Documentation for v0.2a completed.

This commit is contained in:
Bart Trzynadlowski 2011-09-24 21:35:23 +00:00
parent d2b381ce8b
commit 63a791df76

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@ -1,9 +1,3 @@
TODO: Proof source code
TODO: if Nik adds MSVC project files, mention that first in compiling section
TODO: discussion of missing input settings in index: saturation, dead zone, analog/digital sensitivity, etc. All missing now.
TODO: input stuff to be written in section 12
TODO: final proof read, then convert all tabs to spaces
TODO: don't forget to add date to revision history!
#### ### ###
@ -373,9 +367,9 @@ 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 also quite buggy. Sound glitches are known to occur now
and then, and many sounds and tunes do not sound quite correct yet.
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
tunes do not sound quite correct yet.
===============
@ -560,59 +554,60 @@ Troubleshooting
Common input-related problems are discussed below.
Problem:
No response while configuring inputs.
Problem:
No response while configuring inputs.
Solution:
Make sure the main window is top window, especially with the SDL input
system.
Solution:
Make sure the main window is top window, especially with the SDL input
system.
---------
---------
Problem:
An attached controller is not recognized at all.
Problem:
An attached controller is not recognized at all.
Solution:
- 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
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
system by specifying '-input-system=sdl' on the command line.
Solution:
- 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
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
system by specifying '-input-system=sdl' on the command line.
---------
---------
Problem:
Unable to select a particular joysick axis when configuring a mapping.
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 instructions.
Solution:
This may mean that the joystick axis needs calibrating. This can be
done by pressing 'b' on the configuration screen and following the
instructions.
---------
---------
Problem:
Steering wheel pedals are not being recognized.
Problem:
Steering wheel pedals are not being recognized.
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
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.
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
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:
XBox 360 controller trigger buttons cannot be triggered simultaneously
or no rumble effects.
Problem:
XBox 360 controller trigger buttons cannot be triggered simultaneously
or no rumble effects.
Solution:
On Windows, make sure that you specify '-input-system=xinput'.
Solution:
On Windows, make sure that you specify '-input-system=xinput'.
=====================
@ -867,11 +862,12 @@ names and their arguments are case sensitive. They take the form:
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.
Integers are unsigned and begin at 0. Strings can contain any characters and
are enclosed by double quotes. Examples:
Integers can be negative. Strings can contain any characters and are enclosed
by double quotes. Examples:
IntegerSetting1 = 0
IntegerSetting2 = 65536
IntegerSetting3 = -32768
StringSetting1 = "This is a string."
StringSetting2 = "123"
StringSetting3 = "1+1, abc, these are all valid characters!"
@ -945,14 +941,14 @@ 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:
KEY_XXX For a key XXX on a keyboard (eg. KEY_A, KEY_SPACE, KEY_ALT).
KEY_XXX For a key XXX on a keyboard (eg. KEY_A, KEY_SPACE, KEY_ALT).
MOUSE_XXX For a mouse axis (X or Y), wheel, or button (1-5) (eg.
MOUSE_XAXIS, MOUSE_WHEEL_UP, MOUSE_BUTTON3).
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
JOY2_XXX (1-4), or button (1-12) (e.g. JOY1_XAXIS, JOY3_POV2_UP,
... JOY2_BUTTON4).
JOY1_XXX For a joystick axis (X, Y, Z, RX, RY, RZ), POV controller
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
@ -983,10 +979,10 @@ 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:
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
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
@ -994,22 +990,22 @@ of joystick 1 in Star Wars Trilogy so that it acts like a plane's yoke.
Examples:
1. InputLeft = "KEY_LEFT,JOY1_LEFT"
1. InputLeft = "KEY_LEFT,JOY1_LEFT"
Digital input InputLeft will be triggered whenever the left arrow key
is pressed or joystick 1 is pushed left.
Digital input InputLeft will be triggered whenever the left arrow key
is pressed or joystick 1 is pushed left.
2. InputStart1 = "KEY_ALT+KEY_S"
2. InputStart1 = "KEY_ALT+KEY_S"
Both Alt and S must be pressed at the same time in order to trigger the
digital input InputStart1 (player 1 Start button).
Both Alt and S must be pressed at the same time in order to trigger the
digital input InputStart1 (player 1 Start button).
3. InputSteering = "JOY1_XAXIS,MOUSE_XAXIS"
3. InputSteering = "JOY1_XAXIS,MOUSE_XAXIS"
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
released.
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
released.
The complete list of input mappings can be found in the settings index below or
by generating a configuration file using '-config-inputs'.
@ -1062,7 +1058,7 @@ their perfect center when released. The dead zone is expressed as a percentage
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 deadzone, it is
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.
@ -1190,8 +1186,8 @@ not. All options are case sensitive.
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
3's native resolution.
and <y> being height. The default is 496x384, the Model
3's native resolution.
----------------
@ -1766,6 +1762,90 @@ All settings are case sensitive.
automatically reload (no need to pull the trigger). Can
only be set in the 'Global' section.
----------------
Name: InputKeySensitivity
Argument: Integer.
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.
----------------
Name: InputKeyDecaySpeed
Argument: Integer.
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.
----------------
Name: InputMouseXDeadZone
InputMouseYDeadZone
Argument: Integer.
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.
----------------
Name: InputJoy**DeadZone
Argument: Integer.
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.
----------------
Name: InputJoy**Saturation
Argument: Integer.
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
position at which the joystick is interpreted as being in
its most extreme position, as a percentage of the total
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
register as 50%). The default is 100, a 1-to-1 mapping.
Can only be set in the 'Global' section.
----------------
Name: InputJoy**MinVal
InputJoy**MaxVal
InputJoy**OffVal
Argument: Integer.
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
32767. Can only be set in the 'Global' section.
=================================
15. Compiling the Source Code
@ -1813,13 +1893,13 @@ 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:
supermodel.emu@gmail.com
supermodel.emu@gmail.com
We ask that you remain mindful of the following courtesies:
- Do NOT ask about ROMs.
- Do NOT request features.
- Do NOT ask about release dates of future versions.
- Do NOT ask about ROMs.
- Do NOT request features.
- Do NOT ask about release dates of future versions.
=======================
@ -1833,8 +1913,9 @@ 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
- 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
- R. Belmont, for all sorts of help and the Mac OS X port
- 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
@ -1846,16 +1927,15 @@ we would like to thank:
thorough play-testers
- Charles MacDonald, for his helpful description of the System 24 tile
generator
- And of course, my sister Nicole, for help with web site images
Supermodel includes code from the following projects:
- zlib: http://zlib.net
- minizip: http://www.winimage.com/zLibDll/minizip.html
- YAZE-AG: http://www.mathematik.uni-ulm.de/users/ag/yaze/
- YAZE-AG: http://www.mathematik.uni-ulm.de/users/ag/yaze/
- Amp by Tomislav Uzalec
- The OpenGL Extension Wrangler Library (GLEW):
http://glew.sourceforge.net
http://glew.sourceforge.net
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>