also cleverly employed by Scud Race and Daytona USA 2 during the vehicle selection screens to apply different texture maps without updating polygon vertices. Unfortunately, texture offsets are not yet ready for prime time and likely will remain disabled in the next release. They are not compatible with Supermodel's texture and model caching systems, and actually cause more problems than they solve. Eventually, I intend to rewrite the entire 3D engine but before embarking on such a time-consuming overhaul, I need to uncover more of the Real3D's secrets.
- 11th June 2011: Bart Trzynadlowski - Supermodel WIP: Nik Henson contributing some fantastic work! Below is a video of one of our play testers, Abelardo, coming in first place in Scud Race with his XBox 360 controller. Nik has been working on reverse engineering the Z80-based drive board that controls the force feedback servo motors. He already has basic force feedback working but due to a lack of information on the servo boards, some details are still eluding him. If anyone has access to an actual Model 3 cabinet with the motor boards, please contact me and I will put you in touch with Nik, who could really use your help.
- 19th April 2011: Bart Trzynadlowski - Supermodel WIP: Nik Henson submitted a fantastic rewrite of Supermodel's input system for the next version. The new system is extremely robust - just about anything (keyboard, mouse, gamepad, etc.) can be assigned to any Model 3 control. Yes, this means racing games are finally playable with steering wheels! Multiple mice are also supported, meaning Lost World can be played with dual lightguns. Unfortunately, progress on sound has been slow. I've incorporated an earlier version of ElSemi's SCSP core (muchas gracias!) but haven't yet worked out the details of the PowerPC/68K serial link.
- 2nd April 2011: Bart Trzynadlowski - Supermodel WIP: I've posted a small source code update. R. Belmont fixed the UNIX Makefile and added a Mac OS X Makefile. He also made some other minor changes to the source code. Thanks to Nik Henson, a bug that was causing crashes on some 64-bit builds has been squashed. The Render3D object pointer was not being initialized properly in the CReal3D class. None of these changes seem to affect the 32-bit Windows executable, so it has not been updated. Some users have reported shader linkage errors and severely crippled 3D graphics (particularly on older ATI GPUs). There is a solution for this that ought to work in most cases.
- 1st April 2011: Bart Trzynadlowski - Supermodel WIP: Supermodel is here! Although very prelimary and far from where I ultimately want it to be, I feel that I've teased everyone for long enough. Version 0.1a can be grabbed from the Download page. Make sure to read through the Help section for installation and basic usage information. So what's new in Supermodel that hasn't made it to MAME yet? The graphics should look substantially better. Lighting and shading are generally more accurate, although still imperfect. Fog has been implemented and so has the spotlight effect. The 2D graphics emulation still has some issues, namely with regards to priorities, but is otherwise much more accurate. Layer masking and scrolling are mostly working. Several games are playable -- check out the About page for a compatibility list. So where to from now? Besides boosting compatibility, the really big things left to do are sound, a dynamic recompiler for the PowerPC, and a proper user interface. I'm not yet sure how I'm going to prioritize these things, but I'm leaning toward tackling sound first. I anticipate having much less time to devote to Supermodel in the coming months but whatever progress is made will be reported here first. So keep your eyes on this spot.
- 6th March 2011: Ville Linde - Daytona USA 2 Supermodel WIP: The 64MBit roms of this game were finally dumped a couple months ago. I hooked it up in Supermodel, and yes, it does work. It does some interesting things, like feeding texture DMA from specially mapped CROMs (0xc3000000).
