- Changed save state error messages slightly.

- Wrapped rows that exceed 80 columns in Supermodel.ini.
- Added some member and function comments to a few header files. 
- Changed version string to 0.2a-RC2 in anticipation of sending another release candidate build to testers.
- Added GAME_INPUT_RALLY flag to dirtdvlsa, eca, and ecax.
- Configuration dialog no longer refers to Sega Rally 2 and Dirt Devils; instead, "Miscellaneous Driving Game Buttons"
- More additions to README.txt.
This commit is contained in:
Bart Trzynadlowski 2011-09-22 06:11:47 +00:00
parent 206ef1aca4
commit 46bc52bb12
24 changed files with 1126 additions and 835 deletions

View file

@ -17,12 +17,12 @@
; individual games, place settings under sections with the same name as the
; corresponding MAME ROM set, like so:
;
; ; Scud Race
; [ scud ]
; ; Scud Race
; [ scud ]
;
; SoundVolume = 50
; MusicVolume = 200
; ; ... etc. ...
; SoundVolume = 50
; MusicVolume = 200
; ; ... etc. ...
;
; Input mappings are an exceptional case: they are only allowed in the global
; section. Per-game input mappings are not supported.
@ -32,7 +32,7 @@
;
[ Global ] ; Input settings can only be read from the global section!
[ Global ] ; Input settings can only be read from the global section!
; Common
InputStart1 = "KEY_1,JOY1_BUTTON9"
@ -79,9 +79,9 @@ InputLongPass2 = "JOY2_BUTTON2"
InputShoot2 = "JOY2_BUTTON3"
; Steering wheel
InputSteeringLeft = "KEY_LEFT" ; digital, turn wheel left
InputSteeringRight = "KEY_RIGHT" ; digital, turn wheel right
InputSteering = "JOY1_XAXIS" ; analog, full steering range
InputSteeringLeft = "KEY_LEFT" ; digital, turn wheel left
InputSteeringRight = "KEY_RIGHT" ; digital, turn wheel right
InputSteering = "JOY1_XAXIS" ; analog, full steering range
; Pedals
InputAccelerator = "KEY_UP,JOY1_UP"
@ -93,8 +93,8 @@ InputGearShift2 = "KEY_W,JOY1_BUTTON6"
InputGearShift3 = "KEY_E,JOY1_BUTTON7"
InputGearShift4 = "KEY_R,JOY1_BUTTON8"
InputGearShiftN = "KEY_T"
InputGearShiftUp = "NONE" ; sequential shift up
InputGearShiftDown = "NONE" ; sequential shift down
InputGearShiftUp = "NONE" ; sequential shift up
InputGearShiftDown = "NONE" ; sequential shift down
; View buttons
InputVR1 = "KEY_A,JOY1_BUTTON1"
@ -102,9 +102,10 @@ InputVR2 = "KEY_S,JOY1_BUTTON2"
InputVR3 = "KEY_D,JOY1_BUTTON3"
InputVR4 = "KEY_F,JOY1_BUTTON4"
; Sega Rally 2 and Dirt Devils
; Miscellaneous driving game buttons: Sega Rally 2, Dirt Devils, Emergency Car
; Ambulance
InputViewChange = "KEY_A,JOY1_BUTTON1"
InputHandBrake = "KEY_S,JOY1_BUTTON2" ; Sega Rally 2 only
InputHandBrake = "KEY_S,JOY1_BUTTON2" ; Sega Rally 2 only
; Virtual On macros
InputTwinJoyTurnLeft = "KEY_Q,JOY1_RXAXIS_NEG"
@ -133,25 +134,25 @@ InputTwinJoyTurbo1 = "KEY_Z,JOY1_BUTTON7"
InputTwinJoyTurbo2 = "KEY_X,JOY1_BUTTON8"
; Analog joystick (e.g. Star Wars Trilogy)
InputAnalogJoyLeft = "KEY_LEFT" ; digital, move left
InputAnalogJoyRight = "KEY_RIGHT" ; digital, move right
InputAnalogJoyUp = "KEY_UP" ; digital, move up
InputAnalogJoyDown = "KEY_DOWN" ; digital, move down
InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS" ; analog, full X axis
InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS" ; analog, full Y axis
InputAnalogJoyLeft = "KEY_LEFT" ; digital, move left
InputAnalogJoyRight = "KEY_RIGHT" ; digital, move right
InputAnalogJoyUp = "KEY_UP" ; digital, move up
InputAnalogJoyDown = "KEY_DOWN" ; digital, move down
InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS" ; analog, full X axis
InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS" ; analog, full Y axis
InputAnalogJoyTrigger = "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogJoyEvent = "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON"
; Light guns
InputGunLeft = "KEY_LEFT" ; digital, move gun left
InputGunRight = "KEY_RIGHT" ; digital, move gun right
InputGunUp = "KEY_UP" ; digital, move gun up
InputGunDown = "KEY_DOWN" ; digital, move gun down
InputGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputGunLeft = "KEY_LEFT" ; digital, move gun left
InputGunRight = "KEY_RIGHT" ; digital, move gun right
InputGunUp = "KEY_UP" ; digital, move gun up
InputGunDown = "KEY_DOWN" ; digital, move gun down
InputGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputTrigger = "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON" ; point gun off screen
InputAutoTrigger = 0
InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON" ; point off-screen
InputAutoTrigger = 0 ; automatic reload when off-screen
InputGunLeft2 = "NONE"
InputGunRight2 = "NONE"
InputGunUp2 = "NONE"

