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Found: 2 news
Ootake v2.82 [16][witek], 2017-08-19 12:09:56

[Source: http://www.ouma.jp/ootake/]

- With Windows8/10 when "Play Installed CD" is selected, fixed the problem
that Ootake stopped.
- When "Sorcerian" is started, the title screen is launched immediately.
(launched with [I] button pressed) If you do not need this, please uncheck
[Adjust Sorcerian BGM Repeat] of [Setting->Improve] menu.
- [Auto Skep Opening (Sorcerian)] was added to [Setting->Improve] menu. If
this menu is checked, when "Sorcerian" is started, the title screen is
launched immediately.(launched with [I] button pressed)
By default this is off. + When this menu is checked, if you reset the game
with [SELECT]+[RUN], you can see the opening demo.
- In "Sorcerian", when the party returned to the castle, fixed a problem
where BGM was disturbed.
- The operation of the PCE built-in sound (wave memory sound) has been
brought close to the real machine. In "Xevious - Fardraut Densetsu", when
PAUSE was released, the problems that sound became thin was solved.
- When "Gotzendiener" is started, it is starts with Multi-Tap removed. The
problem that the motion was unstable has been solved. (This problem will
occur in the same way on the real machine)
- Additionally, a detailed part has been improved and corrected.

Supermodel 0.3 WIP SVN637 [24][witek], 2017-08-19 12:05:54

[Source: https://sourceforge.net/p/model3emu/code/HEAD/tree/]

-Use generic vertex attributes.
-Make the new3d engine default :] Legacy engine can still be selected using -legacy3d in the command line
-Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default.
-Fix attribute locations. glBindAttribLocation must be called linking
-Fixed shading (per vertex poly colours) on step 1.5 hardware have the viewport ambient value added to them. This fixes various shading on scud. To do this had to switch the maths to the vertex shader.
-Fixed shading doesnt effect the alpha channel.
-Pad struct and align on 4 byte boundary.
-With fixed shading, when lighting is disabled, fixed shading appears to be a flat shaded version based upon the poly colour, instead of per vertex attributes.
-Finish fixed shading for 2.0 hardware. Im pretty sure it actually works identically to step 1.5 hardware. The oddball is LA machine guns where the viewport ambient doesnt seem to effect the brightness. But the ambient works differently in this game because it uses the unclamped light model. Still need to investigate if the diffuse factor effects fixed shading.
-Fixed a bug in MCRFS instruction related to the VXSOFT, VXSQRT, and VXCVI bits. Thanks to Spindizzi.