- Changed EmulateSCSP -> EmulateSound and -no-scsp -> -no-sound.

- Changed gear shifting behavior: neutral gear has its own button now.
- Removed SUPERMODEL_SOUND.
- DirectInput is the default input system for Windows now.
- Multi-threading is on by default, replaced -multi-threaded w/ -no-threads.
- Made crosshairs larger and more visible.
- Added Nik to co-author list and began updating file copyright notices.
- Fixed Virtua Striker 2 input names (player 2 inputs end with the number 2 instead of 1).
- Added documentation to a Docs/ subdirectory.
- Exported all default input configurations to Supermodel.ini and added that to the repository. Internally, Supermodel initializes all controls to "NONE" now.
This commit is contained in:
Bart Trzynadlowski 2011-09-14 06:16:22 +00:00
parent d34223ebd2
commit d200dff89e
24 changed files with 1749 additions and 153 deletions

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;;
;; 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

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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. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
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<program> Copyright (C) <year> <name of author>
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
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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
<http://www.gnu.org/licenses/>.
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
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

441
Docs/README.txt Normal file
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@ -0,0 +1,441 @@
TODO: convert all tabs to spaces
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#### ### ## ## #### #### ## ## #### ### ## #### ####
####
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 <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
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.

View file

@ -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++

View file

@ -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

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* 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) :

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* 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

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* 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 <vector>

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* InputSource.h
*
* Header file for CInputSource.
*/
#ifndef INCLUDED_INPUTSOURCE_H
#define INCLUDED_INPUTSOURCE_H

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* InputSystem.cpp
*
* Implementation of CInputSystem, the base input system class.
*/
#include "Supermodel.h"
#include <string>

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* 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

View file

@ -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);

View file

@ -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);
/*

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* Inputs.cpp
*
* Input management. Implementation of CInputs, which stores, configures, and
* maintains all individual inputs.
*/
#include "Supermodel.h"
#include <stdarg.h>
@ -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;
}

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* 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.

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* MultiInputSource.cpp
*
* Implementation of CMultiInputSource.
*/
#include "Supermodel.h"
#include <vector>

View file

@ -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 <http://www.gnu.org/licenses/>.
**/
/*
* 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

View file

@ -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)

View file

@ -56,7 +56,7 @@ public:
// Defaults
CModel3Config(void)
{
multiThreaded = false; // disable by default
multiThreaded = true; // enable by default
ppcFrequency = 40*1000000; // 40 MHz
}

View file

@ -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;
}

View file

@ -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;
}
};

View file

@ -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=<f> Set PowerPC frequency in MHz [Default: %d]\n", g_Config.GetPowerPCFrequency());
puts(" -multi-threaded Enable multi-threading for enhanced performance");
printf(" -ppc-frequency=<f> 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=<file> Load 3D fragment shader from external file");
puts("");
puts("Audio Options:");
puts(" -sound-volume=<v> Set volume of sound effects in % [Default: 100]");
puts(" -music-volume=<v> Set volume of MPEG music in % [Default: 100]");
puts(" -sound-volume=<v> Volume of sound effects in % [Default: 100]");
puts(" -music-volume=<v> 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=<s> Set input system [Default: SDL]");
printf(" -input-system=<s> 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();

View file

@ -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:

View file

@ -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.