File diff suppressed because it is too large Load diff

View file

@ -20,7 +20,7 @@
##
#
# Makefile.SDL.UNIX-MODERN.GCC
# Makefile.SDL.UNIX.GCC
#
# GNU Makefile for SDL port using GCC on modern Linux (e.g. Fedora 14).
# Copy this Makefile to the base directory of the source distribution (one up
@ -56,7 +56,7 @@ SDL_LIBPATH = `sdl-config --libs`
OUTFILE = Supermodel
OBJ_DIR = obj
BIN_DIR = bin
BIN_DIR = bin
OUTFILE = $(BIN_DIR)/Supermodel
@ -89,17 +89,17 @@ endif
# Objects and Dependencies
#
HEADERS = Src/Supermodel.h Src/Games.h Src/OSD/SDL/Types.h
OBJ = $(OBJ_DIR)/PPCDisasm.o $(OBJ_DIR)/Games.o $(OBJ_DIR)/Config.o $(OBJ_DIR)/INIFile.o $(OBJ_DIR)/BlockFile.o $(OBJ_DIR)/93C46.o \
$(OBJ_DIR)/ROMLoad.o $(OBJ_DIR)/unzip.o $(OBJ_DIR)/ioapi.o $(OBJ_DIR)/Error.o $(OBJ_DIR)/glew.o $(OBJ_DIR)/Shader.o \
$(OBJ_DIR)/Real3D.o $(OBJ_DIR)/Render3D.o $(OBJ_DIR)/Models.o $(OBJ_DIR)/Render2D.o $(OBJ_DIR)/TileGen.o \
$(OBJ_DIR)/Model3.o $(OBJ_DIR)/ppc.o $(OBJ_DIR)/Main.o $(OBJ_DIR)/Audio.o $(OBJ_DIR)/Thread.o $(OBJ_DIR)/SoundBoard.o \
$(OBJ_DIR)/SCSP.o $(OBJ_DIR)/SCSPDSP.o $(OBJ_DIR)/68K.o $(OBJ_DIR)/m68kcpu.o $(OBJ_DIR)/m68kopnz.o $(OBJ_DIR)/m68kopdm.o \
$(OBJ_DIR)/m68kopac.o $(OBJ_DIR)/m68kops.o $(OBJ_DIR)/DSB.o $(OBJ_DIR)/Z80.o \
$(OBJ_DIR)/IRQ.o $(OBJ_DIR)/53C810.o $(OBJ_DIR)/PCI.o $(OBJ_DIR)/RTC72421.o $(OBJ_DIR)/DriveBoard.o \
$(OBJ_DIR)/MPC10x.o $(OBJ_DIR)/Input.o $(OBJ_DIR)/Inputs.o $(OBJ_DIR)/InputSource.o $(OBJ_DIR)/InputSystem.o \
$(OBJ_DIR)/InputTypes.o $(OBJ_DIR)/MultiInputSource.o $(OBJ_DIR)/SDLInputSystem.o \
$(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/amp_dump.o $(OBJ_DIR)/amp_getbits.o $(OBJ_DIR)/amp_getdata.o $(OBJ_DIR)/amp_huffman.o \
$(OBJ_DIR)/amp_layer2.o $(OBJ_DIR)/amp_layer3.o $(OBJ_DIR)/amp_misc2.o $(OBJ_DIR)/amp_position.o $(OBJ_DIR)/amp_transform.o \
OBJ = $(OBJ_DIR)/PPCDisasm.o $(OBJ_DIR)/Games.o $(OBJ_DIR)/Config.o $(OBJ_DIR)/INIFile.o $(OBJ_DIR)/BlockFile.o $(OBJ_DIR)/93C46.o \
$(OBJ_DIR)/ROMLoad.o $(OBJ_DIR)/unzip.o $(OBJ_DIR)/ioapi.o $(OBJ_DIR)/Error.o $(OBJ_DIR)/glew.o $(OBJ_DIR)/Shader.o \
$(OBJ_DIR)/Real3D.o $(OBJ_DIR)/Render3D.o $(OBJ_DIR)/Models.o $(OBJ_DIR)/Render2D.o $(OBJ_DIR)/TileGen.o \
