Supermodel/Docs/README.txt

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A Sega Model 3 Arcade Emulator.
Copyright 2003-2023 The Supermodel Team
USER MANUAL FOR SUPERMODEL
================
Introduction
================
Supermodel emulates the Sega Model 3 arcade platform. It uses OpenGL 2.1 and
SDL, and can run on Windows, Linux, and Mac OS X. Development began in January
of 2011 and continues to focus on reverse engineering all aspects of the Model
3 arcade platform.
In order to use Supermodel, you must legally possess ROM images of Model 3 games.
Learning to operate Supermodel will come with a steep learning curve for most
people. Before seeking out help, please read this user manual carefully.
Supermodel is distributed as free software under the terms of the GNU General
Public License, included in LICENSE.txt. Additional copyright information for
software included within Supermodel is located at the bottom of this file.
Windows 64-bit builds are updated automatically and are available for download
on the official Supermodel download page. Linux and MacOS users currently have
to compile/build their own executable from the GitHub source code repository.
The official Supermodel website:
http://www.Supermodel3.com
Supermodel's GitHub source code repository:
https://github.com/trzy/Supermodel
==============
Disclaimer
==============
Supermodel is a work-in-progress, open source emulator. Emulation in Supermodel
has evolved to the point where most games run well, however there may be some
minor visual issues. You experience may vary.
=====================
Table of Contents
=====================
--- Introduction
--- Disclaimer
--- Table of Conents
1. Revision History
2. Installing Supermodel
3. Running Supermodel
4. Game Compatibility
5. Video Settings
6. Audio Settings
7. Controls
8. Force Feedback
9. Save States and NVRAM
10. Game-Specific Comments and Tips
11. The Configuration File
12. Index of Command Line Options
13. Index of Configuration File Settings
14. Compiling the Source Code
15. Contact Information
16. Acknowledgments
=======================
1. Revision History
=======================
Version 0.2a (September 24, 2011)
- New, fully customizable input system. Supports any combination of
keyboards, mice, and analog and digital controllers. [Nik Henson]
- Texture offsets. Fixes models in 'Fighting Vipers 2', 'Virtual On',
cars in the 'Scud Race' and 'Daytona USA 2' selection screens, etc.
- Fixed a 2D palette bug that would cause black pixels to occasionally
turn transparent.
- Added all remaining ROM sets. [krom]
- Got some new games to boot: 'Spikeout', 'Ski Champ', 'Sega Bass
Fishing', 'Dirt Devils', etc.
- Sound support. Special thanks to ElSemi for contributing his SCSP
emulator and Karl Stenerud for allowing us to use his 68K emulator.
- Multi-threading support. Sound and drive board emulation are off-
loaded to separate threads, substantially enhancing performance.
[Nik Henson]
- Z80 emulation based on code by Frank D. Cringle and YAZE-AG by
Andreas Gerlich.
- Digital Sound Board (MPEG music) emulation courtesy of R. Belmont and
the MPEG decoder library by Tomislav Uzelac.
- Improved ROM loader. It should no longer be as easily confused by
combined ROM sets as long as unused files are removed.
- Configuration file now supports more settings and allows game-
specific customization.
- Added light gun crosshairs ('The Lost World'), enabled by default in
full screen mode and selectable by pressing Alt-I.
- Drive board and force feedback emulation for 'Scud Race', 'Daytona
USA 2', and 'Sega Rally 2'. [Nik Henson]
- Viewable display area properly clipped. Ghost artifacts no longer
appear in border regions when the resolution exceeds the display
area.
- Changed gear shifting: added a dedicated neutral gear and sequential
shifting.
- Console-based debugger (not enabled by default, must be
enabled during compile-time). [Nik Henson]
- Source code and Makefile cleanup.
Version 0.1.2a (April 3, 2011)
- Included missing GLEW files.
Version 0.1.1a (April 2, 2011)
- Minor source code update.
- Set Render3D to NULL in the CReal3D constructor. Fixes crashes that
occur on some builds. [Nik Henson]
- Cleaned up UNIX Makefile and added OS X Makefile. [R. Belmont]
- Small changes to ppc_ops.cpp for C++0x compliance. [R. Belmont]
- Included glew.h into the source tree. [R. Belmont]
- Changed WIN32 definition to SUPERMODEL_WIN32.
Version 0.1a (April 1, 2011)
- Initial public alpha release.
============================
2. Installing Supermodel
============================
To install Supermodel on Windows, extract the ZIP archive containing the
Supermodel executable to a folder of your choice. The following files and
directories should be created:
Name Description
---- -----------
Supermodel.exe Supermodel program. Run this.
SDL.dll The SDL library. Use the bundled DLL file.
README.txt This text file.
LICENSE.txt Supermodel license and terms of use.
Config/ Directory where the configuration file is stored.
Config/Supermodel.ini Configuration file containing default input
settings.
NVRAM/ Directory where NVRAM contents will be saved.
Saves/ Directory where save states will be saved.
Supermodel requires OpenGL 2.1 and a substantial amount of both video and
system memory. A modern 64-bit CPU and a mid range GPU are the minimum
recommendations to achieve consistant frame rates of 60 FPS.
=========================
3. Running Supermodel
=========================
For now, Supermodel does not include a proper user interface. It is operated
entirely from the command line. Run 'supermodel' without any command line
arguments for an explanation of supported options.
Supermodel uses MAME-compatible ROM sets. It loads from ZIP archives based on
file checksums and automatically detects games; therefore, file names are not
important. Only one ZIP file can be specified on the command line. For
example:
supermodel scud.zip -fullscreen
This will load 'scud.zip' (Scud Race) and run it in full screen mode.
Initially, inputs are assigned according to the settings in 'Supermodel.ini',
located in the 'Config' subdirectory.
Note that there is no user interface and all messages are printed to the
command prompt. In full screen mode, they will not be visible.
=========================
4. Game Compatibility
=========================
Supermodel recognizes all known Model 3 ROM sets. Below is a compatibility matrix.
