diff --git a/Config/Supermodel.ini b/Config/Supermodel.ini
new file mode 100644
index 0000000..a6092f9
--- /dev/null
+++ b/Config/Supermodel.ini
@@ -0,0 +1,164 @@
+;;
+;; Supermodel Configuration File
+;; Default settings for Version 0.2a.
+;;
+
+
+;
+; Quick Overview
+; --------------
+;
+; All settings are case sensitive. Numbers must be unsigned, base 10 integers.
+; Check your spelling carefully because invalid settings are silently ignored.
+; To verify that your settings are being parsed correctly, check the contents
+; of error.log.
+;
+; Global options apply to all games. To create configuration profiles for
+; individual games, place settings under sections with the same name as the
+; corresponding MAME ROM set, like so:
+;
+; ; Scud Race
+; [ scud ]
+;
+; SoundVolume = 50
+; MusicVolume = 200
+; ; ... etc. ...
+;
+; Input settings 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
+; inputs are assigned here.
+;
+
+
+[ Global ] ; Input settings can only be read from the global section!
+
+; Common
+InputStart1 = "KEY_1,JOY1_BUTTON9"
+InputStart2 = "KEY_2,JOY2_BUTTON9"
+InputCoin1 = "KEY_3,JOY1_BUTTON10"
+InputCoin2 = "KEY_4,JOY2_BUTTON10"
+InputServiceA = "KEY_5"
+InputServiceB = "KEY_7"
+InputTestA = "KEY_6"
+InputTestB = "KEY_8"
+
+; 4-way digital joysticks
+InputJoyUp = "KEY_UP,JOY1_UP"
+InputJoyDown = "KEY_DOWN,JOY1_DOWN"
+InputJoyLeft = "KEY_LEFT,JOY1_LEFT"
+InputJoyRight = "KEY_RIGHT,JOY1_RIGHT"
+InputJoyUp2 = "JOY2_UP"
+InputJoyDown2 = "JOY2_DOWN"
+InputJoyLeft2 = "JOY2_LEFT"
+InputJoyRight2 = "JOY2_RIGHT"
+
+; Fighting game buttons
+InputPunch = "KEY_A,JOY1_BUTTON1"
+InputKick = "KEY_S,JOY1_BUTTON2"
+InputGuard = "KEY_D,JOY1_BUTTON3"
+InputEscape = "KEY_F,JOY1_BUTTON4"
+InputPunch2 = "JOY2_BUTTON1"
+InputKick2 = "JOY2_BUTTON2"
+InputGuard2 = "JOY2_BUTTON3"
+InputEscape2 = "JOY2_BUTTON4"
+
+; Spikeout buttons
+InputShift = "KEY_A,JOY1_BUTTON1"
+InputBeat = "KEY_S,JOY1_BUTTON2"
+InputCharge = "KEY_D,JOY1_BUTTON3"
+InputJump = "KEY_F,JOY1_BUTTON4"
+
+; Virtua Striker buttons
+InputShortPass = "KEY_A,JOY1_BUTTON1"
+InputLongPass = "KEY_S,JOY1_BUTTON2"
+InputShoot = "KEY_D,JOY1_BUTTON3"
+InputShortPass2 = "JOY2_BUTTON1"
+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
+
+; Pedals
+InputAccelerator = "KEY_UP,JOY1_UP"
+InputBrake = "KEY_DOWN,JOY1_DOWN"
+
+; Manual transmission
+InputGearShift1 = "KEY_Q,JOY1_BUTTON5"
+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
+
+; View buttons
+InputVR1 = "KEY_A,JOY1_BUTTON1"
+InputVR2 = "KEY_S,JOY1_BUTTON2"
+InputVR3 = "KEY_D,JOY1_BUTTON3"
+InputVR4 = "KEY_F,JOY1_BUTTON4"
+
+; Sega Rally 2 and Dirt Devils
+InputViewChange = "KEY_A,JOY1_BUTTON1"
+InputHandBrake = "KEY_S,JOY1_BUTTON2" ; Sega Rally 2 only
+
+; Virtual On macros
+InputTwinJoyTurnLeft = "KEY_Q,JOY1_RXAXIS_NEG"
+InputTwinJoyTurnRight = "KEY_W,JOY1_RXAXIS_POS"
+InputTwinJoyForward = "KEY_UP,JOY1_YAXIS_NEG"
+InputTwinJoyReverse = "KEY_DOWN,JOY1_YAXIS_POS"
+InputTwinJoyStrafeLeft = "KEY_LEFT,JOY1_XAXIS_NEG"
+InputTwinJoyStrafeRight = "KEY_RIGHT,JOY1_XAXIS_POS"
+InputTwinJoyJump = "KEY_E,JOY1_BUTTON1"
+InputTwinJoyCrouch = "KEY_R,JOY1_BUTTON2"
+
+; Virtual On individual joystick mapping
+InputTwinJoyLeft1 = "NONE"
+InputTwinJoyLeft2 = "NONE"
+InputTwinJoyRight1 = "NONE"
+InputTwinJoyRight2 = "NONE"
+InputTwinJoyUp1 = "NONE"
+InputTwinJoyUp2 = "NONE"
+InputTwinJoyDown1 = "NONE"
+InputTwinJoyDown2 = "NONE"
+
+; Virtual On buttons
+InputTwinJoyShot1 = "KEY_A,JOY1_BUTTON5"
+InputTwinJoyShot2 = "KEY_S,JOY1_BUTTON6"
+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
+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
+InputTrigger = "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
+InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON" ; point gun off screen
+InputAutoTrigger = 0
+InputGunLeft2 = "NONE"
+InputGunRight2 = "NONE"
+InputGunUp2 = "NONE"
+InputGunDown2 = "NONE"
+InputGunX2 = "JOY2_XAXIS"
+InputGunY2 = "JOY2_YAXIS"
+InputTrigger2 = "JOY2_BUTTON1"
+InputOffscreen2 = "JOY2_BUTTON2"
+InputAutoTrigger2 = 0
+
diff --git a/Docs/LICENSE.txt b/Docs/LICENSE.txt
new file mode 100644
index 0000000..d859595
--- /dev/null
+++ b/Docs/LICENSE.txt
@@ -0,0 +1,696 @@
+
+
+ #### ### ###
+ ## ## ## ##
+ ### ## ## ## ### #### ## ### ## ## #### ## #### ##
+ ### ## ## ## ## ## ## ### ## ####### ## ## ##### ## ## ##
+ ### ## ## ## ## ###### ## ## ####### ## ## ## ## ###### ##
+ ## ## ## ## ##### ## ## ## # ## ## ## ## ## ## ##
+ #### ### ## ## #### #### ## ## #### ### ## #### ####
+ ####
+
+ A Sega Model 3 Arcade Emulator.
+ Copyright 2011 Bart Trzynadlowski, Nik Henson
+
+
+Supermodel is distributed as free software under the terms of the GNU General
+Public License, included below. See README.txt for additional documentation.
+The source code may be obtained from the official Supermodel web site:
+
+ http://www.Supermodel3.com
+
+
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
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+ (at your option) any later version.
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+Also add information on how to contact you by electronic and paper mail.
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+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
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+Public License instead of this License. But first, please read
+.
diff --git a/Docs/README.txt b/Docs/README.txt
new file mode 100644
index 0000000..894b435
--- /dev/null
+++ b/Docs/README.txt
@@ -0,0 +1,441 @@
+TODO: convert all tabs to spaces
+
+
+ #### ### ###
+ ## ## ## ##
+ ### ## ## ## ### #### ## ### ## ## #### ## #### ##
+ ### ## ## ## ## ## ## ### ## ####### ## ## ##### ## ## ##
+ ### ## ## ## ## ###### ## ## ####### ## ## ## ## ###### ##
+ ## ## ## ## ##### ## ## ## # ## ## ## ## ## ## ##
+ #### ### ## ## #### #### ## ## #### ### ## #### ####
+ ####
+
+ Supermodel Version 0.2a
+ A Sega Model 3 Arcade Emulator.
+ Copyright 2011 Bart Trzynadlowski, Nik Henson
+
+
+----------------
+ Terms of Use
+----------------
+
+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.
+
+The source code may be obtained from the official Supermodel web site:
+
+ http://www.Supermodel3.com
+
+
+--------------
+ Disclaimer
+--------------
+
+This is an early public release of Supermodel. It is very much preliminary,
+alpha version software (hence the 'a' in the version number). Development was
+started in January of 2011 and has focused on reverse engineering aspects of
+the system that are still unknown. Consequently, many important features, such
+as a proper user interface, are not yet implemented and game compatibility is
+still low.
+
+
+--------------------
+ 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.
+ - 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-
+ loaded to a separate thread, substantially enhancing performance.
+ [Nik Henson]
+ - Z80 emulation based on code by Frank D. Cringle and YAZE-AG by
+ Andreas Gerlich.
+ - Digital Sound Board (MPEG music) emulation courtesy of R. Belmont and
+ the MPEG decoder library by Tomislav Uzelac.
+ - 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]
+ - 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
+ - Included missing GLEW files.
+
+ Version 0.1.1a
+ - Minor source code update.