$(OBJ_DIR)/Model3.o $(OBJ_DIR)/ppc.o $(OBJ_DIR)/Main.o $(OBJ_DIR)/Audio.o $(OBJ_DIR)/Thread.o $(OBJ_DIR)/SoundBoard.o \
$(OBJ_DIR)/SCSP.o $(OBJ_DIR)/SCSPDSP.o $(OBJ_DIR)/68K.o $(OBJ_DIR)/m68kcpu.o $(OBJ_DIR)/m68kopnz.o $(OBJ_DIR)/m68kopdm.o \
$(OBJ_DIR)/m68kopac.o $(OBJ_DIR)/m68kops.o $(OBJ_DIR)/DSB.o $(OBJ_DIR)/Z80.o \
$(OBJ_DIR)/IRQ.o $(OBJ_DIR)/53C810.o $(OBJ_DIR)/PCI.o $(OBJ_DIR)/RTC72421.o $(OBJ_DIR)/DriveBoard.o \
$(OBJ_DIR)/MPC10x.o $(OBJ_DIR)/Input.o $(OBJ_DIR)/Inputs.o $(OBJ_DIR)/InputSource.o $(OBJ_DIR)/InputSystem.o \
$(OBJ_DIR)/InputTypes.o $(OBJ_DIR)/MultiInputSource.o $(OBJ_DIR)/SDLInputSystem.o \
$(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/amp_dump.o $(OBJ_DIR)/amp_getbits.o $(OBJ_DIR)/amp_getdata.o $(OBJ_DIR)/amp_huffman.o \
$(OBJ_DIR)/amp_layer2.o $(OBJ_DIR)/amp_layer3.o $(OBJ_DIR)/amp_misc2.o $(OBJ_DIR)/amp_position.o $(OBJ_DIR)/amp_transform.o \
$(OBJ_DIR)/amp_util.o
# If built-in debugger enabled, include all debugging classes
@ -117,7 +117,7 @@ endif
all: $(BIN_DIR) $(OBJ_DIR) $(OBJ)
$(LD) $(LFLAGS) $(OBJ_LIBS) $(OBJ)
$(BIN_DIR):
$(BIN_DIR):
mkdir $(BIN_DIR)
$(OBJ_DIR):
@ -127,32 +127,32 @@ clean:
rm -f $(OUTFILE)
rm -f $(OBJ_DIR)/*.o
#
# Musashi 68K emulator
#
# All generated source files are emitted to the object directory. For MSVC,
# INLINE must be redefined as "static __inline", which is the syntax in C mode.
#
$(OBJ_DIR)/m68kmake: Src/CPU/68K/Musashi/m68kmake.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kmake.o
$(LD) $(OBJ_DIR)/m68kmake.o -o $(OBJ_DIR)/m68kmake
$(OBJ_DIR)/m68kops.h: $(OBJ_DIR)/m68kmake Src/CPU/68K/Musashi/m68k_in.c
$(OBJ_DIR)/m68kmake $(OBJ_DIR) Src/CPU/68K/Musashi/m68k_in.c
$(OBJ_DIR)/m68kcpu.o: Src/CPU/68K/Musashi/m68kcpu.c $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kcpu.o -I$(OBJ_DIR) -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kops.o: $(OBJ_DIR)/m68kops.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kops.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopac.o: $(OBJ_DIR)/m68kopac.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopac.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopdm.o: $(OBJ_DIR)/m68kopdm.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopdm.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopnz.o: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