- 1st March 2011: Bart Trzynadlowski - Small Supermodel WIP: I did manage to figure out a few small things since the last update. I got a few new games up and running: Daytona 2, Virtua Fighter 3, and LA Machineguns. Based on my understanding of the Model 3's SCSI controller (a well-documented part), VF3 (and Scud Race, it turns out) is either using it incorrectly, in which case it only works on the real hardware by fortuitous coincidence, or simply abusing it. It appears the programmers may have implemented single-stepping incorrectly and accidentally trigger automatic execution the very first time the SCSI controller is used. This would explain why they include an explicit interrupt (equivalent to a 'halt') command at the end of their SCSI command sequences despite single stepping. My theory is that on the actual hardware, the SCSI controller frequently hits invalid instructions, but the programmers may have never realized it. We may never know for sure but I submit that it is plausible, especially given that the SCSI controller easily recovers from such errors. If I'm correct, these findings should be directly transferable to MAME's 53C810 emulation. VF3 is still pretty buggy. I think it largely has to do with the rather large (in magnitude) coordinates it passes to the GPU, which may be causing a loss of precision in the Z-buffer, particularly if reciprocal values are used. This is probably fixable in the shaders. LA Machineguns is a mess right now and it uses the much-hated 2D tile encryption, rendering the HUD as a series of solid black tiles. The game is still playable, however. I have not looked at it in much detail yet, although it is one of my favorite Model 3 games, but it suffers from some unusual graphics problems, namely missing road textures (appearing magenta in the screen shots) and a lack of lighting. I'm pretty frustrated with LA Machineguns for sending me on a wild goose chase, hence the relative lack of progress this time. The game had me convinced that Model 3's tile generator supports extended layer sizes (128x64, for example, instead of just 64x64). After a few days of banging my head against the desk, I realized it was because I was returning all 1's for an un-emulated register. Everything works great now. On the plus side, this minor fiasco forced me to sit down and figure out the remaining mysteries of the tile generator once and for all. I now understand how scrolling works and, thanks to Charles MacDonald's fantastic work on System 24, understand that there are only two tile layers, not four as previously thought. It turns out that Model 3's tile generator is not the same as the System 24 IC (also used in Model 1 and 2) but is clearly derived from it. Next, I plan on rewriting the 2D code and returning to figuring out remaining problems with the 3D graphics. Sadly, my fast "dirty rectangles" implementation will have to be chucked out the window in situations where hardware scrolling is used. Lastly, I think I've got the spotlight finally working. It has intrigued me for a while and it was nice to finally sit down and work it out. I have to thank our Spanish friend Abelardo for taking the time to record videos of Scud Race for me, which were instrumental in getting this to work properly. This Youtube video also proved to be very helpful. Just goes to show you how one person's completely pointless Youtube clip can be another's most valuable.
- 27th February 2011: Ville Linde - Magical Truck Adventure Supermodel WIP: This was one of the Model 3 games that I really wanted to see running in Supermodel or MAME. Seeing that it was dumped a while ago, I decided to have a look. While it does rely on some tilemap interrupts and stuff that isn't properly emulated yet, I managed to get it to run the attract mode. There are also major issues with the 3D graphics, and I had to disable lighting to get even parts of the background objects visible. Also, as further bad news, the game seems to employ the tilemap encryption/compression used in Virtual-On 2 and Dirt Devils.
- 14th February 2011: Bart Trzynadlowski - Supermodel WIP: LeMans 24, Fighting Vipers 2 and Star Wars Trilogy. Since the last update, I've been spending a lot of time looking at lighting and texture modulation in Scud Race. I've figured out some important things but there are still more questions than answers. Overall, various shading effects look better than they did before, and the changes have also generally benefited Sega Rally 2 and Virtual On 2. Elsewhere, they may be causing problems. I've also discovered the source of some of the missing geometry in Scud Race. The tiki head and staircases on the mountain course, the ship on the beginner course, and the circular tower on the night course are all visible now. I have a better understanding of the source of some annoying graphical glitches in Sega Rally 2 relating to polygon RAM. I'm not yet sure how to fix them but similar problems are also showing up in some other games I added over the weekend, so now that I have more data to compare against, I'm hoping that a precise solution will become apparent. I added Le Mans 24 and got it up and running. It is very playable but suffers from some graphical problems that I suspect are related to polygon color and fog modulation. So far, Le Mans 24 holds the dubious distinction of being the ugliest Model 3 game. It appears to have been released after Scud Race and features many of the same vehicles, making its sub-par quality all the more noticeable. It would have made an average-looking Model 2 game. Today, I hooked up Fighting Vipers 2. It runs pretty well on the whole but it appears to be referencing objects in VROM that are not actually models. The result is that very large polygons are sent to my renderer, dramatically slowing the game down. This is loosely related to some issues I've encountered in Virtual On 2 during boot-up and Sega Rally 2. Star Wars Trilogy mostly looks nice but I haven't spent very much time playing with it. I'll return to it later down the road. And last, but certainly not least: about those lighting effects I mentioned at the beginning... Look closely at where the vehicle is hitting the wall. See the pale yellow circle? My top priority right now is to figure out the Model 3's spotlight effect. The devil's in the details.
- 0.141u1: Improved TLB mismatch handling in PPC DRC, so that if we fill from an empty entry, we re-dispatch to previously compiled code instead of always recompiling the target. This greatly reduces the DRC overhead on 603-based games [Aaron Giles].
- 30th January 2011: Bart Trzynadlowski - I added Virtual On and Lost World to Supermodel. Both boot up and run just fine but for some reason, many textures are missing. I don't recall having encountered this problem when we were working on the original Supermodel... It's got me quite stumped so I think I'll move on to other games and 2D graphics next. Maybe something will eventually click. For now, here are some videos of Virtual On, which runs quite well, except for the un-textured robots. Also, the last time I posted Scud Race videos, someone was kind enough to volunteer recording some high quality videos of an actual Scud Race machine for comparison. This is extremely useful to me. If anyone is able to provide reasonable quality videos or even screenshots of Model 3 games, please let me know. At the moment, I'm particularly interested in understanding a certain effect in Lost World. If you think you can help, send me a private message or an email.
