- Updated README (far from finished).

- Music volume cannot be changed if game has no DSB.
- Extra hardware (DSB, drive board) is printed in information display when ROM is loaded.
This commit is contained in:
Bart Trzynadlowski 2011-09-15 07:13:19 +00:00
parent 9ff9f3c28f
commit 1629cd711c
3 changed files with 398 additions and 146 deletions

View file

@ -16,9 +16,15 @@ TODO: convert all tabs to spaces
----------------
Terms of Use
Introduction
----------------
Supermodel emulates the Sega Model 3 arcade platform. It uses OpenGL 2.1 and
is available for Windows, Linux, and Mac OS X. In order to use it, you must
legally possess ROM images of Model 3 games. Learning to operate Supermodel
may come with a steep learning curve for most people. Carefully reading this
document in its entirety before seeking out help is strongly advised.
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.
@ -40,20 +46,33 @@ as a proper user interface, are not yet implemented and game compatibility is
still low.
---------------------
Table of Contents
---------------------
-- Introduction
-- Disclaimer
-- Table of Conents
1. Revision History
2. Installing Supermodel
3. Basic Usage
4.
--------------------
Revision History
--------------------
Version 0.2a
- New, fully customizable input system. Supports any combination of
keyboards, mice, and analog and digital game pads. [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.
Version 0.2a (September ?, 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-
@ -66,24 +85,24 @@ still low.
- Improved ROM loading. 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 ('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]
specific customization.
- Added light gun crosshairs ('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.
- 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
Version 0.1.2a (April 3, 2011)
- Included missing GLEW files.
Version 0.1.1a
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]
@ -92,7 +111,7 @@ still low.
- Included glew.h into the source tree. [R. Belmont]
- Changed WIN32 definition to SUPERMODEL_WIN32.
Version 0.1a
Version 0.1a (April 1, 2011)
- Initial public alpha release.
@ -110,15 +129,17 @@ directories should be created:
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 configuration files will be stored.
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 2.0 and a substantial amount of both video and
system memory. The 'error.log' file, which is produced during each session,
records the amount of video memory allocated for vertex buffers. If either the
static or dynamic vertex buffer are substantially less than 16 MB or 4 MB,
respectively, Supermodel may run abnormally slowly and drop some geometry.
Supermodel requires OpenGL 2.1 and a substantial amount of both video and
system memory.
As of this version, Linux and Mac OS X binaries are not provided. Users must
compile their own.
-----------------------------
@ -147,31 +168,59 @@ locate SDL if it was installed properly.
Finally, run 'make'. If all goes well it should produce a Supermodel binary.
---------------
Basic Usage
---------------
----------------------
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
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. ROMs that are split into parent and child sets (eg., 'Scud Race
Plus', whose parent ROM set is 'Scud Race') must be combined into a single ZIP
file with the child ROM set appearing first to ensure Supermodel detects the
correct game to load. The best way to do this is to add the contents of the
parent ROM set into the child ROM set ZIP file. If for some reason Supermodel
detects the wrong game, you should try to combine them the opposite way.
important. A maximum of one ZIP file can be specified on the command line. For
example:
To improve performance, Supermodel underclocks the PowerPC down to 25 MHz by
default. This may be the cause of some games running too slowly even when the
frame rate is at 60 FPS (which is the native rate). You may want to experiment
with increasing the clock frequency, although this comes with a performance
penalty.
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
terminal. In full screen mode, they will not be visible.
command prompt. In full screen mode, they will not be visible.
--------------------------
Merging Split ROM Sets
--------------------------
ROMs that are split into parent and child sets (eg., 'Scud Race Plus', whose
parent ROM set is 'Scud Race') must be combined into a single ZIP file. ROM
files from the parent set that have the same IC numbers (usually the file
extension but sometimes the number in the file name itself) as child ROMs
should be deleted, otherwise Supermodel may choose to load the parent game.
For example, 'Scud Race Plus' is normally distributed containing only the
following files:
epr-20092a.17
epr-20093a.18
epr-20094a.19
epr-20095a.20
epr-20096a.21
mpr-20097.13
mpr-20098.14
mpr-20099.15
mpr-20100.16
mpr-20101.24
To merge with the parent ROM set, copy over all files from 'Scud Race' except
those with extension numbers 17-21, 13-16, and 24. Some 'Scud Race Plus' ROM
sets may have 'mpr-20101.23' instead of 'mpr-20101.24'. They are the same file
and in both cases should replace the file with extension 24 from 'Scud Race'
('mpr-19671.24').
-------------------
@ -214,10 +263,60 @@ cannot be overriden. Changing video modes at run-time is not yet supported.
By default, Supermodel limits the frame rate to 60 Hz. This has no impact on
performance except when the frame rate exceeds 60 FPS on fast systems. This
can be disabled with the '-no-throttle' option.
can be disabled with the '-no-throttle' option. Some video drivers may
continue to lock to the refresh rate.
The mouse cursor is disabled by default in full screen modes but can be toggled
with the Alt-I command.
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 document.
------------------
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 CPUs and audio chips from being emulated altogether. Save
states generate with these disabled may not be able to restore audio properly.
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 an older version
of ElSemi's code and still quite buggy.
------------
@ -230,81 +329,210 @@ are listed below and cannot be changed.
Function Key Assignment
-------- --------------
Exit Escape
Pause Alt-P
Reset Alt-R
Clear NVRAM Alt-N
Toggle Mouse Cursor (Full Screen Mode) Alt-I
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
Game controls can be configured using the '-config-inputs' command line option.
This starts a configuration utility and requires each button for all supported
games to be defined. Pressing Escape retains the current setting. The blank
window that opens up must be selected when pressing keys. To choose a mouse