#
# Musashi 68K emulator
#
# All generated source files are emitted to the object directory. For MSVC,
# INLINE must be redefined as "static __inline", which is the syntax in C mode.
#
$(OBJ_DIR)/m68kmake: Src/CPU/68K/Musashi/m68kmake.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kmake.o
$(LD) $(OBJ_DIR)/m68kmake.o -o $(OBJ_DIR)/m68kmake
$(OBJ_DIR)/m68kops.h: $(OBJ_DIR)/m68kmake Src/CPU/68K/Musashi/m68k_in.c
$(OBJ_DIR)/m68kmake $(OBJ_DIR) Src/CPU/68K/Musashi/m68k_in.c
$(OBJ_DIR)/m68kcpu.o: Src/CPU/68K/Musashi/m68kcpu.c $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kcpu.o -I$(OBJ_DIR) -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kops.o: $(OBJ_DIR)/m68kops.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kops.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopac.o: $(OBJ_DIR)/m68kopac.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopac.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopdm.o: $(OBJ_DIR)/m68kopdm.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopdm.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopnz.o: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopnz.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
#
@ -209,13 +209,13 @@ $(OBJ_DIR)/%.o: Src/Pkgs/%.c Src/Pkgs/%.h
$(OBJ_DIR)/%.o: Src/Pkgs/%.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o
#
# AMP MPEG decoder library
#
# To eliminate name conflicts, object files have the prefix "amp_" attached.
#
#
# AMP MPEG decoder library
#
# To eliminate name conflicts, object files have the prefix "amp_" attached.
#
$(OBJ_DIR)/amp_%.o: Src/Sound/MPEG/%.cpp Src/Sound/MPEG/%.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/amp_$(*F).o
$(OBJ_DIR)/amp_%.o: Src/Sound/MPEG/%.cpp
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/amp_$(*F).o
$(OBJ_DIR)/amp_%.o: Src/Sound/MPEG/%.cpp
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/amp_$(*F).o