Other than minor graphical issues, if any, major issues are reported below:
ROM Set Title Comments
+------------+-----------------------------------------+-----------------------+
| bassdx | Sega Bass Fishing (USA) | |
| getbassdx | Get Bass: Sega Bass Fishing (Deluxe) | |
| getbassur | Get Bass: Sega Bass Fishing (Upright) | |
| getbass | Get Bass: Sega Bass Fishing | |
+------------+-----------------------------------------+-----------------------+
| daytona2 | Daytona USA 2 Battle on the Edge | |
| dayto2pe | Daytona USA 2 Power Edition | |
+------------+-----------------------------------------+-----------------------+
| dirtdvls | Dirt Devils (Export, Revision A) | |
| dirtdvlsu | Dirt Devils (USA, Revision A) | |
| dirtdvlsj | Dirt Devils (Japan, Revision A) | |
| dirtdvlsau| Dirt Devils (Australia, Revision A) | |
| dirtdvlsg | Dirt Devils (Export, Ver. G?) | |
+------------+-----------------------------------------+-----------------------+
| eca | Emergency Call Ambulance (Export) | |
| ecau | Emergency Call Ambulance (USA) | |
| ecaj | Emergency Call Ambulance (Japan) | |
| ecap | Emergency Call Ambulance (US proto?) | |
+------------+-----------------------------------------+-----------------------+
| fvipers2 | Fighting Vipers 2 (Japan, Revision A) | |
| fvipers2o | Fighting Vipers 2 (Japan) | |
+------------+-----------------------------------------+-----------------------+
| harley | Harley Davidson & L.A. Riders (Rev. B) | |
| harleya | Harley Davidson & L.A. Riders (Rev. A) | |
+------------+-----------------------------------------+-----------------------+
| lamachin | L.A. Machineguns: Rage of the Machines | may run slow |
+------------+-----------------------------------------+-----------------------+
| lemans24 | Le Mans 24 (Japan, Revision B) | |
+------------+-----------------------------------------+-----------------------+
| lostwsga | The Lost World Arcade (Japan, Rev A) | |
| lostwsgp | The Lost World Aracde (Location Test) | |
+------------+-----------------------------------------+-----------------------+
| magtruck | Magical Truck Adventure (Japan) | |
| mgtrkbad | Magical Truck Adventure (bit rot dump) | |
+------------+-----------------------------------------+-----------------------+
| oceanhun | The Ocean Hunter (Japan, Revision A) | |
| oceanhuna | The Ocean Hunter (Japan) | |
+------------+-----------------------------------------+-----------------------+
| scud | Scud Race (Export, Twin/DX) | |
| scudau | Scud Race (Australia, Twin/DX) | |
| scuddx | Scud Race (Export, Deluxe, Revision A) | |
| scudplus | Scud Race (Export, Twin/DX, Revision A) | |
| scudplusa | Scud Race (Export, Twin/DX) | |
+------------+-----------------------------------------+-----------------------+
| skichamp | Ski Champ (Japan) | |
+------------+-----------------------------------------+-----------------------+
| spikeofe | Spikeout Final Edition (Export) | |
+------------+-----------------------------------------+-----------------------+
| spikeout | Spikeout (Export, Revision C) | |
+------------+-----------------------------------------+-----------------------+
| srally2 | Sega Rally 2 (Export) | |
| srally2p | Sega Rally 2 (Prototype) | proto is non working |
| srally2pa | Sega Rally 2 (Prototype Version A) | proto is non working |
| srally2dx | Sega Rally 2 (Export, Deluxe) | DX set may run slow |
+------------+-----------------------------------------+-----------------------+
| swtrilgy | Star Wars Trilogy (Export, Revision A) | see note 1 below |
| swtrilgya | Star Wars Trilogy (Export) | see note 1 below |
| swtrilgyp | Star Wars Trilogy (Location Test) | see note 2 below |
+------------+-----------------------------------------+-----------------------+
| vf3 | Virtua Fighter 3 (Japan, Revision D) | |
| vf3c | Virtua Fighter 3 (Japan, Revision C) | |
| vf3a | Virtua Fighter 3 (Japan, Revision A) | |
| vf3tb | Virtua Fighter 3 Team Battle (Japan) | |
+------------+-----------------------------------------+-----------------------+
| von2 | Virtual On Oratorio Tangram (Revision B)| |
| von2a | Virtual On Oratorio Tangram (Revision A)| |
| von2o | Virtual On Oratorio Tangram | |
| von254g | Virtual On Oratorio Tangram (Ver. 5.4g) | |
+------------+-----------------------------------------+-----------------------+
| vs2 | Virtua Striker 2 (Step 2.0, Export, USA)| |
| vs215 | Virtua Striker 2 (Step 1.5, Export, USA)| |
| vs215o | Virtua Striker 2 (Step 1.5, Japan test?)| |
+------------+-----------------------------------------+-----------------------+
| vs298 | Virtua Striker 2 '98 (Step 2.0, Japan) | |
| vs29815 | Virtua Striker 2 '98 (Step 1.5, Japan) | |
+------------+-----------------------------------------+------------+----------+
| vs2v991 | Virtua Striker 2 '99.1 (Step 2.1 Export, USA, Rev B) | |
| vs299a | Virtua Striker 2 '99 (Step 2.1 Export, USA, Rev A) | |
| vs299 | Virtua Striker 2 '99 (Step 2.1 Export, USA) | |
| vs299j | Virtua Striker 2 '99.1 (Step 2.1 Japan, Rev B) | |
| vs29915 | Virtua Striker 2 '99.1 (Step 1.5 Export, USA, Rev B) | |
| vs29915a | Virtua Striker 2 '99 (Step 1.5 Export, USA) | |
| vs29915j | Virtua Striker 2 '99.1 (Step 1.5 Japan, Rev B) | |
+------------+------------------------------------------------------+----------+
Note 1: Set game to U/R in game assignment in the TEST MENU to bypass the
"WAIT SETUP THE FEEDBACK STICK" screen
Note 2: Set game to SD in game assignment in the TEST MENU or wait a few seconds
for the game to continue past the "WAIT SETUP THE FEEDBACK STICK" screen
=====================
5. Video Settings
=====================
Supermodel may be run in either windowed (default) or full screen mode. It
automatically adjusts the display area to retain the aspect ratio of the Model
3's native (and Supermodel's default) resolution, 496x384. Currently, this
cannot be overriden. Changing video modes at run-time is not yet supported.
By default, Supermodel limits the frame rate to 60 frames per second. This has
no impact on performance except when the frame rate exceeds 60 FPS on fast
systems. Frame rate limiting can be disabled with the '-no-throttle' option.
Some video drivers may continue to lock to the refresh rate.
To change the resolution, use the '-res' command line option. For full screen
mode, use '-fullscreen'. For example, to set a full screen 1920x1080 mode,
try:
supermodel game.zip -res=1920,1080 -fullscreen
Video settings may also be specified globally or on a per-game basis in the
configuration file, described elsewhere in this manual.
=====================
6. Audio Settings
=====================
All Model 3 games have a sound board that is used for sound effects and, in
some games, background music. A few games use additional Digital Sound Boards
(DSB) for MPEG music. 'Music' in Supermodel refers exclusively to MPEG music
produced by the DSB and 'sound' refers to both the sound effects and background
music produced by the regular sound board.
Model 3 sound and MPEG music are generated separately and then mixed by an
amplifier. The relative signal levels are not known, so Supermodel simply
outputs all audio at full volume. This causes the MPEG music to be too quiet
in some games ('Scud Race', 'Daytona USA 2') and too loud in others ('Star Wars
Trilogy'). The '-sound-volume' and '-music-volume' options can be used to
change the volume. As arguments, they take a volume level in percent ranging
from 0 (muted) to 200% (maximum, doubled amplitude). For example:
supermodel game.zip -sound-volume=50 -music-volume=170
This command line cuts the sound volume in half and increases the music volume
by 70%.
The F9 and F10 keys can be used to adjust music volume during run-time, while
F11 and F12 control sound volume.
Clipping and distortion will occur if the combined sound and music volume
levels become too high.
To disable sound and music board emulation altogether, use the '-no-sound' and
'-no-dsb' options. These will not merely mute the corresponding audio channels
but will prevent the audio co-processors from being emulated altogether and
may slightly improve performance, especially on single-core systems. Save
states generated with these settings may not be able to properly restore audio
when loaded after emulation is re-enabled.
Audio settings may also be specified globally or on a per-game basis in the
configuration file, described elsewhere in this document.
