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belegdol
Reged: 04/18/04
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New Supermodel WIP by Ville
#248265 - 03/07/11 10:59 PM


http://vlinde.mameworld.info/

Some Daytona USA 2 goodness.



R. Belmont
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Re: New Supermodel WIP by Ville new [Re: belegdol]
#248272 - 03/07/11 11:56 PM


> http://vlinde.mameworld.info/
>
> Some Daytona USA 2 goodness.

The c3000000 thing is the MMU, unless you're Naibo ;-)



Bart T.
Reged: 01/07/06
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Re: New Supermodel WIP by Ville new [Re: R. Belmont]
#248275 - 03/08/11 12:46 AM


I don't recall seeing any accesses to 0xC3000000. That region is unemulated in my version of Supermodel and seems to cause no problems. There are only two sets of missing textures: some decals on AI vehicles and the course selection screen.

Ville: what does the course select menu look like? Can you also post a screenshot of an AI vehicle?



Bart



R. Belmont
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248276 - 03/08/11 12:55 AM


> I don't recall seeing any accesses to 0xC3000000. That region is unemulated in my
> version of Supermodel and seems to cause no problems. There are only two sets of
> missing textures: some decals on AI vehicles and the course selection screen.

Check the ROM test. It uses that region (it's just an MMU mirror of the normal CROM bank window, probably intended to mess with bootleggers/emulators).



Bart T.
Reged: 01/07/06
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Re: New Supermodel WIP by Ville new [Re: R. Belmont]
#248282 - 03/08/11 01:28 AM


Only IC17 and 18 fail the test, and these aren't banked (and they happen to be the only ROMs patched). It could be that one of the patches I'm applying (the same as in MAME, FWIW) are patching out the MMU code. But otherwise, I don't see these accesses.

I say, if it ain't broke, don't fix it



Bart



CiroConsentino
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Reged: 09/21/03
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Re: New Supermodel WIP by Ville new [Re: belegdol]
#248288 - 03/08/11 02:34 AM


awesome!
I wonder if this emu will have support to load/run games from the command line.



Emu Loader
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gamerfan
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Reged: 08/01/10
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Re: New Supermodel WIP by Ville new [Re: belegdol]
#248295 - 03/08/11 04:25 AM


I would like to see this supermodel emulator with Save States and cheat support.



Jitterdoomer
The Ninja
Reged: 03/31/09
Posts: 28
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248306 - 03/08/11 06:40 AM


Does it also affects the attract mode where it says "Ready to Race and You Can Sling Shot" text during transition on all 3 tracks?



etabeta
Reged: 08/25/04
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248310 - 03/08/11 07:08 AM


> Only IC17 and 18 fail the test, and these aren't banked (and they happen to be the
> only ROMs patched). It could be that one of the patches I'm applying (the same as in
> MAME, FWIW) are patching out the MMU code. But otherwise, I don't see these accesses.
>
> I say, if it ain't broke, don't fix it

yeah, iirc the MMU is exactly used by the patched roms. btw, they should not be patched anymore in latest MAME



Ville Linde
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Reged: 05/09/04
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248329 - 03/08/11 12:49 PM


> I don't recall seeing any accesses to 0xC3000000. That region is unemulated in my
> version of Supermodel and seems to cause no problems. There are only two sets of
> missing textures: some decals on AI vehicles and the course selection screen.
>
> Ville: what does the course select menu look like? Can you also post a screenshot of
> an AI vehicle?

That area is only accessed through Real3D DMA ops. There are no normal reads from that address, except the ROM test.
Daytona 2 doesn't actually coin up for me (test mode controls still work), so I can't comment on ingame stuff.

Btw, I noticed that Ocean Hunter is also dumped now, so I'll probably take a look at that next.



Bart T.
Reged: 01/07/06
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Re: New Supermodel WIP by Ville new [Re: Ville Linde]
#248345 - 03/08/11 07:04 PM


Maybe it's because I'm applying some patches, one of which prevents the program counter from running off into the weeds early on. I thought the patches came from MAME but I can't remember. Perhaps you're not using them.



Bart



Ville Linde
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248350 - 03/08/11 07:56 PM


> Maybe it's because I'm applying some patches, one of which prevents the program
> counter from running off into the weeds early on. I thought the patches came from
> MAME but I can't remember. Perhaps you're not using them.

This is what I'm using:


Code:

patch size="32" address="6063c4" data="60000000"/
patch size="32" address="616434" data="60000000"/
patch size="32" address="69f4e4" data="60000000"/
patch size="32" address="64c744" data="60000000"/ !-- dec --



There seems to be plenty of DMA's from 0xC3xx... and they're always to the texture RAM. So, that might explain the missing textures.
The entries always look like this:

model3_dma_transfer: source = C3055560 -> 94000000, 174768
model3_dma_transfer: source = 00660010 -> 8E000000, 232
model3_dma_transfer: source = 00661D10 -> 8E001D00, 4096
model3_dma_transfer: source = 0066AA10 -> 8E00AA00, 48
model3_dma_transfer: source = 006736B0 -> 8E0136A0, 4
model3_dma_transfer: source = 0073EF18 -> 88000000, 4
model3_dma_transfer: source = 0073EF18 -> 88000000, 4

As a side note, Ocean Hunter protection is the simple compare-against-plain-text. Yay.