button, click the black area of the window. New configurations are saved to
Config/Supermodel.ini. The Config/ directory should have been automatically
created when Supermodel was extracted from its ZIP file.
Default settings are given below.
Learning and Configuring Game Controls
--------------------------------------
Game/Input Type Input Default Assignment
--------------- ----- ------------------
All Start 1 1
All Start 2 2
All Coin 1 3
All Coin 2 4
All Service A 5
All Test A 6
All Service B 7
All Test B 8
Digital joystick Up Up arrow
Digital joystick Down Down arrow
Digital joystick Left Left arrow
Digital joystick Right Right arrow
Fighting games Punch A
Fighting games Kick S
Fighting games Guard D
Fighting games Escape F
Racing games Steering Left/Right arrows
Racing games Accelerate Up arrow
Racing games Brake Down arrow
Racing games Shift 1/Up Q
Racing games Shift 2/Down W
Racing games Shift 3 E
Racing games Shift 4 R
Racing games VR1 (Red) A
Racing games VR1 (Blue) S
Racing games VR1 (Yellow) D
Racing games VR1 (Green) F
Sega Rally 2 View Change A
Sega Rally 2 Hand Brake S
Virtua Striker 2 Short Pass A
Virtua Striker 2 Long Pass S
Virtua Striker 2 Shoot D
Virtual On Oratorio Tangram Turn Left Q
Virtual On Oratorio Tangram Turn Right W
Virtual On Oratorio Tangram Forward Up arrow
Virtual On Oratorio Tangram Reverse Down arrow
Virtual On Oratorio Tangram Strafe Left Left arrow
Virtual On Oratorio Tangram Strafe Right Right arrow
Virtual On Oratorio Tangram Jump E
Virtual On Oratorio Tangram Crouch R
Virtual On Oratorio Tangram Left Shot Trigger A
Virtual On Oratorio Tangram Right Shot Trigger S
Virtual On Oratorio Tangram Left Turbo Z
Virtual On Oratorio Tangram Right Turbo X
Analog joystick Motion Mouse
Analog joystick Trigger Button A
Analog joystick Event Button S
Lightgun Aim Mouse
Lightgun Trigger Left mouse button
Lightgun Point Off-screen Right mouse button
Settings for game controls are stored in 'Supermodel.ini'. To learn the
current configuration, use the '-print-inputs' command line option. If you
delete 'Supermodel.ini', all inputs will become unmapped and will have to be
reconfigured!
The lightgun will point off-screen as long as the 'point off-screen' button is
held down. To shoot off-screen, hold this button and then simultaneously press
supermodel -print-inputs
If you wish to reconfigure, 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, make sure
that the blank 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.
XBox 360 Controllers
--------------------
For full XBox 360 controller support, the XInput system must be used
('-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.
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 is 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.
Crosshairs for both players will be visible in full screen mode and can also be
enabled in windowed modes. Use Alt-I to select the crosshair mode.
For multiple mouse support, allowing two mice or PC light guns to be used, Raw
Input must be used. This is supported only on Windows and is described below.
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 be usable 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 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.
------------------
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.
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 archive, 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 three DirectInput effects: constant force, self centering, and
vibration. The strength of each can be tuned with the following settings:
DirectInputConstForceMax = 100
DirectInputSelfCenterMax = 100
DirectInputVibrateMax = 100
They are given as percentages and represent the maximum strength for each
effect. Setting them to 0 disables them entirely. Values above 100% are
accepted but may clip or distort the effect (and possibly damage your
hardware). 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 = 65
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.
-------------------------
Save States and NVRAM
@ -312,11 +540,11 @@ the trigger.
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. If you extracted the Supermodel ZIP file
correctly, they will have automatically been created.
Saves/ directory, which must exist beforehand. If you extracted the Supermodel
ZIP file correctly, it will have been created automatically.
Non-volatile memory (NVRAM) consists of battery-backed backup RAM and an EEPROM
chip. The former is used for things like high score data whereas the latter
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 using Alt-N.
@ -326,14 +554,6 @@ can be cleared by deleting the NVRAM files or using Alt-N.
Game-Specific Comments and Tips
-----------------------------------
The following games are not playable due to unimplemented controls, severe
graphical problems, or other issues:
- L.A. Machineguns
- The Ocean Hunter
- Harley Davidson & L.A. Riders
- Emergency Call Ambulance
Daytona USA 2 and Daytona USA 2 Power Edition
---------------------------------------------
@ -371,6 +591,18 @@ The game is playable but there are numerous graphical glitches, particularly
during transition scenes.
--------------------------
The Configuration File
--------------------------
---------------------------------
Index of Command Line Options
---------------------------------
----------------------------------------
Index of Configuration File Settings
----------------------------------------
-----------------------
Contact Information
-----------------------
@ -379,7 +611,7 @@ The official Supermodel web site is:
http://www.Supermodel3.com
Questions? Comments? Contributions? Your feedback is welcome! I only ask that
Questions? Comments? Contributions? Your feedback is welcome! We only ask that
you refrain from making feature requests or asking about ROMs. The primary
author, Bart Trzynadlowski, can be reached at:
@ -392,20 +624,21 @@ author, Bart Trzynadlowski, can be reached at:
Numerous people contributed their precious time and energy to this project.
Without them, Supermodel would not have been possible. In no particular order,
I would like to thank:
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
- Naibo Zhang, for his work on Model 3 graphics
- R. Belmont, for all sorts of help
- 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
- Andrew Lewis, for his arcade know-how and helpfulness
- Abelardo Vidal Martos, for providing extremely useful video recordings of
actual Model 3 games
- Andrew Gardner, for fruitful discussion
- Chad Reker, for being an especially thorough play-tester
- And, of course, my sister Nicole, for help with web site images
- And of course, my sister Nicole, for help with web site images
Supermodel includes code from the following projects:

View file

@ -2849,10 +2849,19 @@ bool CModel3::LoadROMSet(const struct GameInfo *GameList, const char *zipFile)
// Print game information
printf(" Title: %s\n", Game->title);
printf(" ROM Set: %s\n", Game->id);
printf(" Manufacturer: %s\n", Game->mfgName);
printf(" Developer: %s\n", Game->mfgName);
printf(" Year: %d\n", Game->year);
printf(" Step: %d.%d\n", (Game->step>>4)&0xF, Game->step&0xF);
printf("\n");
if (Game->mpegBoard)
{
printf(" Extra Hardware: Digital Sound Board (Type %d)", Game->mpegBoard);
if (Game->driveBoard)
printf(", Drive Board");
printf("\n");
}
else if (Game->driveBoard)
printf(" Extra Hardware: Drive Board\n");
return OKAY;
}

View file

@ -900,28 +900,38 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
else if (Inputs->uiMusicVolUp->Pressed())
{
// Increase music volume by 10%
int vol = (int) g_Config.GetMusicVolume() + 10;
if (vol > 200)
vol = 200;
g_Config.SetMusicVolume(vol);
printf("Music volume: %d%%", vol);
if (200 == vol)
puts(" (maximum)");
if (Model3->GetGameInfo()->mpegBoard)
{
int vol = (int) g_Config.GetMusicVolume() + 10;
if (vol > 200)
vol = 200;
g_Config.SetMusicVolume(vol);
printf("Music volume: %d%%", vol);
if (200 == vol)
puts(" (maximum)");
else
printf("\n");
}
else
printf("\n");
puts("This game does not have an MPEG music board.");
}
else if (Inputs->uiMusicVolDown->Pressed())
{
// Decrease music volume by 10%
int vol = (int) g_Config.GetMusicVolume() - 10;
if (vol < 0)
vol = 0;
g_Config.SetMusicVolume(vol);
printf("Music volume: %d%%", vol);
if (0 == vol)
puts(" (muted)");
if (Model3->GetGameInfo()->mpegBoard)
{
int vol = (int) g_Config.GetMusicVolume() - 10;
if (vol < 0)
vol = 0;
g_Config.SetMusicVolume(vol);
printf("Music volume: %d%%", vol);
if (0 == vol)
puts(" (muted)");
else
printf("\n");
}
else
printf("\n");
puts("This game does not have an MPEG music board.");
}
else if (Inputs->uiSoundVolUp->Pressed())
{