View file

@ -169,7 +169,7 @@ void M68KLoadState(CBlockFile *StateFile, const char *name)
{
if (OKAY != StateFile->FindBlock(name))
{
ErrorLog("Unable to load 68K state. Save state file is corrupted.");
ErrorLog("Unable to load 68K state. Save state file is corrupt.");
return;
}

View file

@ -103,7 +103,7 @@ public:
******************************************************************************/
/*
* M68KGetARegister(int n):
* M68KGetARegister(n):
*
* Parameters:
* n Register number (0-7).
@ -114,7 +114,7 @@ public:
extern UINT32 M68KGetARegister(int n);
/*
* M68KSetARegister(int n, UINT32 v):
* M68KSetARegister(n, v):
*
* Parameters:
* n Register number (0-7).
@ -123,7 +123,7 @@ extern UINT32 M68KGetARegister(int n);
extern void M68KSetARegister(int n, UINT32 v);
/*
* M68KGetDRegister(int n):
* M68KGetDRegister(n):
*
* Parameters:
* n Register number (0-7).
@ -134,7 +134,7 @@ extern void M68KSetARegister(int n, UINT32 v);
extern UINT32 M68KGetDRegister(int n);
/*
* M68KGetDRegister(int n, UINT32 v):
* M68KGetDRegister(n, v):
*
* Parameters:
* n Register number (0-7).
@ -282,8 +282,29 @@ extern void M68KSetContext(M68KCtx *Src);
static int lastCycles = 0;
/*
* M68KGetRegister(ctx, reg):
*
* Parameters:
* ctx Musashi 68K context.
* reg Register (use DBG68K_REG_* macros).
*
* Returns:
* Register value.
*/
UINT32 M68KGetRegister(SM68KCtx *ctx, unsigned reg);
/*
* M68KSetRegister(ctx, reg, value):
*
* Parameters:
* ctx Musashi 68K context.
* reg Register (use DBG68K_REG_* macros).
* value Vale to write.
*
* Returns:
* True if successful, false if register does not exist.
*/
UINT32 M68KSetRegister(SM68KCtx *ctx, unsigned reg, UINT32 val);
#endif // SUPERMODEL_DEBUGGER

View file

@ -950,7 +950,7 @@ void ppc_load_state(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("PowerPC"))
{
ErrorLog("Unable to load PowerPC state. Save state file is corrupted.");
ErrorLog("Unable to load PowerPC state. Save state file is corrupt.");
return;
}

View file

@ -3943,7 +3943,7 @@ void CZ80::LoadState(CBlockFile *StateFile, const char *name)
{
if (OKAY != StateFile->FindBlock(name))
{
ErrorLog("Unable to load Z80 state. Save state file is corrupted.");
ErrorLog("Unable to load Z80 state. Save state file is corrupt.");
return;
}

View file

@ -151,7 +151,7 @@ public:
* GetPC(void):
*
* Returns the current PC value.
*
* Returns:
* Current value of PC register.
*/
@ -159,23 +159,42 @@ public:
#ifdef SUPERMODEL_DEBUGGER
/*
* GetReg8(state):
* GetReg8(reg8):
*
* Returns value of given 8-bit register.
* Reads an 8-bit register.
*
* Parameters:
* reg8 Register number (use Z80_REG8_* macros).
*
* Returns:
* Value of given 8-bit register.
*/
UINT8 GetReg8(unsigned reg8);
/*
* SetReg8(state):
* SetReg8(reg8, value):
*
* Sets value of given 8-bit register.
*
* Parameters:
* reg8 Register number.
* value Value to write.
*
* Returns:
* True if succeeded, false if invalid register.
*/
bool SetReg8(unsigned reg8, UINT8 value);
/*
* GetReg16(state):
* GetReg16(reg16, value):
*
* Returns value of given 16-bit register.
* Reads a 16-bit register.
*
* Parameters:
* reg16 Register number (use Z80_REG16_* macros).
*
* Returns:
* Value of given 16-bit register.
*/
UINT16 GetReg16(unsigned reg16);
@ -183,6 +202,13 @@ public:
* SetReg16(state):
*
* Sets value of given 16-bit register.
*
* Parameters:
* reg16 Register.
* value Value to write.
*
* Returns:
* True if succeeded, false if invalid register.
*/
bool SetReg16(unsigned reg16, UINT16 value);
#endif // SUPERMODEL_DEBUGGER

View file

@ -341,7 +341,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 32 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0xC00000, // 12 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_RALLY,
0, // no MPEG board
false, // no drive board
@ -403,7 +403,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_RALLY,
0, // no MPEG board
false, // no drive board
@ -472,7 +472,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_RALLY,
0, // no MPEG board
false, // no drive board