- 20th January 2011: Wind - Virtua Striker 2 Version 98. A bit slow but looking good (http://www.youtube.com/watch?v=t25a66ZIUiM) and Scud Race (http://www.youtube.com/watch?v=Jf_4izU_1UM).
- 23rd January 2011: Bart Trzynadlowski - Small Supermodel WIP: Scud Race Attract Mode 1/2 video. Astute observers may notice something interesting in these videos. The relevant information has been passed along to Naibo.
- 6th January 2011: Naibo - Model-3 Step2 WIP: Daytona USA 2 Power Edition, running on Model-3 Step2 hardware, uses more hardware features for some visual effects than Scud Race does. Daytona 2pe: Smoke, dust and water spray.
- 26th December 2010: CaH4e3 - Advances in Model3 emulation: Demul with GPU plugin gpuDXv3 running Scud Race (Australia).
- 10th November 2010: CaH4e3 - Demul Model3 WIP: Virtua Striker 2 '98.
- 6th November 2010: CaH4e3 - Demul Model3 WIP: Virtual On 2, Dirt Devils, Ski Champ, Harley-Davidson, LeMans 24 and Get Bass.
- 5th November 2010: CaH4e3 - Demul Model3 WIP Start: Virtua Fighter 3, Scud Race and Scud Race Plus.
- 0.135u1: Phil Bennett replaced Model 3 fatalerror() calls with development-friendly logerror() calls. Also allows 'Daytona USA 2 Power Edition' to boot again.
- 0.135: Phil Bennett added missing dependencies for video\model3.c.
- 0.134u4: Naibo Zhang added two-sided polygon flag and back-face culling to Model 3 video emulation.
- 0.133: Aaron Giles added FP registers to PPC debugger interface. Fixed bugs in the x64 back-end that prevented proper 3D rendering for Model 3 games. This fixed LSI53C810 error in Scud Race and pci_device_get_reg error in Virtual On 2.
- 0.132u4: R. Belmont masked CROM bank, fixes missing gfx in several Model 3 games.
- 0.132u3: Phil Bennett fixed Model 3 Real3D DMA source addressing. Model 3 driver updates [R. Belmont]: Interrupt controller improved. Fixed chip IDs for magtruck and von254g. Various notes for working out additional issues.
- 0.132u2: Phil Bennett and R Belmont fixed PPCDRC incorrect instruction checksum order. This fixed hanging in the Sega Model3 sets with GAME_NOT_WORKING flag: bass, getbass,vs215, srally2, sraly2dx, swtrilgy and swtrilga.
- 0.131u3: Guru added Sega Model3 and I/O board README.
- 0.126: Added Revision numbers to Daytona USA 2, Dirt Devils, Fighting Vipers 2, Harley-Davidson, Scud Race Plus, Spikeout, Star Wars Trilogy, Virtua Fighter 3, Virtua Striker 2 '99.1 and Virtual On 2.
- 0.125u5: Added includes\model3.h. Aaron Giles identified and fixed VBLANK bit in Real3D status which was causing the system to hang at startup. Designated fast RAM accesses for work RAM. Changed the 53C810 SCSI controller read/write handles to proper READ8/WRITE8_HANDLER callbacks so they can eventually be used directly.
- 0.125u4: Sega Model 3 changes [Aaron Giles]: Updated to new PowerPC configurations. Reimplemented/centralized interrupt handling. These games are broken for the moment. R. Belmont updated the 53c810 SCSI adapter to pass IRQ state with the IRQ callback.
- 0.124u1: Changed palettesize to 32768 colors.
- 0.123u6: Aaron Giles fixed winwork.c memory leak.
- 0.122u4: Oliver Stöneberg fixed memory leak in the Model 3 driver.
- 0.120u3: Aaron Giles updated model3.c to use the new poly code, and changed much of the low-level implementation to make things easier.
- 0.119u2: R. Belmont added sound hardware and fixed sound ROM loading in Model 3 games. Added 68000 (12MHz) CPU2 and 2x SCSP stereo sound. Fixed cpu2 rom address to $80000.
- 0.114u1: Replaced MPC8240 CPU1 with PPC603.
- 0.113u4: Replaced PPC603 CPU1 with MPC8240.
- 0.112u1: Ville Linde added support for the Motorola MPC8240 to the PowerPC core.
- 0.111u5: Aaron Giles fixed 'Invalid bitmap format' error in Model 3 driver.
- 0.106: Ville Linde fixed crash in the Model3 games introduced by cleaning up empty ROM regions.
- 0.105u3: Added flags dispose to region user3/4.
- 0.103u1: Nathan Woods added PowerPC MMU code, but enabled only for MESS due to breakage of the Model 3 games.
- 0.102u2: Fixed rom names.