+ - Set Render3D to NULL in the CReal3D constructor. Fixes crashes that
+ occur on some builds. [Nik Henson]
+ - Cleaned up UNIX Makefile and added OS X Makefile. [R. Belmont]
+ - Small changes to ppc_ops.cpp for C++0x compliance. [R. Belmont]
+ - Included glew.h into the source tree. [R. Belmont]
+ - Changed WIN32 definition to SUPERMODEL_WIN32.
+
+ Version 0.1a
+ - Initial public alpha release.
+
+
+-------------------------
+ Installing Supermodel
+-------------------------
+
+To install Supermodel on Windows, extract the ZIP archive containing the
+Supermodel executable to a folder of your choice. The following files and
+directories should be created:
+
+ Name Description
+ ---- -----------
+ Supermodel.exe Supermodel program. Run this.
+ 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.
+ 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.
+
+
+-----------------------------
+ Compiling the Source Code
+-----------------------------
+
+First, ensure that OpenGL, SDL (http://www.libsdl.org), and zlib
+(http://zlib.net) are installed. GLEW (http://glew.sourceforge.net) is now
+included in the source tree and should not need to be installed separately.
+
+Next, extract the Supermodel source code and copy the appropriate Makefile
+from the Makefiles/ directory to the base directory (that is, the one above
+Src/ and Makefiles/). Makefiles for 32-bit Windows (Microsoft Visual C++
+2008), Linux/UNIX (GCC), and Mac OS X (GCC) are provided, all requiring GNU
+Make. For Windows developers, MinGW (http://www.mingw.org) provides GNU Make.
+Alternatively, you can write a Makefile compatible with Microsoft Nmake and
+submit it to me for inclusion in the next release. ;) Consult the Visual
+Studio documentation to learn how to configure the Microsoft compiler for
+command line operation.
+
+Edit SDL_LIBPATH and SDL_INCLUDEPATH to reflect the location of the SDL
+development library and header files. This should only be necessary for
+Windows. The UNIX and Mac OS X Makefiles should be able to automatically
+locate SDL if it was installed properly.
+
+Finally, run 'make'. If all goes well it should produce a Supermodel binary.
+
+
+---------------
+ Basic Usage
+---------------
+
+For now, Supermodel does not include a proper user interface. It is operated
+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.
+
+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.
+
+Note that there is no user interface and all messages are printed to the
+terminal. In full screen mode, they will not be visible.
+
+
+-------------------
+ Supported Games
+-------------------
+
+The following games and ROM sets are supported by this version of Supermodel.
+Not all of them are playable.
+
+ ROM Set Game Title
+ ------- ----------
+ vf3 Virtua Fighter 3
+ lemans24 Le Mans 24
+ scud Scud Race
+ scudp Scud Race Plus
+ lostwsga The Lost World
+ von2 Virtual On Oratorio Tangram
+ vs298 Virtua Striker 2 '98
+ srally2 Sega Rally 2
+ daytona2 Daytona USA 2
+ dayto2pe Daytona USA 2 Power Edition
+ fvipers2 Fighting Vipers 2
+ harley Harley Davidson & L.A. Riders
+ lamachin L.A. Machineguns
+ oceanhun The Ocean Hunter
+ swtrilgy Star Wars Trilogy
+ eca Emergency Car Ambulance
+
+The '-print-games' option can be used to obtain this list.
+
+
+------------------
+ Video Settings
+------------------
+
+Supermodel may be run in either windowed (default) or full screen mode. It
+automatically adjusts the display area to retain the aspect ratio of the Model
+3's native (and Supermodel's default) resolution, 496x384. Currently, this
+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.
+
+The mouse cursor is disabled by default in full screen modes but can be toggled
+with the Alt-I command.
+
+
+------------
+ Controls
+------------
+
+Supermodel only supports the keyboard and mouse at present. Emulator functions
+are listed below and cannot be changed.
+
+ Function Key Assignment
+ -------- --------------
+ Exit Escape
+ Reset Alt-R
+ Clear NVRAM Alt-N
+ Toggle Mouse Cursor (Full Screen Mode) Alt-I
+ Toggle 60 Hz Frame Limiting Alt-T
+ Save State F5
+ Load State F7
+ Change Save Slot F6
+
+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.
+
+ 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
+
+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
+the trigger.
+
+
+-------------------------
+ Save States and NVRAM
+-------------------------
+
+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.
+
+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
+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.
+
+
+-----------------------------------
+ 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
+---------------------------------------------
+
+To bypass the network board error, enter the Test Menu by pressing the Test
+button. Navigate to 'Game Assignments' using the Service button and select it
+with Test. Change 'Link ID' from 'Master' to 'Single'.
+
+In 'Daytona USA 2', the region menu can be accessed by entering the Test Menu,
+holding down the Start button, and pressing: VR4, VR4, VR2, VR3, VR1, VR3, VR2.
+Changing the region to USA changes game text to English.
+
+Star Wars Trilogy
+-----------------
+
+Inserting coins and starting a game before any 3D graphics have been displayed
+in attract mode will result in a PowerPC crash before the stage loads. This is
+caused by an unknown emulation bug. Simply wait until the Darth Vader sequence
+appears before attempting to start a game.
+
+If Star Wars Trilogy is booting directly into the stage select screen, it is
+probably because you exited Supermodel with credits still in the machine.
+Clear the NVRAM (Alt-N) and reset the game (Alt-R).
+
+Sega Rally 2
+------------
+
+As with Star Wars Trilogy, you may experience problems if you attempt to start
+a game before any 3D graphics are displayed (for example, during the Sega
+logo).
+
+Virtua Fighter 3
+----------------
+
+The game is playable but there are numerous graphical glitches, particularly
+during transition scenes.
+
+
+-----------------------
+ Contact Information
+-----------------------
+
+The official Supermodel web site is:
+
+ http://www.Supermodel3.com
+
+Questions? Comments? Contributions? Your feedback is welcome! I only ask that
+you refrain from making feature requests or asking about ROMs. The primary
+author, Bart Trzynadlowski, can be reached at:
+
+ supermodel.emu@gmail.com
+
+
+-------------------
+ Acknowledgments
+-------------------
+
+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:
+
+ - 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
+ - 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
+
+Supermodel includes code from the following projects:
+
+ zlib: http://zlib.net
+ minizip: http://www.winimage.com/zLibDll/minizip.html
+ The OpenGL Extension
+ Wrangler Library (GLEW): http://glew.sourceforge.net
+
+The OpenGL Extension Wrangler Library
+Copyright (C) 2002-2008, Milan Ikits
+Copyright (C) 2002-2008, Marcelo E. Magallon
+Copyright (C) 2002, Lev Povalahev
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+* Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+* Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+* The name of the author may be used to endorse or promote products
+ derived from this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
+THE POSSIBILITY OF SUCH DAMAGE.
diff --git a/Makefiles/Makefile.SDL.OSX.GCC b/Makefiles/Makefile.SDL.OSX.GCC
index dfc25e8..d1825e7 100644
--- a/Makefiles/Makefile.SDL.OSX.GCC
+++ b/Makefiles/Makefile.SDL.OSX.GCC
@@ -63,7 +63,7 @@ OBJ_DIR = obj
CC = gcc
OCC = gcc
LD = gcc
-COMPILER_FLAGS = -I$(OBJ_DIR) -ISrc/ -ISrc/OSD -ISrc/OSD/SDL/ -ISrc/Pkgs/ -ISrc/CPU/68K/Musashi -ISrc/Sound/MPEG -DSUPERMODEL_SOUND -c -Wall -O3 -DUSE_FILE32API -DSUPERMODEL_OSX
+COMPILER_FLAGS = -I$(OBJ_DIR) -ISrc/ -ISrc/OSD -ISrc/OSD/SDL/ -ISrc/Pkgs/ -ISrc/CPU/68K/Musashi -ISrc/Sound/MPEG -c -Wall -O3 -DUSE_FILE32API -DSUPERMODEL_OSX
CFLAGS = $(COMPILER_FLAGS)
CPPFLAGS = $(COMPILER_FLAGS)
LFLAGS = -o $(OUTFILE) $(SDL_LDFLAGS) -lz -lm -lstdc++
diff --git a/Makefiles/Makefile.SDL.Win32.MSVC b/Makefiles/Makefile.SDL.Win32.MSVC
index e5ee285..56eedd3 100644
--- a/Makefiles/Makefile.SDL.Win32.MSVC
+++ b/Makefiles/Makefile.SDL.Win32.MSVC
@@ -44,11 +44,6 @@ BITS = 32
#
ENABLE_DEBUGGER = no
-#
-# Experimental sound code ('yes' on 32-bit builds only or 'no')
-#
-ENABLE_SOUND = yes
-
###############################################################################
# 32/64-Bit SDK Directories and Options
@@ -143,10 +138,6 @@ ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
TURBO68K_FLAGS += -debug
endif
-ifeq ($(strip $(ENABLE_SOUND)),yes)
- COMPILER_FLAGS += /D "SUPERMODEL_SOUND"
-endif
-
###############################################################################
# Build Instructions
diff --git a/Src/Inputs/Input.cpp b/Src/Inputs/Input.cpp
index cbefff1..d8d188a 100644
--- a/Src/Inputs/Input.cpp
+++ b/Src/Inputs/Input.cpp
@@ -1,3 +1,31 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+ /*
+ * Input.cpp
+ *
+ * Implementation of CInput, the base input class. Input types are derived
+ * from this.