Please keep in mind that MPEG music emulation is preliminary and the decoder is
buggy. Periodic squeaks and pops occur on many music tracks. The Sega Custom
Sound Processor (SCSP) emulator, used for sound emulation, is also still quite
buggy. Sound glitches are known to occur now and then, and many sounds and
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tunes do not sound quite correct yet.
===============
7. Controls
===============
Game controls are fully configurable and can be mapped to keyboards, mice, and
game controllers. Emulator functions, on the other hand, cannot be changed and
are listed below.
Function Key Assignment
-------- --------------
Exit Escape
Pause Alt-P
Reset Alt-R
Clear NVRAM Alt-N
Crosshairs (for light gun games) Alt-I
Toggle 60 Hz Frame Limiting Alt-T
Save State F5
Load State F7
Change Save Slot F6
Decrease Music Volume F9
Increase Music Volume F10
Decrease Sound Volume F11
Increase Sound Volume F12
Learning and Configuring Game Controls
--------------------------------------
Settings for game controls are stored in 'Supermodel.ini'. To learn the
current configuration, use the '-print-inputs' command line option.
supermodel -print-inputs
If you delete 'Supermodel.ini', all inputs will become unmapped and will have
to be reconfigured!
To reconfigure the inputs, use the '-config-inputs' option. A blank window
will open up and instructions will be printed to the command prompt. Read them
carefully! Pressing the Escape key exits without saving changes. Pressing 'q'
will save changes to 'Supermodel.ini'. You can choose which input to configure
using the Up and Down arrow keys. Clearing an input means it will be unusable.
If the configuration dialog is not responding to your key presses or mouse and
joystick movements, make sure that the blank pop-up window rather than the
command prompt is selected. This may seem counter-intuitive but inputs are
captured by the graphical window while messages are printed to the command
prompt.
Calibrating Controls
--------------------
Some controls, in particular the accelerator and brake pedals of steering
wheels, may need calibrating before they will function properly with
Supermodel.
In order to calibrate a control, press 'b' when configuring the inputs and
follow the on-screen instructions carefully.
NOTE: After calibration, you must remap the control again or it will not
function properly!
Several input-related settings are stored in the configuration file. Refer to
the section discussing the configuration file for more details.
XBox 360 Controllers
--------------------
For full XBox 360 controller support, the XInput system must be used on Windows
('-input-system=xinput'). Otherwise, the left and right trigger buttons cannot
be mapped individually and force feedback will not work. Please read the
section titled 'Input Systems', further below.
Mac OS X users can use Colin Munro's XBox 360 controller driver:
http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver
Analog Controls
---------------
Analog controls, such as steering wheels, pedals, and the light gun axes, can
be mapped to analog controllers, such as joysticks, wheels, and mice, if
available. Under digital control, the analog value will increment or decrement
until it reaches its maximum/minimum values. The rate of change can only be
set manually in the configuration file. These options are described elsewhere
in this document.
Most analog inputs, such as the steering wheel, require two settings to be
controlled digitally. For example, the steering wheel can be turned left and
right by setting 'Steer Left' and 'Steer Right', or it can be mapped to a
single analog control ('Full Steering').
Shifting Gears
--------------
Racing game gears can be mapped to individual buttons, including one for the
neutral position, or can be shifted sequentially. Games which only provide two
gears name them 'Up' and 'Down'. These should not be confused with 'Shift Up'
and 'Shift Down', the sequential shift commands.
Virtual On Twin Joysticks
-------------------------
'Virtual On Oratorio Tangram' features a twin joystick control scheme similar
to a tracked vehicle (e.g. a tank). Movement is accomplished by pushing both
joysticks in the same direction. Pushing and pulling in opposite directions
will turn the robot, while pulling the joysticks apart sideways or pushing them
inwards are for jumping and falling back down to the ground, respectively.
Supermodel supports mapping the individual joysticks but also provides 'macro'
controls by default. These allow all the necessary twin joystick commands to
be replicated with individual controls. The mapping is below:
Macro Control Twin Joystick Equivalent
------------- ------------------------
Turn Left Left joystick down, right joystick up.
Turn Right Left joystick up, right joystick down.
Forward Both joysticks up.
Reverse Both joysticks down.
Strafe Left Both joysticks left.
Strafe Right Both joysticks right.
Jump Left joystick left, right joystick right.
Crouch Left joystick right, right joystick left.
Light Guns
----------
Light gun axes can be mapped to mice, analog controls, or even digital buttons.
To simulate pointing off-screen (required in order to reload), a 'point off-
screen' input is provided which, for as long as it is pressed, will aim the gun
off-screen. To reload, hold down this button and then, while holding it, press
the trigger. For easier reloading, the 'InputAutoTrigger' setting can be
enabled in the configuration file (described elsewhere in this manual).
Crosshairs will be visible in full screen mode and can also be enabled in
windowed modes. Use Alt-I to cycle through different crosshair options (enable
for a single player, both, or none).
For multiple mouse support, allowing two mice or PC light guns to be mapped,
Raw Input must be used. This is supported only on Windows and is described
below.
For specific information on using Sinden Light guns with Supermodel, refer to
the Sinden Light gun Wiki:
https://www.sindenwiki.org/wiki/Supermodel_M3
Input Systems
-------------
Supermodel supports multiple input APIs to provide the best possible
compatibility for different input devices and configuration schemes. On
Windows, the default is DirectInput. On all other platforms, SDL is the only
option available.
Windows users can select between four different input systems:
- DirectInput. Selected with '-input-system=dinput'. This is the default.
It provides the best support for PC game controllers and, when emulating
force feedback, allows all effects (if the controller supports them).
- XInput. Selected with '-input-system=xinput'. This must be used with
XBox 360 controllers, otherwise some buttons will not function properly
and force feedback will not work.
- Raw Input. Selected with '-input-system=rawinput'. This is intended for
use with multiple mice and keyboards but is not recommended otherwise.
- SDL. Selected with '-input-system=sdl'. The standard, cross-platform
input system intended for non-Windows builds. It is accessible on
Windows but does not provide full support for all devices.
When switching input systems with '-input-system', you must also configure your
inputs using the same option. For example, when running Supermodel with XInput
('supermodel game.zip -input-system=xinput'), you must also configure with
XInput ('supermodel -config-inputs -input-system=xinput'). Many settings are
not compatible between input systems.
A common mistake is to configure inputs using one system and then launch
Supermodel with another.
Troubleshooting
---------------
Common input-related problems are discussed below.
Problem:
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No response while configuring inputs.
Solution:
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Make sure the main window is top window, especially with the SDL input
system.
---------
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Problem:
An attached controller is not recognized at all.
Solution:
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- On the input configuration screen, press 'I' to see information about
the input system and check that the required controller is in the
list.
- If it is not in the list, check that it is plugged in and visible in
the operating system. If a controller is plugged in while Supermodel
is running, Supermodel will need to be restarted in order for it to
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recognize the new controller.
- On Windows, if after checking the above points the controller is
still not in the list, try running Supermodel with the SDL input
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system by specifying '-input-system=sdl' on the command line.
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---------
Problem:
Unable to select a particular joysick axis when configuring a mapping.
Solution:
This may mean that the joystick axis needs calibrating. This can be
done by pressing 'b' on the configuration screen and following the
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instructions.
---------
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Problem:
Steering wheel pedals are not being recognized.
