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楼主: KOF2112

SEGA MODEL3 模拟器 Supermodel (2025/04/18)

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发表于 2025-8-20 10:06:35 | 显示全部楼层
Pixels with alpha always seem to use the clamped light model. This includes textures with 1 bit alpha, as they will acquire some alpha after going after bilinear filtering. For these textures we only discard them if they are less than a specific threshold, but that leaves many opaque pixels that are technically opaque but with some alpha. This fixes some corner cases with the lighting in daytona.

https://github.com/trzy/Supermod ... 2d714e97582d2b52989

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发表于 2026-2-8 14:33:31 | 显示全部楼层
20260102
Add the logic that actually triggers a 3d frame to draw. Previously we just always drew before v-blank, but doing so leaves us with the wrong state for the block culling attribute, which can be written after the ping_pong bit has flipped. This fixes white flashes in various games that shouldn't be there. Also change IRQ2 to trigger at the start of the last line, instead of at the end. This matches the system24 sega h/w.
https://github.com/trzy/Supermod ... c11310cfd673a1c2216
https://github.com/trzy/Supermod ... 3986bc9f2991465cc5e

20260208
[README.txt] LA Machines calibration, Ski Champ camera view info
https://github.com/trzy/Supermod ... 9494a7bb4ed568d1b81
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