+ */
+
#include "Supermodel.h"
CInput::CInput(const char *inputId, const char *inputLabel, unsigned inputFlags, unsigned inputGameFlags, const char *defaultMapping, UINT16 initValue) :
diff --git a/Src/Inputs/Input.h b/Src/Inputs/Input.h
index f630f88..0c6faba 100644
--- a/Src/Inputs/Input.h
+++ b/Src/Inputs/Input.h
@@ -1,3 +1,31 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * Input.h
+ *
+ * Header file for base input class, CInput, defining an input source. Also
+ * defines GAME_INPUT_UI.
+ */
+
#ifndef INCLUDED_INPUT_H
#define INCLUDED_INPUT_H
diff --git a/Src/Inputs/InputSource.cpp b/Src/Inputs/InputSource.cpp
index a5d4495..f761cbe 100644
--- a/Src/Inputs/InputSource.cpp
+++ b/Src/Inputs/InputSource.cpp
@@ -1,3 +1,32 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * InputSource.cpp
+ *
+ * Implementation of CInputSource. Obtains input values from the platform-
+ * dependent input system and returns them as bools for switches and integer
+ * values for analog inputs.
+ */
+
#include "Supermodel.h"
#include
diff --git a/Src/Inputs/InputSource.h b/Src/Inputs/InputSource.h
index 0f15bea..6340dc1 100644
--- a/Src/Inputs/InputSource.h
+++ b/Src/Inputs/InputSource.h
@@ -1,3 +1,30 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * InputSource.h
+ *
+ * Header file for CInputSource.
+ */
+
#ifndef INCLUDED_INPUTSOURCE_H
#define INCLUDED_INPUTSOURCE_H
diff --git a/Src/Inputs/InputSystem.cpp b/Src/Inputs/InputSystem.cpp
index 9d65a2f..ecb5875 100644
--- a/Src/Inputs/InputSystem.cpp
+++ b/Src/Inputs/InputSystem.cpp
@@ -1,3 +1,30 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * InputSystem.cpp
+ *
+ * Implementation of CInputSystem, the base input system class.
+ */
+
#include "Supermodel.h"
#include
diff --git a/Src/Inputs/InputSystem.h b/Src/Inputs/InputSystem.h
index d92ae37..f86dab7 100644
--- a/Src/Inputs/InputSystem.h
+++ b/Src/Inputs/InputSystem.h
@@ -1,3 +1,31 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * InputSystem.h
+ *
+ * Header file for CInputSystem. Defines the base class for an input system,
+ * the interface between the OS-independent and OS-dependent code.
+ */
+
#ifndef INCLUDED_INPUTSYSTEM_H
#define INCLUDED_INPUTSYSTEM_H
diff --git a/Src/Inputs/InputTypes.cpp b/Src/Inputs/InputTypes.cpp
index 594c7d3..2bbf31a 100644
--- a/Src/Inputs/InputTypes.cpp
+++ b/Src/Inputs/InputTypes.cpp
@@ -121,26 +121,27 @@ double CAxisInput::ValueAsFraction()
* CGearShift4Input
*/
CGearShift4Input::CGearShift4Input(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
- CSwitchInput *shift1Input, CSwitchInput *shift2Input, CSwitchInput *shift3Input, CSwitchInput *shift4Input,
+ CSwitchInput *shift1Input, CSwitchInput *shift2Input, CSwitchInput *shift3Input, CSwitchInput *shift4Input, CSwitchInput *shiftNInput,
CSwitchInput *shiftUpInput, CSwitchInput *shiftDownInput) :
CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
- m_shift1Input(shift1Input), m_shift2Input(shift2Input), m_shift3Input(shift3Input), m_shift4Input(shift4Input),
+ m_shift1Input(shift1Input), m_shift2Input(shift2Input), m_shift3Input(shift3Input), m_shift4Input(shift4Input), m_shiftNInput(shiftNInput),
m_shiftUpInput(shiftUpInput), m_shiftDownInput(shiftDownInput)
{
- //
+ // Initialize to gear 1
+ prevValue = value = 1;
}
void CGearShift4Input::Poll()
{
prevValue = value;
- // Neutral is when all gear buttons are released so shifting here is implemented as follows:
- // Gears (values 1-4) are set by pressing a button (lower gears have priority) and "stick" until a shift to another gear or until the
- // button is pressed again, at which point neutral (value 0) is assumed.
- if (m_shift1Input->Pressed()) value = (value == 1 ? 0 : 1);
- else if (m_shift2Input->Pressed()) value = (value == 2 ? 0 : 2);
- else if (m_shift3Input->Pressed()) value = (value == 3 ? 0 : 3);
- else if (m_shift4Input->Pressed()) value = (value == 4 ? 0 : 4);
+ // Gears (values 1-4) are set by pressing a button (lower gears have priority) and "stick" until a shift to another gear is made.
+ // Neutral is selected by pressing the neutral gear button. It means all gears are released (value 0).
+ if (m_shiftNInput->Pressed()) value = 0;
+ else if (m_shift1Input->Pressed()) value = 1;
+ else if (m_shift2Input->Pressed()) value = 2;
+ else if (m_shift3Input->Pressed()) value = 3;
+ else if (m_shift4Input->Pressed()) value = 4;
// Also the shift up/down controls can increase/decrease the gears too
if (m_shiftUpInput->Pressed()) value = CInputSource::Clamp(value + 1, 0, 4);
diff --git a/Src/Inputs/InputTypes.h b/Src/Inputs/InputTypes.h
index 0225c01..65ca8bd 100644
--- a/Src/Inputs/InputTypes.h
+++ b/Src/Inputs/InputTypes.h
@@ -111,11 +111,12 @@ public:
class CGearShift4Input : public CInput
{
private:
- // Four switch inputs for gears 1-4
+ // Five switch inputs for gears 1-4 and N
CSwitchInput *m_shift1Input;
CSwitchInput *m_shift2Input;
CSwitchInput *m_shift3Input;
CSwitchInput *m_shift4Input;
+ CSwitchInput *m_shiftNInput;
// Two switch inputs for up/down gear
CSwitchInput *m_shiftUpInput;
@@ -123,7 +124,7 @@ private:
public:
CGearShift4Input(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
- CSwitchInput *shift1Input, CSwitchInput *shift2Input, CSwitchInput *shift3Input, CSwitchInput *shift4Input,
+ CSwitchInput *shift1Input, CSwitchInput *shift2Input, CSwitchInput *shift3Input, CSwitchInput *shift4Input, CSwitchInput *shiftNInput,
CSwitchInput *shiftUpInput, CSwitchInput *shiftDownInput);
/*
diff --git a/Src/Inputs/Inputs.cpp b/Src/Inputs/Inputs.cpp
index f44a226..dd8207d 100644
--- a/Src/Inputs/Inputs.cpp
+++ b/Src/Inputs/Inputs.cpp
@@ -1,3 +1,31 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * Inputs.cpp
+ *
+ * Input management. Implementation of CInputs, which stores, configures, and
+ * maintains all individual inputs.
+ */
+
#include "Supermodel.h"
#include
@@ -8,6 +36,9 @@ using namespace std;
CInputs::CInputs(CInputSystem *system) : m_system(system)
{
+ // UI controls are hard coded here, everything else is initialized to NONE so that it can be loaded from
+ // the config file.