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Solution:
For some steering wheels where the pedals have been configured in a
'split axis' mode (ie. not sharing a combined axis), the values that
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the pedals send are inverted. This means that without configuration,
Supermodel will be unable to recognize them. To fix this, they should
be calibrated on the calibration screen in the same way as above.
---------
Problem:
A control isn't working despite having been calibrated.
Solution:
After calibration, while still in the configuration dialog, you must
remap the control again for the new settings to take effect.
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---------
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Problem:
XBox 360 controller trigger buttons cannot be triggered simultaneously
or no rumble effects.
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Solution:
On Windows, make sure that you specify '-input-system=xinput'.
=====================
8. Force Feedback
=====================
Force feedback is presently supported in 'Scud Race' (including 'Scud Race
Plus'), 'Daytona USA 2' (both editions), and 'Sega Rally 2' on Windows only. To
enable it, use the '-force-feedback' option.
Drive board ROMs are required. They first appear in the MAME 0.143u6 ROM
catalog and at the time of this writing, have not yet widely proliferated.
Game Drive Board ROM File Size Checksum (CRC32)
---- -------------------- ---- ----------------
Daytona USA 2 epr-20985.bin 64 KB B139481D
Scud Race epr-19338a.bin 64 KB C9FAC464
Sega Rally 2 epr-20512.bin 64 KB CF64350D
The sizes and checksums must match those listed above. The file names may be
different but will almost certainly contain the same identifying numbers.
Ensure that the appropriate drive board ROM files are present in the
corresponding games' ZIP archives, otherwise Supermodel will silently proceed
without force feedback.
Force feedback will only work with the DirectInput (the default on Windows) and
XInput input systems. XInput is intended only for XBox 360 controllers, which
do not support force feedback through DirectInput.
Tuning Force Feedback
---------------------
Force feedback can be enabled and tuned in the configuration file. Setting
'ForceFeedback' to 1 enables it:
ForceFeedback = 1
There are four DirectInput effects: constant force, self centering, friction,
and vibration. The strength of each can be tuned with the following settings:
DirectInputConstForceMax = 100
DirectInputSelfCenterMax = 100
DirectInputFrictionMax = 100
DirectInputVibrateMax = 100
They are given as percentages and represent the maximum strength for each
effect. A setting of 0 disables them entirely. Values above 100% are
accepted but may clip or distort the effect. By default, they are set to 100%,
as shown above.
XInput devices only support vibration feedback via the left and right motors.
Because the characteristics of the motors are different, the effects will feel
somewhat asymmetric. The constant force effect is simulated with vibrations.
The relevant settings are:
XInputConstForceThreshold = 30
XInputConstForceMax = 100
XInputVibrateMax = 100
The constant force threshold specifies how strong a constant force command must
be before it is sent to the controller as a vibration effect (whose strength is
determined by XInputConstForceMax). The default values are shown above and
will require calibration by the user on a game-by-game basis to achieve the
best feel.
============================
9. Save States and NVRAM
============================
Save states are saved and restored by pressing F5 and F7, respectively. Up to
10 different save slots can be selected with F6. All files are written to the
Saves/ directory, which must exist beforehand. If you extracted the Supermodel
ZIP file correctly, it will have been created automatically.
If a Model 3 co-processor (ie. sound board, DSB, drive board) is disabled when
a save state is taken, it will not resume normal operation when the state is
loaded, even if Supermodel is running with the co-processor re-enabled. The
drive board (and consequently, force feedback effects) is explicitly disabled
for the remainder of the session if a save state with an inactive drive board
is loaded. Audio co-processors are not, and therefore audio playback may
eventually resume after the audio boards have booted themselves up.
Non-volatile memory (NVRAM) consists of battery-backed backup RAM and an EEPROM
chip. The former is used for high score data and statistics whereas the latter
stores machine settings (often accessed using the Test buttons). NVRAM is
automatically saved each time Supermodel exits and is loaded at start-up. It
can be cleared by deleting the NVRAM files or pressing Alt-N.
=======================================
10. Game-Specific Comments and Tips
=======================================
Daytona USA 2 and Daytona USA 2 Power Edition
---------------------------------------------
By default, the 'Power Edition' ROM set features remixed music lyrics by
Takenobu Mitsuyoshi. These can be changed back to the Dennis St. James version
in the Test Menu, under 'Game Assignments'.
Star Wars Trilogy
-----------------
Inserting coins and starting a game before any 3D graphics have been displayed
in attract mode will result in a PowerPC crash before the stage loads. This is
caused by an unknown emulation bug. Simply wait until the Darth Vader sequence
appears before attempting to start a game.
If 'Star Wars Trilogy' is booting directly into the stage select screen, it is
probably because you exited Supermodel with credits still in the machine.
Clear the NVRAM (Alt-N) and reset the game (Alt-R).
Sega Rally 2
------------
As with 'Star Wars Trilogy', you may experience problems if you attempt to
start a game before any 3D graphics are displayed (for example, during the Sega
logo).
2011-09-19 10:00:16 +00:00
Spikeout and Spikeout Final Edition
-----------------------------------
These games can be played all the way through. There may be periodic texture
glitches and or occasional flashing.
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The Lost World
--------------
To reload, the light gun must be pointed off-screen by pressing (and holding)
the 'off-screen' button and, simultaneously, pressing the trigger to shoot.
This behavior can be changed with the 'InputAutoTrigger' setting in the
configuration file.
2011-09-19 10:00:16 +00:00
==============================
11. The Configuration File
==============================
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Supermodel reads configuration settings from 'Supermodel.ini' located in the
'Config' subdirectory. If Supermodel was installed properly, a default file
should have been created. When starting up, Supermodel parses settings in the
following order:
1. Global settings are read from 'Supermodel.ini'. These include input
mappings and apply to all games.
2. If the ROM set was loaded correctly, game-specific settings are read
from 'Supermodel.ini', overriding settings from step 1.
3. Command line options are applied, overriding settings from the previous
steps.
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In other words, command line options have the highest precedence, followed by
game-specific settings, and lastly, global settings.
An index of all allowed settings is provided further below in this document.
NOTE: Type carefully! Supermodel will not report syntax errors nor detect
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typos. Carefully read the discussion of the file syntax below. To verify that
your intended settings are taking effect, check the 'error.log' file that is
produced by Supermodel during each run.
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File Structure and Syntax
-------------------------
The configuration file is a list of settings grouped by sections. All setting
names and their arguments are case sensitive. They take the form:
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Name = Argument
Only one setting per line is allowed. Only two types of arguments are allowed:
integers and strings. The choice of which to use is determined by the setting.
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Integers can be negative. Strings can contain any characters and are enclosed
by double quotes. Examples:
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IntegerSetting1 = 0
IntegerSetting2 = 65536
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IntegerSetting3 = -32768
StringSetting1 = "This is a string."
StringSetting2 = "123"
StringSetting3 = "1+1, abc, these are all valid characters!"
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Many settings are simply boolean variables expecting an integer value of either
0 (disabled) or 1 (enabled). Some settings require values and others take
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strings for file names or input mappings.
Section names appear in between square brackets on their own lines.
[ SectionName ]
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Settings that appear at the beginning of the file without a preceeding section
are automatically assigned to 'Global'.
Comments begin with a semicolon and extend until the end of the line.
