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. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program 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. + + This program 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 this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + 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 +the library. If this is what you want to do, use the GNU Lesser General +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.