+
// UI Controls
uiExit = AddSwitchInput("UIExit", "Exit UI", GAME_INPUT_UI, "KEY_ESCAPE");
uiReset = AddSwitchInput("UIReset", "Reset", GAME_INPUT_UI, "KEY_ALT+KEY_R");
@@ -28,86 +59,87 @@ CInputs::CInputs(CInputSystem *system) : m_system(system)
#endif
// Common Controls
- start[0] = AddSwitchInput("Start1", "P1 Start", GAME_INPUT_COMMON, "KEY_1,JOY1_BUTTON9");
- start[1] = AddSwitchInput("Start2", "P2 Start", GAME_INPUT_COMMON, "KEY_2,JOY2_BUTTON9");
- coin[0] = AddSwitchInput("Coin1", "P1 Coin", GAME_INPUT_COMMON, "KEY_3,JOY1_BUTTON10");
- coin[1] = AddSwitchInput("Coin2", "P2 Coin", GAME_INPUT_COMMON, "KEY_4,JOY2_BUTTON10");
- service[0] = AddSwitchInput("ServiceA", "Service A", GAME_INPUT_COMMON, "KEY_5");
- service[1] = AddSwitchInput("ServiceB", "Service B", GAME_INPUT_COMMON, "KEY_7");
- test[0] = AddSwitchInput("TestA", "Test A", GAME_INPUT_COMMON, "KEY_6");
- test[1] = AddSwitchInput("TestB", "Test B", GAME_INPUT_COMMON, "KEY_8");
+ start[0] = AddSwitchInput("Start1", "P1 Start", GAME_INPUT_COMMON, "NONE");
+ start[1] = AddSwitchInput("Start2", "P2 Start", GAME_INPUT_COMMON, "NONE");
+ coin[0] = AddSwitchInput("Coin1", "P1 Coin", GAME_INPUT_COMMON, "NONE");
+ coin[1] = AddSwitchInput("Coin2", "P2 Coin", GAME_INPUT_COMMON, "NONE");
+ service[0] = AddSwitchInput("ServiceA", "Service A", GAME_INPUT_COMMON, "NONE");
+ service[1] = AddSwitchInput("ServiceB", "Service B", GAME_INPUT_COMMON, "NONE");
+ test[0] = AddSwitchInput("TestA", "Test A", GAME_INPUT_COMMON, "NONE");
+ test[1] = AddSwitchInput("TestB", "Test B", GAME_INPUT_COMMON, "NONE");
// 4-Way Joysticks
- up[0] = AddSwitchInput("JoyUp", "P1 Joystick Up", GAME_INPUT_JOYSTICK1, "KEY_UP,JOY1_UP");
- down[0] = AddSwitchInput("JoyDown", "P1 Joystick Down", GAME_INPUT_JOYSTICK1, "KEY_DOWN,JOY1_DOWN");
- left[0] = AddSwitchInput("JoyLeft", "P1 Joystick Left", GAME_INPUT_JOYSTICK1, "KEY_LEFT,JOY1_LEFT");
- right[0] = AddSwitchInput("JoyRight", "P1 Joystick Right", GAME_INPUT_JOYSTICK1, "KEY_RIGHT,JOY1_RIGHT");
- up[1] = AddSwitchInput("JoyUp2", "P2 Joystick Up", GAME_INPUT_JOYSTICK2, "JOY2_UP");
- down[1] = AddSwitchInput("JoyDown2", "P2 Joystick Down", GAME_INPUT_JOYSTICK2, "JOY2_DOWN");
- left[1] = AddSwitchInput("JoyLeft2", "P2 Joystick Left", GAME_INPUT_JOYSTICK2, "JOY2_LEFT");
- right[1] = AddSwitchInput("JoyRight2", "P2 Joystick Right", GAME_INPUT_JOYSTICK2, "JOY2_RIGHT");
+ up[0] = AddSwitchInput("JoyUp", "P1 Joystick Up", GAME_INPUT_JOYSTICK1, "NONE");
+ down[0] = AddSwitchInput("JoyDown", "P1 Joystick Down", GAME_INPUT_JOYSTICK1, "NONE");
+ left[0] = AddSwitchInput("JoyLeft", "P1 Joystick Left", GAME_INPUT_JOYSTICK1, "NONE");
+ right[0] = AddSwitchInput("JoyRight", "P1 Joystick Right", GAME_INPUT_JOYSTICK1, "NONE");
+ up[1] = AddSwitchInput("JoyUp2", "P2 Joystick Up", GAME_INPUT_JOYSTICK2, "NONE");
+ down[1] = AddSwitchInput("JoyDown2", "P2 Joystick Down", GAME_INPUT_JOYSTICK2, "NONE");
+ left[1] = AddSwitchInput("JoyLeft2", "P2 Joystick Left", GAME_INPUT_JOYSTICK2, "NONE");
+ right[1] = AddSwitchInput("JoyRight2", "P2 Joystick Right", GAME_INPUT_JOYSTICK2, "NONE");
// Fighting Game Buttons
- punch[0] = AddSwitchInput("Punch", "P1 Punch", GAME_INPUT_FIGHTING, "KEY_A,JOY1_BUTTON1");
- kick[0] = AddSwitchInput("Kick", "P1 Kick", GAME_INPUT_FIGHTING, "KEY_S,JOY1_BUTTON2");
- guard[0] = AddSwitchInput("Guard", "P1 Guard", GAME_INPUT_FIGHTING, "KEY_D,JOY1_BUTTON3");
- escape[0] = AddSwitchInput("Escape", "P1 Escape", GAME_INPUT_FIGHTING, "KEY_F,JOY1_BUTTON4");
- punch[1] = AddSwitchInput("Punch2", "P2 Punch", GAME_INPUT_FIGHTING, "JOY2_BUTTON1");
- kick[1] = AddSwitchInput("Kick2", "P2 Kick", GAME_INPUT_FIGHTING, "JOY2_BUTTON2");
- guard[1] = AddSwitchInput("Guard2", "P2 Guard", GAME_INPUT_FIGHTING, "JOY2_BUTTON3");
- escape[1] = AddSwitchInput("Escape2", "P2 Escape", GAME_INPUT_FIGHTING, "JOY2_BUTTON4");
+ punch[0] = AddSwitchInput("Punch", "P1 Punch", GAME_INPUT_FIGHTING, "NONE");
+ kick[0] = AddSwitchInput("Kick", "P1 Kick", GAME_INPUT_FIGHTING, "NONE");
+ guard[0] = AddSwitchInput("Guard", "P1 Guard", GAME_INPUT_FIGHTING, "NONE");
+ escape[0] = AddSwitchInput("Escape", "P1 Escape", GAME_INPUT_FIGHTING, "NONE");
+ punch[1] = AddSwitchInput("Punch2", "P2 Punch", GAME_INPUT_FIGHTING, "NONE");
+ kick[1] = AddSwitchInput("Kick2", "P2 Kick", GAME_INPUT_FIGHTING, "NONE");
+ guard[1] = AddSwitchInput("Guard2", "P2 Guard", GAME_INPUT_FIGHTING, "NONE");
+ escape[1] = AddSwitchInput("Escape2", "P2 Escape", GAME_INPUT_FIGHTING, "NONE");
// Spikeout Buttons
- shift = AddSwitchInput("Shift", "Shift", GAME_INPUT_SPIKEOUT, "KEY_A,JOY1_BUTTON1");
- beat = AddSwitchInput("Beat", "Beat", GAME_INPUT_SPIKEOUT, "KEY_S,JOY1_BUTTON2");
- charge = AddSwitchInput("Charge", "Charge",GAME_INPUT_SPIKEOUT, "KEY_D,JOY1_BUTTON3");
- jump = AddSwitchInput("Jump", "Jump", GAME_INPUT_SPIKEOUT, "KEY_F,JOY1_BUTTON4");
+ shift = AddSwitchInput("Shift", "Shift", GAME_INPUT_SPIKEOUT, "NONE");
+ beat = AddSwitchInput("Beat", "Beat", GAME_INPUT_SPIKEOUT, "NONE");
+ charge = AddSwitchInput("Charge", "Charge",GAME_INPUT_SPIKEOUT, "NONE");
+ jump = AddSwitchInput("Jump", "Jump", GAME_INPUT_SPIKEOUT, "NONE");
// Virtua Striker Buttons
- shortPass[0] = AddSwitchInput("ShortPass", "P1 Short Pass", GAME_INPUT_SOCCER, "KEY_A,JOY1_BUTTON1");
- longPass[0] = AddSwitchInput("LongPass", "P1 Long Pass", GAME_INPUT_SOCCER, "KEY_S,JOY1_BUTTON2");
- shoot[0] = AddSwitchInput("Shoot", "P1 Shoot", GAME_INPUT_SOCCER, "KEY_D,JOY1_BUTTON3");
- shortPass[1] = AddSwitchInput("ShortPass1", "P2 Short Pass", GAME_INPUT_SOCCER, "JOY2_BUTTON1");
- longPass[1] = AddSwitchInput("LongPass1", "P2 Long Pass", GAME_INPUT_SOCCER, "JOY2_BUTTON2");
- shoot[1] = AddSwitchInput("Shoot1", "P2 Shoot", GAME_INPUT_SOCCER, "JOY2_BUTTON3");
+ shortPass[0] = AddSwitchInput("ShortPass", "P1 Short Pass", GAME_INPUT_SOCCER, "NONE");
+ longPass[0] = AddSwitchInput("LongPass", "P1 Long Pass", GAME_INPUT_SOCCER, "NONE");
+ shoot[0] = AddSwitchInput("Shoot", "P1 Shoot", GAME_INPUT_SOCCER, "NONE");
+ shortPass[1] = AddSwitchInput("ShortPass2", "P2 Short Pass", GAME_INPUT_SOCCER, "NONE");
+ longPass[1] = AddSwitchInput("LongPass2", "P2 Long Pass", GAME_INPUT_SOCCER, "NONE");
+ shoot[1] = AddSwitchInput("Shoot2", "P2 Shoot", GAME_INPUT_SOCCER, "NONE");
// Racing Game Steering Controls
- CAnalogInput *steeringLeft = AddAnalogInput("SteeringLeft", "Steer Left", GAME_INPUT_VEHICLE, "KEY_LEFT");
- CAnalogInput *steeringRight = AddAnalogInput("SteeringRight", "Steer Right", GAME_INPUT_VEHICLE, "KEY_RIGHT");
+ CAnalogInput *steeringLeft = AddAnalogInput("SteeringLeft", "Steer Left", GAME_INPUT_VEHICLE, "NONE");
+ CAnalogInput *steeringRight = AddAnalogInput("SteeringRight", "Steer Right", GAME_INPUT_VEHICLE, "NONE");
- steering = AddAxisInput ("Steering", "Full Steering", GAME_INPUT_VEHICLE, "JOY1_XAXIS", steeringLeft, steeringRight);