; This is a comment.
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Global and Game-Specific Sections
---------------------------------
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Sections determine whether settings are applied globally, to all games, or to
specific games. Game-specific settings will override global settings and can
be used to tune Supermodel on a game-by-game basis. Global settings must be
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placed in the 'Global' section and game-specific settings in sections named
after the ROM sets. ROM sets must be typed in lower case and use the MAME
(http://www.mamedev.org) naming convention. They can be obtained by running
'supermodel -print-games'.
Input mappings are special. They are only read from the 'Global' section!
In the example below, custom configurations are created for 'Scud Race' and
'The Lost World'. All other games will use the global settings.
[ Global ]
; Run full screen at 1024x768
XResolution = 1024
YResolution = 768
FullScreen = 1
; Scud Race
[ scud ]
; Run at 1080p
XResolution = 1920
YResolution = 1080
; Music is too quiet by default
SoundVolume = 50
MusicVolume = 200
; The Lost World
[ lostwsga ]
PowerPCFrequency = 25 ; run PowerPC at 25 MHz
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In this example, only 'Scud Race' will run at 1920x1080. All other games will
use 1024x768. 'Scud Race' will also have altered volume settings. 'The Lost
World' will be run with a lower PowerPC frequency but all other games will use
the default.
Input Mappings
--------------
Input mappings are specified with strings that have their own internal syntax.
They may only be specified in the 'Global' section and are ignored elsewhere.
A mapping may be specified in one of the following three ways:
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KEY_XXX For a key XXX on a keyboard (eg. KEY_A, KEY_SPACE, KEY_ALT).
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MOUSE_XXX For a mouse axis (X or Y), wheel, or button (1-5) (eg.
MOUSE_XAXIS, MOUSE_WHEEL_UP, MOUSE_BUTTON3).
JOY1_XXX For a joystick axis (X, Y, Z, RX, RY, RZ), POV controller
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JOY2_XXX (1-4), or button (1-12) (e.g. JOY1_XAXIS, JOY3_POV2_UP,
... JOY2_BUTTON4).
Joysticks, including game pads and steering wheels, are numbered from 1 on up.
Their ordering is system dependent and if controllers are swapped between
invocations of Supermodel, then the ordering may change. If the number is
omitted then the mapping applies to all joysticks, eg. JOY_BUTTON1 means button
1 on any attached joystick.
In addition to the above, when using the Raw Input system on Windows (command
line option '-input-system=rawinput') it is possible to refer to a particular
mouse or keyboard by including its number in the mapping, eg. KEY2_A or
MOUSE3_XAXIS. This allows the independent mapping of dual mice or dual light
guns (which present themselves as mice to Supermodel) for 'The Lost World'.
Mappings may be combined with a plus '+' or a comma ',' and negated with an
exclamation mark '!'. The plus signifies that both mappings must be active to
trigger the input and the comma means that just one needs to be active. The
exclamation mark means that a mapping must not be active.
Of the above the comma is the most useful. It allows the mapping of several
different control methods to a single input. For example, both a keyboard and
a joystick could be mapped to the same input. When combining mappings in this
way, the ordering is important as mappings earlier in the list will take
precedence over later ones (see example 3 below).
When an axis is mapped to a digital input, its direction must be qualified with
a _POS or _NEG after the axis name. For example, JOY1_XAXIS_NEG indicates that
joystick 1 must be pushed left (negative direction) in order to activate the
input. Additionally, the following shortcuts are provided for some common
joystick axis directions:
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JOY1_LEFT is the same as JOY1_XAXIS_NEG
JOY1_RIGHT is the same as JOY1_XAXIS_POS
JOY1_UP is the same as JOY1_YAXIS_NEG
JOY1_DOWN is the same as JOY1_YAXIS_POS
Another axis manipulator is _INV. This inverts an axis when it is mapped to an
analog input. JOY1_YAXIS_INV could be used for example to invert the y-axis
of joystick 1 in Star Wars Trilogy so that it acts like a plane's yoke.
Examples:
1. InputLeft = "KEY_LEFT,JOY1_LEFT"
Digital input InputLeft will be triggered whenever the left arrow key
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is pressed or joystick 1 is pushed left.
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2. InputStart1 = "KEY_ALT+KEY_S"
Both Alt and S must be pressed at the same time in order to trigger the
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digital input InputStart1 (player 1 Start button).
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3. InputSteering = "JOY1_XAXIS,MOUSE_XAXIS"
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Analog steering can be controlled with either the joystick or by moving
the mouse. Due to the ordering used, the joystick will take preference
and so the mouse can only control the steering when the joystick is
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released.
The complete list of input mappings can be found in the settings index below or
by generating a configuration file using '-config-inputs'.
Controller Settings
-------------------
Several settings are available to fine tune the way Supermodel handles
controllers.
Keyboard Settings:
The rate at which analog controls' values increase or decrease when controlled
by a key can be set with the InputyKeySensitivity option. It takes a value in
the range 1-100, with 100 being the most sensitive (fastest response) and 1
being the least sensitive (slowest response). The default value is 25.
The speed with which analog controls return to their rest or 'off' values after
a key has been released is configured with InputKeyDecaySpeed. This takes a
value in the range 1-200 and is expressed as a percentage of the attack speed.
The default setting is 50, which means that analog controls take twice as long
to return to their off values as they do to reach their maximum and minimum
values.
Mouse Settings:
For a mouse it is possible to specify a rectangular area in the center of
Supermodel's display within which the mouse is considered to be inactive. The
width and height of this zone is set with the options 'InputMouseXDeadZone' and
'InputMouseYDeadZone'. They are expressed as a percentage 0-99 of the width
and height of the display. The default value is 0 which disables this option.
Joystick Options:
Each joystick axis has a set of parameters that can be configured and these are
given below. The joystick number and axis name (X, Y, Z, RX, RY, or RZ) must
be substituted in for '**' like so: InputJoy1XDeadZone. If the joystick number
is omitted, then the option becomes the default for all joysticks, eg.
InputJoyYSaturation.
InputJoy**Deadzone: The dead zone of a joystick axis is the size of the zone
around its central or 'off' position within which the axis is considered to be
inactive. It is important to specify this since joysticks rarely return to
their perfect center when released. The dead zone is expressed as a percentage
0-99 of the total range of the axis and the default value is 2%.
InputJoy**Saturation: The saturation of a joystick axis is the point at which
the axis is considered to be at its most extreme position. It can be thought
of as a measure of the sensivity of the axis. Like the dead zone, it is
expressed as a percentage of the axis range but its value may be larger than
100, up to a maximum of 200. A value of 50 means that the joystick only needs
to be moved halfway in order for Supermodel to see it as fully extended.
Conversely a value of 200 means that when the joystick is at its extreme
position Supermodel will see it as only halfway. The default sensitivity is
100%, which corresponds to a 1-to-1 mapping. For playing driving games with a
game pad, it is sometimes a good idea to use a value larger than 100% so that
the steering feels less sensitive on a thumbstick.