View file

@ -93,7 +93,7 @@ const char* CInput::GetInputGroup()
case GAME_INPUT_VEHICLE: return "Racing Game Steering Controls";
case GAME_INPUT_SHIFT4: return "Racing Game Gear Shift";
case GAME_INPUT_VR: return "Racing Game VR View Buttons";
case GAME_INPUT_RALLY: return "Sega Rally/Dirt Devils Buttons";
case GAME_INPUT_RALLY: return "Miscellaneous Driving Game Buttons";
case GAME_INPUT_TWIN_JOYSTICKS: return "Virtual On Controls";
case GAME_INPUT_ANALOG_JOYSTICK: return "Analog Joystick";
case GAME_INPUT_GUN1: // Fall through to below

View file

@ -75,7 +75,7 @@ void C53C810::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("53C810"))
{
ErrorLog("Unable to load 53C810 state. Save state file is corrupted.");
ErrorLog("Unable to load 53C810 state. Save state file is corrupt.");
return;
}

View file

@ -60,7 +60,7 @@ void C93C46::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("93C46"))
{
ErrorLog("Unable to load EEPROM state. File is corrupted.");
ErrorLog("Unable to load EEPROM state. File is corrupt.");
return;
}

View file

@ -516,7 +516,7 @@ void CDSB1::LoadState(CBlockFile *StateFile)
if (OKAY != StateFile->FindBlock("DSB1"))
{
ErrorLog("Unable to load Digital Sound Board state. Save state file is corrupted.");
ErrorLog("Unable to load Digital Sound Board state. Save state file is corrupt.");
return;
}
@ -1081,7 +1081,7 @@ void CDSB2::LoadState(CBlockFile *StateFile)
if (OKAY != StateFile->FindBlock("DSB2"))
{
ErrorLog("Unable to load Digital Sound Board state. Save state file is corrupted.");
ErrorLog("Unable to load Digital Sound Board state. Save state file is corrupt.");
return;
}

View file

@ -24,6 +24,8 @@
*
* Implementation of the CDriveBoard class: drive board (force feedback)
* emulation.
*
* NOTE: Simulation does not yet work. Drive board ROMs are required.
*/
#include "Supermodel.h"
@ -126,7 +128,7 @@ void CDriveBoard::LoadState(CBlockFile *SaveState)
{
if (SaveState->FindBlock("DriveBoard") != OKAY)
{
ErrorLog("Unable to load DriveBoard state. Save state file is corrupted.");
ErrorLog("Unable to load DriveBoard state. Save state file is corrupt.");
return;
}

