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Corrections to README.md and Supermodel.ini
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;; Supermodel Configuration File
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;; Supermodel Configuration File
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;; Default settings for Version 0.3a.
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;; Default settings for Version 0.3a.
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;;
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;;
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;
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;
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; Quick Overview
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; Quick Overview
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; --------------
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; --------------
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;
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;
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; All settings are case sensitive. Numbers must be integers. Check your
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; All settings are case sensitive. Numbers must be integers. Check your
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; spelling carefully because invalid settings are silently ignored. To verify
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; spelling carefully because invalid settings are silently ignored. To verify
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; that your settings are being parsed correctly, check the contents of
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; that your settings are being parsed correctly, check the contents of
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; error.log.
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; error.log.
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;
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;
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; Global options apply to all games. To create configuration profiles for
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; Global options apply to all games. To create configuration profiles for
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; individual games, place settings under sections with the same name as the
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; individual games, place settings under sections with the same name as the
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; corresponding MAME ROM set, like so:
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; corresponding MAME ROM set, like so:
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;
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;
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; ; Scud Race
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; ; Scud Race
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@ -24,15 +24,12 @@
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; MusicVolume = 200
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; MusicVolume = 200
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; ; ... etc. ...
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; ; ... etc. ...
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;
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;
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; Input mappings are an exceptional case: they are only allowed in the global
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; section. Per-game input mappings are not supported.
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;
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; For a list of all valid settings, please consult README.txt. Only default
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; For a list of all valid settings, please consult README.txt. Only default
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; inputs are assigned here.
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; inputs are assigned here.
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;
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;
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[ Global ] ; Input settings can only be read from the global section!
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[ Global ]
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; Network board
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; Network board
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Network = 0
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Network = 0
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@ -41,7 +38,7 @@ PortIn = 1970
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PortOut = 1971
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PortOut = 1971
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AddressOut = "127.0.0.1"
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AddressOut = "127.0.0.1"
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; Common
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; Common
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InputStart1 = "KEY_1,JOY1_BUTTON9"
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InputStart1 = "KEY_1,JOY1_BUTTON9"
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InputStart2 = "KEY_2,JOY2_BUTTON9"
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InputStart2 = "KEY_2,JOY2_BUTTON9"
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InputCoin1 = "KEY_3,JOY1_BUTTON10"
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InputCoin1 = "KEY_3,JOY1_BUTTON10"
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@ -10,7 +10,7 @@
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<img src="Docs/Images/StarWars.gif" height="250" /> <img src="Docs/Images/FVipers2.gif" height="250" />
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<img src="Docs/Images/StarWars.gif" height="250" /> <img src="Docs/Images/FVipers2.gif" height="250" />
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</p>
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</p>
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<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.
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<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.
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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.
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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.
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