InputJoy**MinVal, InputJoy**OffVal, InputJoy**MaxVal: Normally a joystick axis
will send values to Supermodel that fall within the range -32768 to +32767,
with 0 representing the central or 'off' position. However, in some cases an
axis may behave differently. This has been observed with certain steering
wheels that have their pedals configured in a 'split axis' mode. The pedals
invert their range so that they send -32768 when released and +32767 when fully
depressed. In order for Supermodel to be able to handle such cases the
minimum, off, and maximum values of the axis can be specified with these three
options. The default values are MinVal -32768, OffVal 0, and MaxVal 32767 but
with the pedal example just given, they would need to be set to MinVal 32767,
OffVal 32767, and MaxVal -32768.
In most cases it will be unecessary to alter the DeadZone, MinVal, OffVal, and
MaxVal options by hand as calibrating a joystick axis from within the input
configuration screens of Supermodel will set them automatically. Only the
sensitivity option is not configured in this way.
Additional Options:
InputAutoTrigger, InputAutoTrigger2: When playing light gun games such as 'The
Lost World', the gun must be pointed off-screen and then fired in order to
reload. With a mouse and the default mappings, this requires clicking both the
right and left mouse buttons. In order to be able to reload the gun with just
a single click of the right mouse button, enable these options for players 1
and 2 by setting them to 1. By default they are disabled (value 0).
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Enabling these options is also recommended when playing with PC light guns as
these often map the action "point off screen and press trigger" to a single
right mouse button click. Supermodel has been tested successfully with
UltiMarc's AimTrak light-guns. In order to use dual PC light-guns for two
player games, the Raw Input system must be selected with the command line
option '-input-system=rawinput' and the input mappings configured for each gun.
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=====================================
12. Index of Command Line Options
=====================================
All valid command line settings are listed here, ordered by category. Defaults
are given under the assumption that they have not been changed in the
configuration file.
Square brackets ('[' and ']') indicate optional parameters. Angled brackets
('<' and '>') indicate mandatory parameters. Do not type the brackets. No
spaces may appear inside of an option. For example, 'supermodel game.zip
-ppc-frequency=25' is correct but 'supermodel game.zip -ppc-frequency = 25' is
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not. All options are case sensitive.
Option: -?
-h
Description: Prints a message with an overview of the command line
options and how to run Supermodel.
----------------
Option: -print-games
Description: Lists all supported ROM sets. Not all supported ROM sets
are playable yet.
----------------
Option: -no-threads
Description: Disables multi-threading. When enabled (the default), the
PowerPC, graphics rendering, and user interface are run in
one thread, sound emulation in a second thread, and the
drive board in a third. It is enabled by default. On
single-core systems, multi-threading adds overhead and
slows Supermodel down but can make audio sound a bit
smoother.
----------------
Option: -ppc-frequency=<f>
Description: Sets the PowerPC frequency in MHz. The default is 50.
Higher frequencies will allow games to do more processing
per frame, making them run faster in 'virtual' time, but
may slow down Supermodel on weaker computers. Supermodel's
performance can frequently be improved by lowering the
PowerPC frequency (25 MHz works in many games). In some
games, this will cause timing problems and jerky
performance. The optimum frequency will vary from game to
game and system to system. Valid values for <f> are 1 to
1000.
----------------
Option: -fullscreen
Description: Runs in full screen mode. The default is to run in a
window.
----------------
Option: -no-throttle
Description: Disables 60 FPS throttling. The Model 3 runs at a 60 Hz
refresh rate, which Supermodel enforces if this option is
omitted. Unthrottled operation may not work on some
systems because graphics drivers may lock the refresh rate
on their own.
----------------
Option: -print-gl-info
Description: Prints OpenGL driver information and quits.
----------------
Option: -res=<x>,<y>
Description: Resolution of the display in pixels, with <x> being width
and <y> being height. The default is 496x384, the Model
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3's native resolution.
----------------
Option: -show-fps
Description: Shows the frame rate in the window title bar.
----------------
Option: -frag-shader=<file>
-vert-shader=<file>
Description: Allows external fragment and vertex shaders to be used for
3D rendering. <file> is the file path. Files should be
ASCII text files containing GLSL source code. The file
extension is not important. By default, Supermodel's
internal shader programs are used. These options are
intended for future extensibility and for use by
developers.
----------------
Option: -flip-stereo
Description: Swaps the left and right audio channels.
----------------
Option: -no-dsb
Description: Disables Digital Sound Board (MPEG music) emulation. See
the section on audio settings for more information.
----------------
Option: -no-sound
Description: Disables sound board (sound effects) emulation. See the
section on audio settings for more information.
----------------
Option: -music-volume=<v>
-sound-volume=<v>
Description: Specifies the volume of MPEG music produced by the Digital
Sound Board and the audio produced by the sound board in
percent. The default is 100, which is full volume, and the
valid range of <v> is 0 (muted) to 200. See the section on
audio settings for more information.
----------------
Option: -config-inputs
Description: Launches the interacive input configuration utility in the
command prompt window. Allows controls to be remapped.
See the section on controls for more information.
----------------
Option: -force-feedback
Description: Enables force feedback. Force feedback is only supported
in a few games (see the section on force feedback for more
details). Available only on Windows.
----------------
Option: -input-system=<s>
Description: Sets the input system. This is only available on Windows,
where the default is 'dinput' (DirectInput). SDL is used
for all other platforms. Valid choices for <s> are:
dinput DirectInput.
xinput XInput
rawinput Raw Input.
sdl SDL.
See the section on input systems for more details.
----------------
Option: -print-inputs
Description: Prints the current input configuration.
============================================
13. Index of Configuration File Settings
============================================
All valid configuration file settings are listed here, ordered by category.
Please read the section describing the configuration file for more information.
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All settings are case sensitive.
Name: MultiThreaded
Argument: Integer.
Description: If set to 1, enables multi-threading; if set to 0, runs all
emulation in a single thread. Read the description of the
'-no-threads' command line option for more information.
----------------
Name: PowerPCFrequency
Argument: Integer.
Description: The PowerPC frequency in MHz. The default is 50.
Equivalent to the '-ppc-frequency' command line option.
----------------
Name: FullScreen
Argument: Integer.
Description: If set to 1, runs in full screen mode; if set to 0, runs in
a window. Disabled by default. Equivalent to the
'-fullscreen' command line option.
----------------
Name: ShowFrameRate
Argument: Integer.
Description: Shows the frame rate in the window title bar when set to 1.
If set to 0, the frame rate is not computed. Disabled by
default. Equivalent to the '-show-fps' command line
option.
----------------
Name: Throttle
Argument: Integer.
Description: Controls 60 FPS throttling. It is enabled by setting to 1
and disabled by setting to 0. For more information, read
the description of the '-no-throttle' command line option.
----------------
Name: XResolution
YResolution
Argument: Integer.
Description: Resolution of the display in pixels. The default is
496x384, the Model 3's native resolution. Equivalent to
the '-res' command line option.
----------------
Name: FragmentShader
VertexShader
Argument: String.
Description: Path to the external fragment or vertex shader file to use
for 3D rendering. By default, these are not set and the
internal default shaders are used. These are equivalent to
the '-frag-shader' and '-vert-shader' command line options.
----------------
Name: EmulateDSB
Argument: Integer.
Description: Emulates the Digital Sound Board if set to 1, disables it
if set to 0. See the section on audio settings for more
information. A setting of 0 is equivalent to the
'-no-dsb' command line option.
----------------
Name: EmulateSound
Argument: Integer.