- accelerator = AddAnalogInput("Accelerator", "Accelerator Pedal", GAME_INPUT_VEHICLE, "KEY_UP,JOY1_UP");
- brake = AddAnalogInput("Brake", "Brake Pedal", GAME_INPUT_VEHICLE, "KEY_DOWN,JOY1_DOWN");
+ steering = AddAxisInput ("Steering", "Full Steering", GAME_INPUT_VEHICLE, "NONE", steeringLeft, steeringRight);
+ accelerator = AddAnalogInput("Accelerator", "Accelerator Pedal", GAME_INPUT_VEHICLE, "NONE");
+ brake = AddAnalogInput("Brake", "Brake Pedal", GAME_INPUT_VEHICLE, "NONE");
// Racing Game Gear Shift
- CSwitchInput *shift1 = AddSwitchInput("GearShift1", "Shift 1/Up", GAME_INPUT_SHIFT4, "KEY_Q,JOY1_BUTTON5");
- CSwitchInput *shift2 = AddSwitchInput("GearShift2", "Shift 2/Down", GAME_INPUT_SHIFT4, "KEY_W,JOY1_BUTTON6");
- CSwitchInput *shift3 = AddSwitchInput("GearShift3", "Shift 3", GAME_INPUT_SHIFT4, "KEY_E,JOY1_BUTTON7");
- CSwitchInput *shift4 = AddSwitchInput("GearShift4", "Shift 4", GAME_INPUT_SHIFT4, "KEY_R,JOY1_BUTTON8");
+ CSwitchInput *shift1 = AddSwitchInput("GearShift1", "Shift 1/Up", GAME_INPUT_SHIFT4, "NONE");
+ CSwitchInput *shift2 = AddSwitchInput("GearShift2", "Shift 2/Down", GAME_INPUT_SHIFT4, "NONE");
+ CSwitchInput *shift3 = AddSwitchInput("GearShift3", "Shift 3", GAME_INPUT_SHIFT4, "NONE");
+ CSwitchInput *shift4 = AddSwitchInput("GearShift4", "Shift 4", GAME_INPUT_SHIFT4, "NONE");
+ CSwitchInput *shiftN = AddSwitchInput("GearShiftN", "Shift Neutral",GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shiftUp = AddSwitchInput("GearShiftUp", "Shift Up", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shiftDown = AddSwitchInput("GearShiftDown", "Shift Down", GAME_INPUT_SHIFT4, "NONE");
- gearShift4 = AddGearShift4Input("GearShift", "Gear Shift", GAME_INPUT_SHIFT4, shift1, shift2, shift3, shift4, shiftUp, shiftDown);
+ gearShift4 = AddGearShift4Input("GearShift", "Gear Shift", GAME_INPUT_SHIFT4, shift1, shift2, shift3, shift4, shiftN, shiftUp, shiftDown);
// Racing Game VR View Buttons
- vr[0] = AddSwitchInput("VR1", "VR1", GAME_INPUT_VR, "KEY_A,JOY1_BUTTON1");
- vr[1] = AddSwitchInput("VR2", "VR2", GAME_INPUT_VR, "KEY_S,JOY1_BUTTON2");
- vr[2] = AddSwitchInput("VR3", "VR3", GAME_INPUT_VR, "KEY_D,JOY1_BUTTON3");
- vr[3] = AddSwitchInput("VR4", "VR4", GAME_INPUT_VR, "KEY_F,JOY1_BUTTON4");
+ vr[0] = AddSwitchInput("VR1", "VR1", GAME_INPUT_VR, "NONE");
+ vr[1] = AddSwitchInput("VR2", "VR2", GAME_INPUT_VR, "NONE");
+ vr[2] = AddSwitchInput("VR3", "VR3", GAME_INPUT_VR, "NONE");
+ vr[3] = AddSwitchInput("VR4", "VR4", GAME_INPUT_VR, "NONE");
// Sega Rally Buttons
- viewChange = AddSwitchInput("ViewChange", "View Change", GAME_INPUT_RALLY, "KEY_A,JOY1_BUTTON1");
- handBrake = AddSwitchInput("HandBrake", "Hand Brake", GAME_INPUT_RALLY, "KEY_S,JOY1_BUTTON2");
+ viewChange = AddSwitchInput("ViewChange", "View Change", GAME_INPUT_RALLY, "NONE");
+ handBrake = AddSwitchInput("HandBrake", "Hand Brake", GAME_INPUT_RALLY, "NONE");
// Virtual On Controls
- twinJoyTurnLeft = AddSwitchInput("TwinJoyTurnLeft", "Macro Turn Left", GAME_INPUT_TWIN_JOYSTICKS, "KEY_Q,JOY1_RXAXIS_NEG");
- twinJoyTurnRight = AddSwitchInput("TwinJoyTurnRight", "Macro Turn Right", GAME_INPUT_TWIN_JOYSTICKS, "KEY_W,JOY1_RXAXIS_POS");
- twinJoyForward = AddSwitchInput("TwinJoyForward", "Macro Forward", GAME_INPUT_TWIN_JOYSTICKS, "KEY_UP,JOY1_YAXIS_NEG");
- twinJoyReverse = AddSwitchInput("TwinJoyReverse", "Macro Reverse", GAME_INPUT_TWIN_JOYSTICKS, "KEY_DOWN,JOY1_YAXIS_POS");
- twinJoyStrafeLeft = AddSwitchInput("TwinJoyStrafeLeft", "Macro Strafe Left", GAME_INPUT_TWIN_JOYSTICKS, "KEY_LEFT,JOY1_XAXIS_NEG");
- twinJoyStrafeRight = AddSwitchInput("TwinJoyStrafeRight", "Macro Strafe Right", GAME_INPUT_TWIN_JOYSTICKS, "KEY_RIGHT,JOY1_XAXIS_POS");
- twinJoyJump = AddSwitchInput("TwinJoyJump", "Macro Jump", GAME_INPUT_TWIN_JOYSTICKS, "KEY_E,JOY1_BUTTON1");
- twinJoyCrouch = AddSwitchInput("TwinJoyCrouch", "Macro Crouch", GAME_INPUT_TWIN_JOYSTICKS, "KEY_R,JOY1_BUTTON2");
+ twinJoyTurnLeft = AddSwitchInput("TwinJoyTurnLeft", "Macro Turn Left", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyTurnRight = AddSwitchInput("TwinJoyTurnRight", "Macro Turn Right", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyForward = AddSwitchInput("TwinJoyForward", "Macro Forward", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyReverse = AddSwitchInput("TwinJoyReverse", "Macro Reverse", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyStrafeLeft = AddSwitchInput("TwinJoyStrafeLeft", "Macro Strafe Left", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyStrafeRight = AddSwitchInput("TwinJoyStrafeRight", "Macro Strafe Right", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyJump = AddSwitchInput("TwinJoyJump", "Macro Jump", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyCrouch = AddSwitchInput("TwinJoyCrouch", "Macro Crouch", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyLeft1 = AddSwitchInput("TwinJoyLeft1", "Left Joystick Left", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyLeft2 = AddSwitchInput("TwinJoyLeft2", "Right Joystick Left", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyRight1 = AddSwitchInput("TwinJoyRight1", "Left Joystick Right", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
@@ -116,33 +148,33 @@ CInputs::CInputs(CInputSystem *system) : m_system(system)
twinJoyUp2 = AddSwitchInput("TwinJoyUp2", "Right Joystick Up", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyDown1 = AddSwitchInput("TwinJoyDown1", "Left Joystick Down", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyDown2 = AddSwitchInput("TwinJoyDown2", "Right Joystick Down", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
- twinJoyShot1 = AddSwitchInput("TwinJoyShot1", "Left Shot Trigger", GAME_INPUT_TWIN_JOYSTICKS, "KEY_A,JOY1_BUTTON5");
- twinJoyShot2 = AddSwitchInput("TwinJoyShot2", "Right Shot Trigger", GAME_INPUT_TWIN_JOYSTICKS, "KEY_S,JOY1_BUTTON6");
- twinJoyTurbo1 = AddSwitchInput("TwinJoyTurbo1", "Left Turbo", GAME_INPUT_TWIN_JOYSTICKS, "KEY_Z,JOY1_BUTTON7");
- twinJoyTurbo2 = AddSwitchInput("TwinJoyTurbo2", "Right Turbo", GAME_INPUT_TWIN_JOYSTICKS, "KEY_X,JOY1_BUTTON8");
+ twinJoyShot1 = AddSwitchInput("TwinJoyShot1", "Left Shot Trigger", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyShot2 = AddSwitchInput("TwinJoyShot2", "Right Shot Trigger", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyTurbo1 = AddSwitchInput("TwinJoyTurbo1", "Left Turbo", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
+ twinJoyTurbo2 = AddSwitchInput("TwinJoyTurbo2", "Right Turbo", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
// Analog Joystick
- CAnalogInput *analogJoyLeft = AddAnalogInput("AnalogJoyLeft", "Analog Left", GAME_INPUT_ANALOG_JOYSTICK, "KEY_LEFT");
- CAnalogInput *analogJoyRight = AddAnalogInput("AnalogJoyRight", "Analog Right", GAME_INPUT_ANALOG_JOYSTICK, "KEY_RIGHT");
- CAnalogInput *analogJoyUp = AddAnalogInput("AnalogJoyUp", "Analog Up", GAME_INPUT_ANALOG_JOYSTICK, "KEY_UP");