View file

@ -55,49 +55,207 @@ public:
class CDriveBoard : public CBus
{
public:
/*
* IsAttached(void):
*
* Returns:
* True if the drive board is "attached" and should be emulated,
* otherwise false.
*/
bool IsAttached(void);
/*
* IsSimulated(void):
*
* Returns:
* True if the drive board is being simulated rather than actually
* emulated, otherwise false.
*/
bool IsSimulated(void);
/*
* GetDIPSwitches(dip1, dip2):
*
* Reads the two sets of DIP switches on the drive board.
*
* Parameters:
* dip1 Reference of variable to store DIP switch 1 to.
* dip2 DIP switch 2.
*/
void GetDIPSwitches(UINT8 &dip1, UINT8 &dip2);
/*
* SetDIPSwitches(dip1, dip2):
*
* Sets the DIP switches.
*
* Parameters:
* dip1 DIP switch 1 value.
* dip2 DIP switch 2 value.
*/
void SetDIPSwitches(UINT8 dip1, UINT8 dip2);
unsigned GetSteeringStrength();
/*
* GetSteeringStrength(void):
*
* Returns:
* Strength of the steering based on drive board DIP switches (1-8).
*/
unsigned GetSteeringStrength(void);
/*
* SetSteeringStrength(steeringStrength):
*
* Sets the steering strength (modifies the DIP switch setting).
*
* Parameters:
* steeringStrength A value ranging from 1 to 8.
*/
void SetSteeringStrength(unsigned steeringStrength);
/*
* Get7SegDisplays(seg1Digit1, seg1Digit2, seg2Digit1, seg2Digit2):
*
* Reads the 7-segment displays.
*
* Parameters:
* seg1Digit1 Reference of variable to store digit 1 of the first 7-
* segment display to.
* seg1Digit2 First display, second digit.
* seg2Digit1 Second display, first digit.
* seg2Digit2 Second display, second digit.
*/
void Get7SegDisplays(UINT8 &seg1Digit, UINT8 &seg1Digit2, UINT8 &seg2Digit1, UINT8 &seg2Digit2);
/*
* GetZ80(void):
*
* Returns:
* The Z80 object.
*/
CZ80 *GetZ80(void);
/*
* SaveState(SaveState):
*
* Saves the drive board state.
*
* Parameters:
* SaveState Block file to save state information to.
*/
void SaveState(CBlockFile *SaveState);
/*
* LoadState(SaveState):
*
* Restores the drive board state.
*
* Parameters:
* SaveState Block file to load save state information from.
*/
void LoadState(CBlockFile *SaveState);
/*
* Init(romPtr):
*
* Initializes (and "attaches") the drive board. This should be called
* before other members.
*
* Parameters:
* romPtr Pointer to the drive board ROM (Z80 program). If this
* is NULL, then the drive board will not be emulated.
*
* Returns:
* FAIL if the drive board could not be initialized (prints own error
* message), otherwise OKAY. If the drive board is not attached
* because no ROM was passed to it, no error is generated and the
* drive board is silently disabled (detached).
*/
bool Init(const UINT8 *romPtr);
/*
* AttachInputs(InputsPtr, gameInputFlags):
*
* Attaches inputs to the drive board (for access to the steering wheel
* position).
*
* Parameters:
* InputsPtr Pointer to the input object.
* gameInputFlags The current game's input flags.
*/
void AttachInputs(CInputs *InputsPtr, unsigned gameInputFlags);
/*
* Reset(void):
*
* Resets the drive board.
*/
void Reset(void);
/*
* Read():
*
* Reads data from the drive board.
*
* Returns:
* Data read.
*/
UINT8 Read(void);
/*
* Write(data):
*
* Writes data to the drive board.
*
* Parameters:
* data Data to send.
*/
void Write(UINT8 data);
/*
* RunFrame(void):
*
* Emulates a single frame's worth of time on the drive board.
*/
void RunFrame(void);
/*
* CDriveBoard():
* ~CDriveBoard():
*
* Constructor and destructor. Memory is freed by destructor.
*/
CDriveBoard();
~CDriveBoard(void);
// CBus methods
/*
* Read8(addr):
* IORead8(portNum):
*
* Methods for reading from Z80's memory and IO space. Required by CBus.
*
* Parameters:
* addr Address in memory (0-0xFFFF).
* portNum Port address (0-255).
*
* Returns:
* A byte of data from the address or port.
*/
UINT8 Read8(UINT32 addr);
void Write8(UINT32 addr, UINT8 data);
UINT8 IORead8(UINT32 portNum);
/*
* Write8(addr, data):
* IORead8(portNum, data):
*
* Methods for writing to Z80's memory and IO space. Required by CBus.
*
* Parameters:
* addr Address in memory (0-0xFFFF).
* portNum Port address (0-255).
* data Byte to write.
*/
void Write8(UINT32 addr, UINT8 data);
void IOWrite8(UINT32 portNum, UINT8 data);
private:

View file

@ -49,7 +49,7 @@ void CIRQ::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("IRQ"))
{
ErrorLog("Unable to load IRQ controller state. Save state file is corrupted.");
ErrorLog("Unable to load IRQ controller state. Save state file is corrupt.");
return;
}

View file

@ -88,7 +88,7 @@ void CMPC10x::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("MPC10x"))
{
ErrorLog("Unable to load MPC%X state. Save state file is corrupted.", model);
ErrorLog("Unable to load MPC%X state. Save state file is corrupt.", model);
return;
}