Description: Emulates the sound board and its two Sega Custom Sound
Processors if set to 1, disables it if set to 0. See the
section on audio settings for more information. A setting
of 0 is equivalent to the '-no-sound' command line option.
----------------
Name: FlipStereo
Argument: Integer.
Description: Swaps the left and right stereo channels if set to 1. If
set to 0, outputs the channels normally. Disabled by
default. A setting of 1 is equivalent to using the
'-flip-stereo' command line option.
----------------
Name: MusicVolume
SoundVolume
Argument: Integer.
Description: Specifies the volume of MPEG music produced by the Digital
Sound Board and the audio produced by the sound board in
percent. The default is 100, which is full volume, and the
valid range is 0 (muted) to 200%. See the section on audio
settings for more information. The equivalent command line
options are '-music-volume' and '-sound-volume'.
----------------
Name: ForceFeedback
Argument: Integer.
Description: If set to 1, enables force feedback emulation; if set to 0,
disables it (the default behavior). Equivalent to the
'-force-feedback' command line option. Available only on
Windows.
----------------
Name: DirectInputConstForceMax
DirectInputFrictionMax
DirectInputSelfCenterMax
DirectInputVibrateMax
Argument: Integer value.
Description: Sets strength of the four DirectInput force feedback
effects in percent. Default is 100, indicating full
strength. Values exceeding 100% will distort the effects.
Available only on Windows.
----------------
Name: XInputConstForceMax
XInputVibrateMax
Argument: Integer value.
Description: Sets strength of XInput force feedback effects in percent.
Default is 100, indicating full strength. Values exceeding
100% will distort the effects. The constant force effect
is simulated using vibration. Available only on Windows.
----------------
Name: XInputConstForceThreshold
Argument: Integer value.
Description: Minimum strength above which a Model 3 constant force
command will be simulated on an XInput device.
XInputConstForceMax determines the vibration strength for
this effect. The default value is 30. Available only on
Windows.
----------------
Names: InputStart1
InputStart2
InputCoin1
InputCoin2
InputServiceA
InputServiceB
InputTestA
InputTestB
Argument: String.
Description: Mappings for common inputs: player 1 and 2 Start buttons,
both coin slots, and both Service and Test buttons. Can
only be set in the 'Global' section.
----------------
Names: InputJoyDown
InputJoyDown2
InputJoyLeft
InputJoyLeft2
InputJoyRight
InputJoyRight2
InputJoyUp
InputJoyUp2
Argument: String.
Description: Mappings for 4-way digital joysticks (players 1 and 2).
These controls appear in 'Virtua Fighter 3', 'Fighting
Vipers 2', 'Spikeout', etc. Can only be set in the
'Global' section.
----------------
Names: InputEscape
InputEscape2
InputGuard
InputGuard2
InputKick
InputKick2
InputPunch
InputPunch2
Argument: String.
Description: Mappings for fighting game buttons (players 1 and 2). Can
only be set in the 'Global' section.
----------------
Names: InputBeat
InputCharge
InputJump
InputShift
Argument: String.
Description: Mappings for 'Spikeout' and 'Spikeout Final Edition'
buttons. Can only be set in the 'Global' section.
----------------
Name: InputLongPass
InputLongPass2
InputShortPass
InputShortPass2
InputShoot
InputShoot2
Argument: String.
Description: Mappings for the 'Virtua Striker 2' series of games
(players 1 and 2). Can only be set in the 'Global'
section.
----------------
Name: InputSteering
Argument: String.
Description: Mapping for the analog steering wheel axis, used in all
driving games. Can only be set in the 'Global' section.
----------------
Name: InputSteeringLeft
InputSteeringRight
Argument: String.
Description: Mappings for digital control of the steering wheel,
intended for users who do not have an analog controller.
Can only be set in the 'Global' section.
----------------
Name: InputBrake
InputAccelerator
Argument: String.
Description: Mappings for brake and accelerator pedals used in driving
games. These are analog axes but can also be mapped to
digital inputs if needed. Can only be set in the 'Global'
section.
----------------
Name: InputGearShift1
InputGearShift2
InputGearShift3
InputGearShift4
InputGearShiftN
Argument: String.
Description: Mappings for the gear box used in driving games. In games
with only two gears (e.g. 'Le Mans 24'), InputGearShift1
maps to 'Up' and InputGearShift2 to 'Down'. A neutral
position can also be selected. Can only be set in the
'Global' section.
----------------
Name: InputGearShiftDown
InputGearShiftUp
Argument: String.
Description: Mappings for sequential shifting. These allow gears to be
selected sequentially: N, 1, 2, 3, 4. Can only be set in
the 'Global' section.
----------------
Name: InputVR1
InputVR2
InputVR3
InputVR4
Argument: String.
Description: Mappings for the 'VR' (color-coded view select) buttons in
racing games (e.g. 'Scud Race', 'Daytona USA 2', etc.) Can
only be set in the 'Global' section.
----------------
Name: InputViewChange
Argument: String.
Description: Mapping for the view change button used in 'Sega Rally 2',
'Dirt Devils', and 'Emergency Car Ambulance'. Can only be
set in the 'Global' section.
----------------
Name: InputHandBrake
Argument: String.
Description: Mapping for the hand brake button used in 'Sega Rally 2'.
Can only be set in the 'Global' section.
----------------
Name: InputTwinJoyCrouch
InputTwinJoyForward
InputTwinJoyJump
InputTwinJoyReverse
InputTwinJoyStrafeLeft
InputTwinJoyStrafeRight
InputTwinJoyTurnLeft
InputTwinJoyTurnRight
Argument: String.
Description: Mappings for 'macro' commands for 'Virtual On Oratorio
Tangram'. These allow movements to be mapped to single
digital inputs and do not require the use of two joysticks.
Can only be set in the 'Global' section.
----------------
Name: InputTwinJoyDown1
InputTwinJoyDown2
InputTwinJoyLeft1
InputTwinJoyLeft2
InputTwinJoyRight1
InputTwinJoyRight2
InputTwinJoyUp1
InputTwinJoyUp2
Argument: String.
Description: Mappings for the individual joysticks used by 'Virtual On
Oratorio Tangram'. The left stick is stick #1 and the
right stick is #2. Can only be set in the 'Global'
section.
----------------
Name: InputTwinJoyShot1
InputTwinJoyShot2
InputTwinJoyTurbo1
InputTwinJoyTurbo2
Argument: String.
Description: Mappings for the shot (trigger) and turbo buttons located
on the left (1) and right (2) joysticks in 'Virtual On
Oratorio Tangram'. Can only be set in the 'Global'
section.
----------------
Name: InputAnalogJoyDown
InputAnalogJoyLeft
InputAnalogJoyRight
InputAnalogJoyUp
Argument: String.
Description: Mappings for digital control of the analog joystick used in
'Star Wars Trilogy'. Two inputs are provided for the two
directions available on each axis. Can only be set in the
'Global' section.
----------------
Name: InputAnalogJoyX
InputAnalogJoyY
Argument: String.
Description: Mappings for X and Y axes of the analog joystick in 'Star
Wars Trilogy'. Can only be set in the 'Global' section.
----------------
Name: InputAnalogJoyTrigger
InputAnalogJoyEvent
Argument: String.
Description: Mappings for the trigger and Event button in 'Star Wars
Trilogy'. Can only be set in the 'Global' section.
