Corrections to README.md and Supermodel.ini

This commit is contained in:
Bart Trzynadlowski 2022-06-20 23:41:43 -07:00
parent 6460a06c1a
commit 015b96026a
2 changed files with 7 additions and 10 deletions

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@ -2,19 +2,19 @@
;; Supermodel Configuration File ;; Supermodel Configuration File
;; Default settings for Version 0.3a. ;; Default settings for Version 0.3a.
;; ;;
; ;
; Quick Overview ; Quick Overview
; -------------- ; --------------
; ;
; All settings are case sensitive. Numbers must be integers. Check your ; All settings are case sensitive. Numbers must be integers. Check your
; spelling carefully because invalid settings are silently ignored. To verify ; spelling carefully because invalid settings are silently ignored. To verify
; that your settings are being parsed correctly, check the contents of ; that your settings are being parsed correctly, check the contents of
; error.log. ; error.log.
; ;
; Global options apply to all games. To create configuration profiles for ; Global options apply to all games. To create configuration profiles for
; individual games, place settings under sections with the same name as the ; individual games, place settings under sections with the same name as the
; corresponding MAME ROM set, like so: ; corresponding MAME ROM set, like so:
; ;
; ; Scud Race ; ; Scud Race
@ -24,15 +24,12 @@
; MusicVolume = 200 ; MusicVolume = 200
; ; ... etc. ... ; ; ... etc. ...
; ;
; Input mappings are an exceptional case: they are only allowed in the global
; section. Per-game input mappings are not supported.
;
; For a list of all valid settings, please consult README.txt. Only default ; For a list of all valid settings, please consult README.txt. Only default
; inputs are assigned here. ; inputs are assigned here.
; ;
[ Global ] ; Input settings can only be read from the global section! [ Global ]
; Network board ; Network board
Network = 0 Network = 0
@ -41,7 +38,7 @@ PortIn = 1970
PortOut = 1971 PortOut = 1971
AddressOut = "127.0.0.1" AddressOut = "127.0.0.1"
; Common ; Common
InputStart1 = "KEY_1,JOY1_BUTTON9" InputStart1 = "KEY_1,JOY1_BUTTON9"
InputStart2 = "KEY_2,JOY2_BUTTON9" InputStart2 = "KEY_2,JOY2_BUTTON9"
InputCoin1 = "KEY_3,JOY1_BUTTON10" InputCoin1 = "KEY_3,JOY1_BUTTON10"

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@ -10,7 +10,7 @@
<img src="Docs/Images/StarWars.gif" height="250" /> <img src="Docs/Images/FVipers2.gif" height="250" /> <img src="Docs/Images/StarWars.gif" height="250" /> <img src="Docs/Images/FVipers2.gif" height="250" />
</p> </p>
<img src="Docs/Images/Real3D_Logo.png" align="right" height="100"> Model 3 first made its debut in 1996 with Virtua Fighter 3 and Scud Race, and for the subsequent three years boasted the most powerful 3D hardware of any gaming platform. Developed by Real3D, then a Lockheed Martin company, and with a heritage rooted in advanced flight simulator technology, Model 3 featured capabilities that would not appear on PCs for several years. Using an on-board scene graph and geometry processor, it could store, transform, light, and rasterize tens of thousands of polygons per frame at a fluid 60 frames per second. <img src="Docs/Images/Real3D_Logo.png" align="right" height="100"> Model 3 first made its debut in 1996 with Virtua Fighter 3 and Scud Race, and for the subsequent three years boasted the most powerful 3D hardware of any gaming platform. Developed by Real3D, then a Lockheed Martin company, and with a heritage rooted in advanced flight simulator technology, Model 3 featured capabilities that would not appear on PCs for several years. Using an on-board scene graph and geometry processor, it could store, transform, light, and rasterize tens of thousands of polygons per frame at a fluid 57.524 frames per second.
The aim of the Supermodel project is to develop an emulator that is both accurate and playable. As with virtually all arcade hardware, no public documentation for the Model 3 platform exists. What is known so far has been painstakingly reverse engineered from scratch. The aim of the Supermodel project is to develop an emulator that is both accurate and playable. As with virtually all arcade hardware, no public documentation for the Model 3 platform exists. What is known so far has been painstakingly reverse engineered from scratch.