KOF2112 发表于 2024-9-23 00:17:24

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

本帖最后由 KOF2112 于 2025-4-18 19:17 编辑

Microsoft Visual Studio Enterprise 2022 (64 位) - Preview
版本 17.14.0 Preview 3.0

https://github.com/trzy/Supermodel

– Remove dead code
– Sega bass fishing is flipping the block culling state multiple times in the same frame (in between memory writes). In multi-threaded mode this can cause the screen to flash like crazy, so we just sync this state at the start of the frame. The state can’t cancel a frame that is currently rendering so it’s probably fine to sync here.
– m_blockCulling must be initialised
– These should be thread safe
– The real3d gpu can accept data for a new frame whilst rendering the current. It copies this data to the start of the low culling ram. Previously we staggered the frame to get the writes to fall into the correct frame, but doing this meant the tilegen was out of sync with the 3d hardware. Fixing this allows us to get the tilegen to draw when it’s meant to draw, which fixes the missing 2d animations in scud race.
– Misc fixes




Sega Model 3 UI v1.1.1.7 简体中文 莫妮卡汉化
https://bbs.xqemu.cn/forum.php?mod=viewthread&tid=2045

爱唱歌的汤姆猫 发表于 2024-9-23 16:51:29

这前端非常不错呀,如果是中文版本的那就更好了 。:P

sjy96525 发表于 2024-9-23 18:12:13

本帖最后由 sjy96525 于 2024-10-17 13:54 编辑

https://kkgithub.com/trzy/Supermodel

Model 3 Region nvram:https://pan.baidu.com/s/1rbe_P-W1qfrKcezc1aindA

ljmtc 发表于 2024-9-23 18:43:00

:)感谢分享!

守护者之剑 发表于 2024-9-23 19:39:38

都开始转战阵地了,哎

KOF2112 发表于 2024-9-23 20:08:22

Merge branch 'master' of https://github.com/trzy/Supermodel
Fix some unitialised class variables

kkikki 发表于 2024-9-23 20:19:08

谢谢,SEGA MODEL3的游戏都很精彩,锐击超喜欢

KOF2112 发表于 2024-9-25 23:30:00

Merge pull request #196 from toxieainc/corruption_fixes
fix some warnings, including potential stack corruption by (v)sprintf

sjy96525 发表于 2024-9-27 23:46:18

implement different upscaling filters for the 2D layers
https://github.com/trzy/Supermodel/commit/6da55ab0bc0472dbf0724c89c98f040744e63d9a

sjy96525 发表于 2024-10-1 08:00:57

improve SuperSleepUntil implementation:
1) as found in lots of experiments done for the VPX and PinMAME projects, Sleep() on
windows can oversleep for over 1ms, especially when doing Sleep(>1)
2) thus loop Sleep(1) and end if its less than 2ms
3) in the spin to wait for the rest of the time, insert yield(=_mm_pause) or the determined by the Rust devs arm64 equivalent

this actually gets rid of micro-stutter on my AMD based minipc e.g. in Daytona2

then also use same Sleep() implementation in the network code (to avoid potential sideeffects between the 2 implementations)
https://github.com/trzy/Supermodel/commit/161f1e39b43828fc81462d3903f5b233432515b3
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