----------------
Name: InputGunDown
InputGunDown2
InputGunLeft
InputGunLeft2
InputGunRight
InputGunRight2
InputGunUp
InputGunUp2
Argument: String.
Description: Mappings for digital control of the light guns in 'The Lost
World'. Inputs for motion in each direction are provided.
Can only be set in the 'Global' section.
----------------
Name: InputGunX
InputGunX2
InputGunY
InputGunY2
Argument: String.
Description: Mappings for both analog axes of the light guns in 'The
Lost World'. Can only be set in the 'Global' section.
----------------
Name: InputOffscreen
InputOffscreen2
InputTrigger
InputTrigger2
Argument: String.
Description: Mappings for the light gun triggers and off-screen
controls in 'The Lost World'. The off-screen button aims
the light gun off-screen while it is pressed, which makes
re-loading possible. Can only be set in the 'Global'
section.
----------------
Name: InputAutoTrigger
InputAutoTrigger2
Argument: Integer.
Description: When set to 1, the off-screen button will also
automatically reload (no need to pull the trigger). Can
only be set in the 'Global' section.
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----------------
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Name: InputKeySensitivity
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Argument: Integer.
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Description: The rate at which analog control values increase/decrease
when controlled by a key. Valid range is 1-100, with 1
being the least sensitive (slowest response). The default
is 25. Can only be set in the 'Global' section.
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----------------
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Name: InputKeyDecaySpeed
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Argument: Integer.
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Description: The rate at which analog control values return to their
rest or 'off' position after a key has been released. The
value is expressed as a percentage of the attack speed,
ranging from 1-200. The default is 50, meaning analog
controls take twice as long to return to their rest state
as they do to reach their minimum/maximum values. Can only
be set in the 'Global' section.
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----------------
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Name: InputMouseXDeadZone
InputMouseYDeadZone
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Argument: Integer.
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Description: Specifies a rectangular region in the center of the display
within which the mouse is considered inactive. Expressed
as percentages, from 0-99, of the width and height of the
display. The default values are 0, which disable this
option. Can only be set in the 'Global' section.
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----------------
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Name: InputJoy**DeadZone
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Argument: Integer.
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Description: '**' must be the joystick number and axis (eg. '1X', '2RZ',
etc.). If the joystick number is omitted, the setting will
apply to all joysticks. Specifies the dead zone as a
percentage, 0-99, of the total range of the axis. Within
the dead zone, the joystick is inactive. This is useful
for joysticks that are 'noisy' when at rest. Can only be
set in the 'Global' section.
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----------------
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Name: InputJoy**Saturation
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Argument: Integer.
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Description: '**' must be the joystick number and axis (eg. '1X', '2RZ',
etc.). If the joystick number is omitted, the setting will
apply to all joysticks. Specifies the saturation, the
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position at which the joystick is interpreted as being in
its most extreme position, as a percentage of the total
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range of the axis, from 0-200. Values exceeding 100% mean
the axis will not use its full range. A value of 200 means
that the range will be halved (fully pressed will only
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register as 50%). The default is 100, a 1-to-1 mapping.
Can only be set in the 'Global' section.
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----------------
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Name: InputJoy**MinVal
InputJoy**MaxVal
InputJoy**OffVal
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Argument: Integer.
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Description: '**' must be the joystick number and axis (eg. '1X', '2RZ',
etc.). If the joystick number is omitted, the setting will
apply to all joysticks. Specifies the maximum, minimum, or
offset value of an axis. The range is -32768 to 32768. By
default, MinVal is -32768, OffVal is 0, and MaxVal is
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32767. Can only be set in the 'Global' section.
=================================
14. Compiling the Source Code
=================================
First, ensure that OpenGL, SDL (http://www.libsdl.org), and zlib
(http://zlib.net) are installed. GLEW (http://glew.sourceforge.net) is
included in the source tree and does not need to be installed separately.
Next, extract the Supermodel source code and copy the appropriate Makefile
from the Makefiles/ directory to the base directory (that is, the one above
Src/ and Makefiles/). Makefiles for 32-bit Windows (Microsoft Visual C++
2008), Linux/UNIX (GCC), and Mac OS X (GCC) are provided, all requiring GNU
Make. For Windows developers, MinGW (http://www.mingw.org) provides GNU Make.
Alternatively, you can write a Makefile compatible with Microsoft Nmake and
submit it for inclusion in the next release. ;) Consult the Visual Studio
documentation to learn how to configure the Microsoft compiler for command line
operation.
Edit SDL_LIBPATH and SDL_INCLUDEPATH to reflect the location of the SDL
development library and header files. This should only be necessary for
Windows. The UNIX and Mac OS X Makefiles should be able to automatically
locate SDL if it was installed properly.
On Windows, Supermodel is compiled with the multi-threaded, static version of
the run-time library (/MT option). However, the SDL and zlib development
libraries, and the SDL run-time DLL, are distributed for use with the dynamic
run-time (/MD option). They must all be recompiled using /MT to work with
Supermodel. Alternatively, Supermodel's Makefile can be edited to use the /MD
option.
When everything is ready, rename the appropriate Makefile to 'Makefile' and run
'make'. If all goes well it should produce a Supermodel binary.
===========================
15. Contact Information
===========================
The official Supermodel web site is:
http://www.Supermodel3.com
Questions? Comments? Contributions? Your feedback is welcome! A discussion
forum is available at the web site and the primary author, Bart Trzynadlowski,
can be reached by email at:
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supermodel.emu@gmail.com
We ask that you remain mindful of the following courtesies:
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- Do NOT ask about ROMs.
- Do NOT request features.
- Do NOT ask about release dates of future versions.
=======================
16. Acknowledgments
=======================
Numerous people contributed their precious time and energy to this project.
Without them, Supermodel would not have been possible. In no particular order,
we would like to thank:
- Ville Linde, original Supermodel team member and MAMEDev extraordinaire
- Stefano Teso, original Supermodel team member
- ElSemi, for all sorts of technical information and insight
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- R. Belmont, for DSB code and modified Amp library from his music player,
M1, and the Mac OS X port
- Naibo Zhang, for his work on Model 3 graphics
- krom, for adding in the remaining ROM sets
- Andrew Lewis (a.k.a. Andy Geezer), for dumping the drive board ROMs and
providing region codes
- The Guru, for his efforts in dumping Model 3 ROM sets
- Brian Troha & The Dumping Union, for their continuing efforts in adding
new Model 3 ROM sets
- Abelardo Vidal Martos, for providing extremely useful video recordings of
actual Model 3 games
- Andrew Gardner, for fruitful discussion
- Chad Reker, Alex Corrigan, pcvideogamer, and Groni, for being especially
thorough play-testers
- Charles MacDonald, for his helpful description of the System 24 tile
generator
- Andreas Naive, Olivier Galibert, David Haywood & MAME for the interface
to and decryption code for the Sega 315-5881 protection device
Supermodel includes code from the following projects:
- zlib: http://zlib.net
- minizip: http://www.winimage.com/zLibDll/minizip.html
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- YAZE-AG: http://www.mathematik.uni-ulm.de/users/ag/yaze/
- Amp by Tomislav Uzalec
- The OpenGL Extension Wrangler Library (GLEW):
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http://glew.sourceforge.net
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.