- CAnalogInput *analogJoyDown = AddAnalogInput("AnalogJoyDown", "Analog Down", GAME_INPUT_ANALOG_JOYSTICK, "KEY_DOWN");
+ CAnalogInput *analogJoyLeft = AddAnalogInput("AnalogJoyLeft", "Analog Left", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
+ CAnalogInput *analogJoyRight = AddAnalogInput("AnalogJoyRight", "Analog Right", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
+ CAnalogInput *analogJoyUp = AddAnalogInput("AnalogJoyUp", "Analog Up", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
+ CAnalogInput *analogJoyDown = AddAnalogInput("AnalogJoyDown", "Analog Down", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
- analogJoyX = AddAxisInput ("AnalogJoyX", "Analog X-Axis", GAME_INPUT_ANALOG_JOYSTICK, "JOY_XAXIS,MOUSE_XAXIS", analogJoyLeft, analogJoyRight);
- analogJoyY = AddAxisInput ("AnalogJoyY", "Analog Y-Axis", GAME_INPUT_ANALOG_JOYSTICK, "JOY_YAXIS,MOUSE_YAXIS", analogJoyUp, analogJoyDown);
- analogJoyTrigger = AddSwitchInput("AnalogJoyTrigger", "Trigger Button", GAME_INPUT_ANALOG_JOYSTICK, "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON");
- analogJoyEvent = AddSwitchInput("AnalogJoyEvent", "Event Button", GAME_INPUT_ANALOG_JOYSTICK, "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON");
+ analogJoyX = AddAxisInput ("AnalogJoyX", "Analog X-Axis", GAME_INPUT_ANALOG_JOYSTICK, "NONE", analogJoyLeft, analogJoyRight);
+ analogJoyY = AddAxisInput ("AnalogJoyY", "Analog Y-Axis", GAME_INPUT_ANALOG_JOYSTICK, "NONE", analogJoyUp, analogJoyDown);
+ analogJoyTrigger = AddSwitchInput("AnalogJoyTrigger", "Trigger Button", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
+ analogJoyEvent = AddSwitchInput("AnalogJoyEvent", "Event Button", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
// Lightguns
- CAnalogInput *gun1Left = AddAnalogInput("GunLeft", "P1 Gun Left", GAME_INPUT_GUN1, "KEY_LEFT");
- CAnalogInput *gun1Right = AddAnalogInput("GunRight", "P1 Gun Right", GAME_INPUT_GUN1, "KEY_RIGHT");
- CAnalogInput *gun1Up = AddAnalogInput("GunUp", "P1 Gun Up", GAME_INPUT_GUN1, "KEY_UP");
- CAnalogInput *gun1Down = AddAnalogInput("GunDown", "P1 Gun Down", GAME_INPUT_GUN1, "KEY_DOWN");
+ CAnalogInput *gun1Left = AddAnalogInput("GunLeft", "P1 Gun Left", GAME_INPUT_GUN1, "NONE");
+ CAnalogInput *gun1Right = AddAnalogInput("GunRight", "P1 Gun Right", GAME_INPUT_GUN1, "NONE");
+ CAnalogInput *gun1Up = AddAnalogInput("GunUp", "P1 Gun Up", GAME_INPUT_GUN1, "NONE");
+ CAnalogInput *gun1Down = AddAnalogInput("GunDown", "P1 Gun Down", GAME_INPUT_GUN1, "NONE");
- gunX[0] = AddAxisInput("GunX", "P1 Gun X-Axis", GAME_INPUT_GUN1, "MOUSE_XAXIS,JOY1_XAXIS", gun1Left, gun1Right, 150, 400, 651); // normalize to [150,651]
- gunY[0] = AddAxisInput("GunY", "P1 Gun Y-Axis", GAME_INPUT_GUN1, "MOUSE_YAXIS,JOY1_YAXIS", gun1Up, gun1Down, 80, 272, 465); // normalize to [80,465]
+ gunX[0] = AddAxisInput("GunX", "P1 Gun X-Axis", GAME_INPUT_GUN1, "NONE", gun1Left, gun1Right, 150, 400, 651); // normalize to [150,651]
+ gunY[0] = AddAxisInput("GunY", "P1 Gun Y-Axis", GAME_INPUT_GUN1, "NONE", gun1Up, gun1Down, 80, 272, 465); // normalize to [80,465]
- CSwitchInput *gun1Trigger = AddSwitchInput("Trigger", "P1 Trigger", GAME_INPUT_GUN1, "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON");
- CSwitchInput *gun1Offscreen = AddSwitchInput("Offscreen", "P1 Point Off-screen", GAME_INPUT_GUN1, "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON");
+ CSwitchInput *gun1Trigger = AddSwitchInput("Trigger", "P1 Trigger", GAME_INPUT_GUN1, "NONE");
+ CSwitchInput *gun1Offscreen = AddSwitchInput("Offscreen", "P1 Point Off-screen", GAME_INPUT_GUN1, "NONE");
trigger[0] = AddTriggerInput("AutoTrigger", "P1 Auto Trigger", GAME_INPUT_GUN1, gun1Trigger, gun1Offscreen);
@@ -151,11 +183,11 @@ CInputs::CInputs(CInputSystem *system) : m_system(system)
CAnalogInput *gun2Up = AddAnalogInput("GunUp2", "P2 Gun Up", GAME_INPUT_GUN2, "NONE");
CAnalogInput *gun2Down = AddAnalogInput("GunDown2", "P2 Gun Down", GAME_INPUT_GUN2, "NONE");
- gunX[1] = AddAxisInput("GunX2", "P2 Gun X-Axis", GAME_INPUT_GUN2, "JOY2_XAXIS", gun2Left, gun2Right, 150, 400, 651); // normalize to [150,651]
- gunY[1] = AddAxisInput("GunY2", "P2 Gun Y-Axis", GAME_INPUT_GUN2, "JOY2_YAXIS", gun2Up, gun2Down, 80, 272, 465); // normalize to [80,465]
+ gunX[1] = AddAxisInput("GunX2", "P2 Gun X-Axis", GAME_INPUT_GUN2, "NONE", gun2Left, gun2Right, 150, 400, 651); // normalize to [150,651]
+ gunY[1] = AddAxisInput("GunY2", "P2 Gun Y-Axis", GAME_INPUT_GUN2, "NONE", gun2Up, gun2Down, 80, 272, 465); // normalize to [80,465]
- CSwitchInput *gun2Trigger = AddSwitchInput("Trigger2", "P2 Trigger", GAME_INPUT_GUN2, "JOY2_BUTTON1");
- CSwitchInput *gun2Offscreen = AddSwitchInput("Offscreen2", "P2 Point Off-screen", GAME_INPUT_GUN2, "JOY2_BUTTON2");
+ CSwitchInput *gun2Trigger = AddSwitchInput("Trigger2", "P2 Trigger", GAME_INPUT_GUN2, "NONE");
+ CSwitchInput *gun2Offscreen = AddSwitchInput("Offscreen2", "P2 Point Off-screen", GAME_INPUT_GUN2, "NONE");
trigger[1] = AddTriggerInput("AutoTrigger2", "P2 Auto Trigger", GAME_INPUT_GUN2, gun2Trigger, gun2Offscreen);
}
@@ -192,9 +224,9 @@ CAxisInput *CInputs::AddAxisInput(const char *id, const char *label, unsigned ga
}
CGearShift4Input *CInputs::AddGearShift4Input(const char *id, const char *label, unsigned gameFlags,
- CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftUp, CSwitchInput *shiftDown)
+ CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftN, CSwitchInput *shiftUp, CSwitchInput *shiftDown)
{
- CGearShift4Input *input = new CGearShift4Input(id, label, gameFlags, shift1, shift2, shift3, shift4, shiftUp, shiftDown);
+ CGearShift4Input *input = new CGearShift4Input(id, label, gameFlags, shift1, shift2, shift3, shift4, shiftN, shiftUp, shiftDown);
m_inputs.push_back(input);
return input;
}
diff --git a/Src/Inputs/Inputs.h b/Src/Inputs/Inputs.h
index 5d0efe9..df0369b 100644
--- a/Src/Inputs/Inputs.h
+++ b/Src/Inputs/Inputs.h
@@ -1,3 +1,30 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * Inputs.h
+ *
+ * Header file for CInputs, a class which manages all individual inputs.
+ */
+
#ifndef INCLUDED_INPUTS_H
#define INCLUDED_INPUTS_H
@@ -50,7 +77,7 @@ private:
* Adds a 4-gear shifter input to this collection.
*/
CGearShift4Input *AddGearShift4Input(const char *id, const char *label, unsigned gameFlags,
- CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftUp, CSwitchInput *shiftDown);
+ CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftN, CSwitchInput *shiftUp, CSwitchInput *shiftDown);
/*
* Adds a lightgun trigger input to this collection.
diff --git a/Src/Inputs/MultiInputSource.cpp b/Src/Inputs/MultiInputSource.cpp
index c2072a9..363731d 100644
--- a/Src/Inputs/MultiInputSource.cpp
+++ b/Src/Inputs/MultiInputSource.cpp
@@ -1,3 +1,30 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * MultiInputSource.cpp
+ *
+ * Implementation of CMultiInputSource.