Bart T.
Reged: 01/07/06
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Re: New Supermodel WIP by Ville new [Re: Ville Linde]
#248358 - 03/08/11 09:39 PM


I'm using the same:


Code:


*(UINT32 *) &crom[0x68468c] = 0x60000000; // protection device
*(UINT32 *) &crom[0x6063c4] = 0x60000000; // needed to allow levels to load
*(UINT32 *) &crom[0x616434] = 0x60000000; // prevents PPC from executing invalid code
*(UINT32 *) &crom[0x69f4e4] = 0x60000000; // ""
*(UINT32 *) &crom[0x600000+0x4C744] = 0x60000000; // decrementer loop?



The first patch is unnecessary, I only use it to suppress error messages Supermodel spits out when it encounters un-handled protection. I don't see any accesses to the mirrored ROM region.

Upon further investigation, it's not that I'm missing textures, per se, but rather that the level select polygons aren't being drawn altogether. Could be a number of things. The enemy cars are colored, not black, which may indicate the problem is not missing textures at all. Overall, the game runs just fine and I haven't encountered any serious problems.


I'm interested in the Ocean Hunter protection data if you extract it. I haven't tried hooking the game up yet but maybe next week I'll have some time and that would probably save me an hour or two.



Bart



Naibo
Reged: 10/17/07
Posts: 148
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Re: New Supermodel WIP by Ville new [Re: Ville Linde]
#248391 - 03/09/11 05:49 AM


Here's my study:
http://www.mameworld.info/ubbthreads/sho...true#Post244495

It seems this only happens when reading the upper 4MB of each CROM (bank 2, 3 and 6,7).

BTW, some smoke and dust effect can look better. ;-)



karadaniano
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Reged: 10/13/09
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Re: New Supermodel WIP by Ville new [Re: belegdol]
#248460 - 03/10/11 04:37 AM


are ville and bart working together or they are making their own supermodel emulator?



arcade FTW



Bart T.
Reged: 01/07/06
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Re: New Supermodel WIP by Ville new [Re: karadaniano]
#248467 - 03/10/11 05:01 AM


They are separate emulators, although we do communicate now and then. A bit confusing, I know, but it'll get sorted out somehow. Ville's version is a continuation of the original code base (the version he posted at his web site) whereas mine is a new one I started in January.

By the way, Ville sent me the security data he discovered in Ocean Hunter and it's starting to show life in my emulator. Unfortunately, it crashes when the game begins (weird display lists), but it's a start








Bart



karadaniano
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Reged: 10/13/09
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248471 - 03/10/11 06:06 AM


> They are separate emulators, although we do communicate now and then. A bit
> confusing, I know, but it'll get sorted out somehow. Ville's version is a
> continuation of the original code base (the version he posted at his web site)
> whereas mine is a new one I started in January.
>
> By the way, Ville sent me the security data he discovered in Ocean Hunter and it's
> starting to show life in my emulator. Unfortunately, it crashes when the game begins
> (weird display lists), but it's a start

it will be amazing to have 3 model 3 emulators XD
btw in my holidays i recorded some model 3 games footage at the arcades, virtua striker 2 step 1.5 is one of the games, is that video useful to you?



arcade FTW



Bart T.
Reged: 01/07/06
Posts: 196
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Re: New Supermodel WIP by Ville new [Re: karadaniano]
#248490 - 03/10/11 09:15 AM


Haven't looked at it yet. Might be useful. You'll know when I'm looking into it and if you're able to upload the video, I'll be happy to take a look at it then



Dr. Spankenstein
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Reged: 05/15/10
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248495 - 03/10/11 01:26 PM


I was lucky enough to have one of 'The Ocean Hunter' cabs in my local arcade in the UK. Probably the best rail shooter I have ever played.



SmitdoggAdministrator
Reged: 09/18/03
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Re: New Supermodel WIP by Ville new [Re: Dr. Spankenstein]
#248506 - 03/10/11 03:55 PM


I played it once but the monitor was so gone that I could barely tell what was going on.



R. Belmont
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248519 - 03/10/11 06:11 PM


> By the way, Ville sent me the security data he discovered in Ocean Hunter and it's
> starting to show life in my emulator. Unfortunately, it crashes when the game begins
> (weird display lists), but it's a start

I don't suppose someone would like to send me the security data?



Bart T.
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Re: New Supermodel WIP by Ville new [Re: R. Belmont]
#248524 - 03/10/11 07:45 PM


Do you just want the protection data or a Supermodel snapshot to go along with it? If the latter, give me until Sunday. I won't have time until then to sit down and clean it up a bit. I've got a lot of temporary debug code in there that needs to be disabled.



R. Belmont
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Re: New Supermodel WIP by Ville new [Re: Bart T.]
#248596 - 03/11/11 04:21 PM


> Do you just want the protection data or a Supermodel snapshot to go along with it? If
> the latter, give me until Sunday. I won't have time until then to sit down and clean
> it up a bit. I've got a lot of temporary debug code in there that needs to be
> disabled.

I'll take the data now and a new snapshot when you have one


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