View file

@ -1849,7 +1849,7 @@ void CModel3::LoadState(CBlockFile *SaveState)
// Load Model 3 state
if (OKAY != SaveState->FindBlock("Model 3"))
{
ErrorLog("Unable to load Model 3 core state. Save state file is corrupted.");
ErrorLog("Unable to load Model 3 core state. Save state file is corrupt.");
return;
}
@ -1896,7 +1896,7 @@ void CModel3::LoadNVRAM(CBlockFile *NVRAM)
// Load backup RAM
if (OKAY != NVRAM->FindBlock("Backup RAM"))
{
ErrorLog("Unable to load Model 3 backup RAM. NVRAM file is corrupted.");
ErrorLog("Unable to load Model 3 backup RAM. NVRAM file is corrupt.");
return;
}
NVRAM->Read(backupRAM, 0x20000);
@ -2640,8 +2640,6 @@ void CModel3::Patch(void)
}
else if (!strcmp(Game->id, "spikeofe"))
{
//*(UINT32 *) &crom[0x600000+0x1240C] = 0x60000000; // illegal ROM
*(UINT32 *) &crom[0x600000+0x36F2C] = 0x60000000; // decrementer loop (see Spikeout)
}
else if (!strcmp(Game->id, "skichamp"))

View file

@ -86,7 +86,7 @@ void CReal3D::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("Real3D"))
{
ErrorLog("Unable to load Real3D GPU state. Save state file is corrupted.");
ErrorLog("Unable to load Real3D GPU state. Save state file is corrupt.");
return;
}

View file

@ -432,7 +432,7 @@ void CSoundBoard::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("Sound Board"))
{
ErrorLog("Unable to load sound board state. Save state file is corrupted.");
ErrorLog("Unable to load sound board state. Save state file is corrupt.");
return;
}

View file

@ -50,7 +50,7 @@ void CTileGen::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("Tile Generator"))
{
ErrorLog("Unable to load tile generator state. Save state file is corrupted.");
ErrorLog("Unable to load tile generator state. Save state file is corrupt.");
return;
}

View file

@ -1213,7 +1213,7 @@ static void Help(void)
puts("Video Options:");
puts(" -res=<x>,<y> Resolution");
puts(" -fullscreen Full screen mode");
puts(" -no-throttle Disable 60 Hz frame rate limit");
puts(" -no-throttle Disable 60 Hz frame rate lock");
puts(" -show-fps Display frame rate in window title bar");
puts(" -vert-shader=<file> Load 3D vertex shader from external file");
puts(" -frag-shader=<file> Load 3D fragment shader from external file");
@ -1227,8 +1227,8 @@ static void Help(void)
puts(" -no-dsb Disable Digital Sound Board (MPEG music)");
puts("");
puts("Input Options:");
puts(" -force-feedback Enable force feedback (DirectInput, XInput) [EXPERIMENTAL]");
puts(" -config-inputs Configure inputs for keyboards, mice, and joysticks");
puts(" -force-feedback Enable force feedback (DirectInput, XInput)");
puts(" -config-inputs Configure keyboards, mice, and game controllers");
#ifdef SUPERMODEL_WIN32
printf(" -input-system=<s> Input system [Default: %s]\n", g_Config.GetInputSystem());
#endif

View file

@ -2219,7 +2219,7 @@ void SCSP_LoadState(CBlockFile *StateFile)
{
if (OKAY != StateFile->FindBlock("SCSP x 2"))
{
ErrorLog("Unable to load SCSP state. Save state file is corrupted.");
ErrorLog("Unable to load SCSP state. Save state file is corrupt.");
return;
}

View file

@ -38,7 +38,7 @@
Program-Wide Definitions
******************************************************************************/
#define SUPERMODEL_VERSION "0.2a-WIP" // version string
#define SUPERMODEL_VERSION "0.2a-RC2" // version string
/******************************************************************************