+ */
+
#include "Supermodel.h"
#include
diff --git a/Src/Inputs/MultiInputSource.h b/Src/Inputs/MultiInputSource.h
index ce047fe..b194af8 100644
--- a/Src/Inputs/MultiInputSource.h
+++ b/Src/Inputs/MultiInputSource.h
@@ -1,3 +1,31 @@
+/**
+ ** Supermodel
+ ** A Sega Model 3 Arcade Emulator.
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
+ **
+ ** This file is part of Supermodel.
+ **
+ ** Supermodel is free software: you can redistribute it and/or modify it under
+ ** the terms of the GNU General Public License as published by the Free
+ ** Software Foundation, either version 3 of the License, or (at your option)
+ ** any later version.
+ **
+ ** Supermodel is distributed in the hope that it will be useful, but WITHOUT
+ ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ ** more details.
+ **
+ ** You should have received a copy of the GNU General Public License along
+ ** with Supermodel. If not, see .
+ **/
+
+/*
+ * MultiInputSource.h
+ *
+ * Header file for CMultiInputSource. Represents a collection of input sources
+ * mapped to the same input.
+ */
+
#ifndef INCLUDED_MULTIINPUTSOURCE_H
#define INCLUDED_MULTIINPUTSOURCE_H
diff --git a/Src/Model3/DSB.cpp b/Src/Model3/DSB.cpp
index 535a07d..336de12 100644
--- a/Src/Model3/DSB.cpp
+++ b/Src/Model3/DSB.cpp
@@ -420,7 +420,6 @@ void CDSB1::SendCommand(UINT8 data)
void CDSB1::RunFrame(INT16 *audioL, INT16 *audioR)
{
-#ifdef SUPERMODEL_SOUND
int cycles;
UINT8 v;
@@ -453,7 +452,6 @@ void CDSB1::RunFrame(INT16 *audioL, INT16 *audioR)
INT16 *mpegFill[2] = { &mpegL[retainedSamples], &mpegR[retainedSamples] };
MPEG_Decode(mpegFill, 32000/60-retainedSamples+2);
retainedSamples = Resampler.UpSampleAndMix(audioL, audioR, mpegL, mpegR, v, v, 44100/60, 32000/60+2, 44100, 32000);
-#endif
}
void CDSB1::Reset(void)
@@ -970,7 +968,6 @@ void CDSB2::SendCommand(UINT8 data)
void CDSB2::RunFrame(INT16 *audioL, INT16 *audioR)
{
-#ifdef SUPERMODEL_SOUND
if (!g_Config.emulateDSB)
{
// DSB code applies SCSP volume, too, so we must still mix
@@ -1005,7 +1002,6 @@ void CDSB2::RunFrame(INT16 *audioL, INT16 *audioR)
INT16 *mpegFill[2] = { &mpegL[retainedSamples], &mpegR[retainedSamples] };
MPEG_Decode(mpegFill, 32000/60-retainedSamples+2);
retainedSamples = Resampler.UpSampleAndMix(audioL, audioR, mpegL, mpegR, volume[0], volume[1], 44100/60, 32000/60+2, 44100, 32000);
-#endif
}
void CDSB2::Reset(void)
diff --git a/Src/Model3/Model3.h b/Src/Model3/Model3.h
index 138ce21..b44660f 100644
--- a/Src/Model3/Model3.h
+++ b/Src/Model3/Model3.h
@@ -56,7 +56,7 @@ public:
// Defaults
CModel3Config(void)
{
- multiThreaded = false; // disable by default
+ multiThreaded = true; // enable by default
ppcFrequency = 40*1000000; // 40 MHz
}
diff --git a/Src/Model3/SoundBoard.cpp b/Src/Model3/SoundBoard.cpp
index becb3d2..1490e4a 100644
--- a/Src/Model3/SoundBoard.cpp
+++ b/Src/Model3/SoundBoard.cpp
@@ -359,9 +359,8 @@ void CSoundBoard::WriteMIDIPort(UINT8 data)
bool CSoundBoard::RunFrame(void)
{
-#ifdef SUPERMODEL_SOUND
// Run sound board first to generate SCSP audio
- if (g_Config.emulateSCSP)
+ if (g_Config.emulateSound)
{
M68KSetContext(&M68K);
SCSP_Update();
@@ -391,7 +390,6 @@ bool CSoundBoard::RunFrame(void)
fwrite(&s, sizeof(INT16), 1, soundFP); // right channel
}
#endif // SUPERMODEL_LOG_AUDIO
-#endif // SUPERMODEL_SOUND
return bufferFull;
}
diff --git a/Src/Model3/SoundBoard.h b/Src/Model3/SoundBoard.h
index c8e0924..88bea14 100644
--- a/Src/Model3/SoundBoard.h
+++ b/Src/Model3/SoundBoard.h
@@ -40,12 +40,12 @@
class CSoundBoardConfig
{
public:
- bool emulateSCSP; // SCSP emulation (enabled if true)
+ bool emulateSound; // sound board emulation (enabled if true)
// Defaults
CSoundBoardConfig(void)
{
- emulateSCSP = true;
+ emulateSound = true;
}
};
diff --git a/Src/OSD/SDL/Main.cpp b/Src/OSD/SDL/Main.cpp
index a05397d..4fd6b2c 100644
--- a/Src/OSD/SDL/Main.cpp
+++ b/Src/OSD/SDL/Main.cpp
@@ -1,13 +1,19 @@
//TODO before release:
-// - Re-do cursors, make them larger
+// x Change EmulateSCSP -> EmulateSound
+// x Map neutral gear to individual button
+// x Re-do cursors, make them larger
// - Comment source code, clean up
// - Add option for building with /MD in MSVC Makefile
-// - Remove SUPERMODEL_SOUND
+// x Remove SUPERMODEL_SOUND
+// x Make dinput default for Windows
+// x Make multi-threading the default
+// x Export INI file
+// TODO: test on Linux and make sure that no input system options besides SDL are available
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
- ** Copyright 2011 Bart Trzynadlowski
+ ** Copyright 2011 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
@@ -32,7 +38,6 @@
*
* Compile-Time Options
* --------------------
- * - SUPERMODEL_SOUND: Deprecated. Remove this.
* - SUPERMODEL_WIN32: Define this if compiling on Windows.
* - SUPERMODEL_OSX: Define this if compiling on Mac OS X.