- 0.102: Began adding support for SCRIPTS programs to the 53C810 emulation [Nathan Woods, R. Belmont].
- 0.101u5: Added vidhrdw\m3raster.c. Model 3 update [Ville Linde]: Huge update to the video hardware, including: Transparency support (polygons and textures). Nearly perfect rendering order (something we never got right in Supermodel). Parallel lighting. Texture coordinate mirroring.
- 0.101u1: Tomas Karlsson integrated 53C810 into the SCSI framework.
- 0.99u3: Ville Linde fixed recent LSI53C810 update which caused the Model 3 games to crash.
- 0.97u5: Nathan Woods abstracted memory interfaces and improved 53C810 SCSI emulation.
- 0.97u3: Improvements to Sega Model 3 [Ville Linde]: Fixed a bug in the MPC106 emulation (Star Wars Trilogy and Sega Rally 2 are working now).
- 0.96u1: Brad Oliver fixed big endian issues in the Model 3 driver.
- 0.94u5: Model 3 video emulation update [Ville Linde]: Improved rendering on all the games that currently run.
- 12th March 2005: Ville Linde - I finally implemented proper 3D clipping in Model3 using a simple Sutherland-Hodgman type algorithm. I also added perspective correction to the texture-mapping.
- 0.91: Improvements to PPC core / Model 3 driver [Ville Linde]. Some step 2.0 games now show something.
- 19th January 2005: Ville Linde - Fixed a bug in the Real3D DMA emulation. This fixes the 3D graphics in Virtual On 2 and Harley Davidson & L.A. Riders. Virtual On 2 still doesn't have working controls and Harley Davidson has lots of glitches and crashes before getting ingame.
- 0.90u2: Model 3 Update [Ville Linde]. Preliminary polygon emulation and sound emulation (not working yet). Added Epson RTC-72421 emulation. Too much to list. Most Step 1.x games show something now, up to and including full 3D. Fixed 53c810 SCSI single-stepping mode DMA and added memory moves and DMA callback. Better PowerPC interrupt handling. Nested interrupts work properly. Some support for PPC602. Major bugfixes. Added some unimplemented opcodes. Fixed PPC603 CPU1 clock speed and user1/3/4 rom loading in all games.
- 9th January 2005: Ville Linde - Added bilinear filtering and ARGB4444 textures. Bilinear filtering makes the games look much less like crappy PSX games. Virtual On 2 is the first Step 2.x game to start working. The controls and the 3D graphics are not working though. Also the game passes some of its 2D graphics through the security board (hence the broken title screen).
- 3rd January 2005: Ville Linde - Fixed some bugs in the SCSI emulation, and now 3D graphics is also working in Virtua Fighter 3, Sega Bass Fishing, Scud Race and the Step 1.5 versions of Virtua Striker 2 and VS2 '98. There are still a lot of glitches and crashing though.
- 1st January 2005: Ville Linde - Let's start this year with something special... Wireframe for Lost World. Update: Added Z-buffering and texturing (no perspective correction or bilinear filtering yet).
- 20th December 2004: Ville Linde - Fixed a stupid bug in the ROM loading. This fixes both Virtua Fighter 3 and Virtua Striker 2 '98 (Step 1.5). The 2D graphics in VF3 is actually working better than it has ever worked in Supermodel.
- 12th December 2004: Ville Linde - Fixed a ton of bugs in the PPC603 core and fixed the EEPROM among other things. Scud Race now runs normally through the attract mode (without 3D graphics of course).
- 0.89u4: Additional 64-bit integer related cleanups in Model3 / PPC [Lawrence Gold].
- 0.89u3: Model 3 cleanups [R. Belmont]: Added init for mpc105 bridge. Synchronized VS2 CROMs. Fixed missing VROMs in Sega Rally 2 and Virtual On 2. Added VS2 '99 set, fixed incorrect ROMs in vs2v991. Added Virtual On 2 v5.4g, Daytona USA 2 and Dirt Devils sets. Model 3 / PPC updates [Ville Linde]: Major bugfixes to the PPC603 emulation, especially the FPU. Improved MPC105 emulation. Preliminary 53c810 SCSI emulation. Lost World now tries to download everything necessary to the Real3D stuff. Added export version of Scud Race. Lawrence Gold fixed some compiler related issues with >32-bit integers in PPC / Model 3.
- 5th December 2004: R. Belmont - Sorted out all the ROM sets in the Model 3 skeleton driver. Ville Linde added some muscles to the skeleton.
- 0.89u1: Added model3.c driver, machine\model3.c and vidhrdw\model3.c. PPC Core improvements (603 support) for Sega Model 3 [Ville Linde].
- 25th November 2004: R. Belmont - Added with Andrew Gardiner and Ville Linde the 64-bit PowerPC 603 core and a skeleton Sega Model 3 driver (no video emulation, most games barely boot).
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