*
@@ -222,7 +227,7 @@ static bool CreateGLScreen(const char *caption, unsigned *xOffsetPtr, unsigned *
if (VideoInfo->current_w > *xResPtr || VideoInfo->current_h > *yResPtr)
{
glEnable(GL_SCISSOR_TEST);
- glScissor(xOffset, yOffset, xRes, yRes);
+ glScissor(*xOffsetPtr, *yOffsetPtr, *xResPtr, *yResPtr);
}
return 0;
@@ -383,8 +388,8 @@ static void ApplySettings(CINIFile *INI, const char *section)
g_Config.SetSoundVolume(x);
if (OKAY == INI->Get(section, "MusicVolume", x))
g_Config.SetMusicVolume(x);
- if (OKAY == INI->Get(section, "EmulateSCSP", x))
- g_Config.emulateSCSP = x ? true : false;
+ if (OKAY == INI->Get(section, "EmulateSound", x))
+ g_Config.emulateSound = x ? true : false;
if (OKAY == INI->Get(section, "EmulateDSB", x))
g_Config.emulateDSB = x ? true : false;
@@ -439,7 +444,7 @@ static void LogConfig(void)
InfoLog("\tPowerPCFrequency = %d", g_Config.GetPowerPCFrequency());
// CSoundBoardConfig
- InfoLog("\tEmulateSCSP = %d", g_Config.emulateSCSP);
+ InfoLog("\tEmulateSound = %d", g_Config.emulateSound);
// CDSBConfig
InfoLog("\tEmulateDSB = %d", g_Config.emulateDSB);
@@ -609,15 +614,23 @@ static void GunToViewCoords(float *x, float *y)
static void DrawCrosshair(float x, float y, float r, float g, float b)
{
+ float base = 0.01f, height = 0.02f; // geometric parameters of each triangle
+ float dist = 0.004f; // distance of triangle tip from center
+ float a = (float)xRes/(float)yRes; // aspect ratio (to square the crosshair)
+
glColor3f(r, g, b);
- glVertex2f(x-0.01f, y);
- glVertex2f(x-0.002f, y);
- glVertex2f(x+0.003f, y);
- glVertex2f(x+0.01f, y);
- glVertex2f(x, y-0.01f*(float)xRes/(float)yRes);
- glVertex2f(x, y-0.003f*(float)xRes/(float)yRes);
- glVertex2f(x, y+0.002f*(float)xRes/(float)yRes);
- glVertex2f(x, y+0.01f*(float)xRes/(float)yRes);
+ glVertex2f(x, y+dist); // bottom triangle
+ glVertex2f(x+base/2.0f, y+(dist+height)*a);
+ glVertex2f(x-base/2.0f, y+(dist+height)*a);
+ glVertex2f(x, y-dist); // top triangle
+ glVertex2f(x-base/2.0f, y-(dist+height)*a);
+ glVertex2f(x+base/2.0f, y-(dist+height)*a);
+ glVertex2f(x-dist, y); // left triangle
+ glVertex2f(x-dist-height, y+(base/2.0f)*a);
+ glVertex2f(x-dist-height, y-(base/2.0f)*a);
+ glVertex2f(x+dist, y); // right triangle
+ glVertex2f(x+dist+height, y-(base/2.0f)*a);
+ glVertex2f(x+dist+height, y+(base/2.0f)*a);
}
static void UpdateCrosshairs(CInputs *Inputs, unsigned showCrosshairs)
@@ -649,8 +662,7 @@ static void UpdateCrosshairs(CInputs *Inputs, unsigned showCrosshairs)
GunToViewCoords(&x[1], &y[1]);
// Draw visible crosshairs
- glBegin(GL_LINES);
- glLineWidth(1.0f);
+ glBegin(GL_TRIANGLES);
if ((showCrosshairs & 2) && !Inputs->trigger[0]->offscreenValue) // Player 1
DrawCrosshair(x[0], y[0], 1.0f, 0.0f, 0.0f);
if ((showCrosshairs & 1) && !Inputs->trigger[1]->offscreenValue) // Player 2
@@ -672,7 +684,7 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
{
CModel3 *Model3 = new CModel3();
#endif // SUPERMODEL_DEBUGGER
- char titleStr[128], titleFPSStr[128];
+ char baseTitleStr[128], titleStr[128];
CRender2D *Render2D = new CRender2D();
CRender3D *Render3D = new CRender3D();
unsigned prevFPSTicks, currentFPSTicks, currentTicks, targetTicks, startTicks;
@@ -698,8 +710,8 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
// Start up SDL and open a GL window
xRes = g_Config.xRes;
yRes = g_Config.yRes;
- sprintf(titleStr, "Supermodel - %s", Model3->GetGameInfo()->title);
- if (OKAY != CreateGLScreen(titleStr,&xOffset,&yOffset,&xRes,&yRes,true,g_Config.fullScreen))
+ sprintf(baseTitleStr, "Supermodel - %s", Model3->GetGameInfo()->title);
+ if (OKAY != CreateGLScreen(baseTitleStr,&xOffset,&yOffset,&xRes,&yRes,true,g_Config.fullScreen))
return 1;
// Info log GL information and user options
@@ -828,11 +840,14 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
{
Model3->PauseThreads();
SetAudioEnabled(false);
+ sprintf(titleStr, "%s (Paused)", baseTitleStr);
+ SDL_WM_SetCaption(titleStr,NULL);
}
else
{
Model3->ResumeThreads();
SetAudioEnabled(true);
+ SDL_WM_SetCaption(baseTitleStr,NULL);
}
}
else if (Inputs->uiSaveState->Pressed())
@@ -982,8 +997,8 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
++fpsFramesElapsed;
if((currentFPSTicks-prevFPSTicks) >= 1000) // update FPS every 1 second (each tick is 1 ms)
{
- sprintf(titleFPSStr, "%s - %1.1f FPS", titleStr, (float)fpsFramesElapsed*(float)(currentFPSTicks-prevFPSTicks)/1000.0f);
- SDL_WM_SetCaption(titleFPSStr,NULL);
+ sprintf(titleStr, "%s - %1.1f FPS%s", baseTitleStr, (float)fpsFramesElapsed*(float)(currentFPSTicks-prevFPSTicks)/1000.0f, paused ? " (Paused)" : "");
+ SDL_WM_SetCaption(titleStr,NULL);
prevFPSTicks = currentFPSTicks; // reset tick count
fpsFramesElapsed = 0; // reset frame count
}
@@ -1138,7 +1153,7 @@ static int DisassembleCROM(const char *zipFile, UINT32 addr, unsigned n)
static void Title(void)
{
puts("Supermodel: A Sega Model 3 Arcade Emulator (Version "SUPERMODEL_VERSION")");
- puts("Copyright (C) 2011 by Bart Trzynadlowski\n");
+ puts("Copyright (C) 2011 by Bart Trzynadlowski and Nik Henson\n");
}
// Print usage information
@@ -1152,8 +1167,8 @@ static void Help(void)
puts(" -print-games List supported games and quit");
puts("");
puts("Core Options:");
- printf(" -ppc-frequency= Set PowerPC frequency in MHz [Default: %d]\n", g_Config.GetPowerPCFrequency());
- puts(" -multi-threaded Enable multi-threading for enhanced performance");
+ printf(" -ppc-frequency= PowerPC frequency in MHz [Default: %d]\n", g_Config.GetPowerPCFrequency());
+ puts(" -no-threads Disable multi-threading");
#ifdef SUPERMODEL_DEBUGGER
puts(" -disable-debugger Completely disable debugger functionality");
puts(" -enter-debugger Enter debugger at start of emulation");
@@ -1168,15 +1183,15 @@ static void Help(void)
puts(" -frag-shader= Load 3D fragment shader from external file");
puts("");
puts("Audio Options:");
- puts(" -sound-volume= Set volume of sound effects in % [Default: 100]");
- puts(" -music-volume= Set volume of MPEG music in % [Default: 100]");
+ puts(" -sound-volume= Volume of sound effects in % [Default: 100]");
+ puts(" -music-volume= Volume of MPEG music in % [Default: 100]");
puts(" -flip-stereo Swap left and right audio channels");
- puts(" -no-scsp Disable Sega Custom Sound Processor (sound effects)");
+ puts(" -no-sound Disable sound board emulation (sound effects)");
puts(" -no-dsb Disable Digital Sound Board (MPEG music)");
puts("");
puts("Input Options:");
#ifdef SUPERMODEL_WIN32
- puts(" -input-system= Set input system [Default: SDL]");
+ printf(" -input-system= Input system [Default: %s]\n", g_Config.GetInputSystem());
#endif
puts(" -force-feedback Enable force feedback (DirectInput, XInput) [EXPERIMENTAL]");
puts(" -print-inputs Prints current input configuration");
@@ -1279,9 +1294,9 @@ int main(int argc, char **argv)
else
CmdLine.Set("Global", "PowerPCFrequency", f);
}
- else if (!strcmp(argv[i],"-multi-threaded"))
+ else if (!strcmp(argv[i],"-no-threads"))
{
- n = 1;
+ n = 0;
CmdLine.Set("Global", "MultiThreaded", n);
}
#ifdef SUPERMODEL_DEBUGGER
@@ -1311,10 +1326,10 @@ int main(int argc, char **argv)
n = 1;
CmdLine.Set("Global", "FlipStereo", n);
}
- else if (!strcmp(argv[i], "-no-scsp"))
+ else if (!strcmp(argv[i], "-no-sound"))
{
n = 0;
- CmdLine.Set("Global", "EmulateSCSP", n);
+ CmdLine.Set("Global", "EmulateSound", n);
}
else if (!strcmp(argv[i], "-no-dsb"))
{
@@ -1430,7 +1445,7 @@ int main(int argc, char **argv)
Debugger::CSupermodelDebugger *Debugger = NULL;
#endif // SUPERMODEL_DEBUGGER
- // Create input system (default is SDL)
+ // Create input system
g_Config.SetInputSystem(inputSystem);
if (stricmp(g_Config.GetInputSystem(), "sdl") == 0)
InputSystem = new CSDLInputSystem();
diff --git a/Src/OSD/SDL/OSDConfig.h b/Src/OSD/SDL/OSDConfig.h
index 34110f3..8506e03 100644
--- a/Src/OSD/SDL/OSDConfig.h
+++ b/Src/OSD/SDL/OSDConfig.h
@@ -58,7 +58,11 @@ public:
{
if (inpSysName == NULL)
{
+#ifdef SUPERMODEL_WIN32 // default is DirectInput on Windows
+ inputSystem = "dinput";
+#else // everyone else uses SDL
inputSystem = "sdl";
+#endif
return;
}
@@ -68,8 +72,13 @@ public:
#endif
)
{
+#ifdef SUPERMODEL_WIN32
+ ErrorLog("Unknown input system '%s', defaulting to DirectInput.", inpSysName);
+ inputSystem = "dinput";
+#else
ErrorLog("Unknown input system '%s', defaulting to SDL.", inpSysName);
inputSystem = "sdl";
+#endif
return;
}
@@ -93,7 +102,11 @@ public:
#ifdef SUPERMODEL_DEBUGGER
disableDebugger = false;
#endif
+#ifdef SUPERMODEL_WIN32
+ inputSystem = "dinput";
+#else
inputSystem = "sdl";
+#endif
}
private:
diff --git a/Src/Sound/SCSP.cpp b/Src/Sound/SCSP.cpp
index 048e267..58a67b6 100644
--- a/Src/Sound/SCSP.cpp
+++ b/Src/Sound/SCSP.cpp
@@ -1,4 +1,3 @@
-//TODO: save states are not 64-bit safe. need to use UINT64s for addresses
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.