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- 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.
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Config/Supermodel.ini
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Config/Supermodel.ini
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;;
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;; Supermodel Configuration File
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;; Default settings for Version 0.2a.
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;;
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;
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; Quick Overview
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||||
; --------------
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||||
;
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||||
; All settings are case sensitive. Numbers must be unsigned, base 10 integers.
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||||
; 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.
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||||
;
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||||
; 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:
|
||||
;
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; ; Scud Race
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; [ scud ]
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;
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; SoundVolume = 50
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; MusicVolume = 200
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; ; ... etc. ...
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;
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; Input settings are an exceptional case: they are only allowed in the global
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; section. Per-game input mappings are not supported.
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||||
;
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; For a list of all valid settings, please consult README.txt. Only default
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; inputs are assigned here.
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;
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[ Global ] ; Input settings can only be read from the global section!
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; Common
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InputStart1 = "KEY_1,JOY1_BUTTON9"
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InputStart2 = "KEY_2,JOY2_BUTTON9"
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InputCoin1 = "KEY_3,JOY1_BUTTON10"
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InputCoin2 = "KEY_4,JOY2_BUTTON10"
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InputServiceA = "KEY_5"
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InputServiceB = "KEY_7"
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InputTestA = "KEY_6"
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InputTestB = "KEY_8"
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; 4-way digital joysticks
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InputJoyUp = "KEY_UP,JOY1_UP"
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InputJoyDown = "KEY_DOWN,JOY1_DOWN"
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InputJoyLeft = "KEY_LEFT,JOY1_LEFT"
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InputJoyRight = "KEY_RIGHT,JOY1_RIGHT"
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InputJoyUp2 = "JOY2_UP"
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InputJoyDown2 = "JOY2_DOWN"
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InputJoyLeft2 = "JOY2_LEFT"
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InputJoyRight2 = "JOY2_RIGHT"
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; Fighting game buttons
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InputPunch = "KEY_A,JOY1_BUTTON1"
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InputKick = "KEY_S,JOY1_BUTTON2"
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InputGuard = "KEY_D,JOY1_BUTTON3"
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InputEscape = "KEY_F,JOY1_BUTTON4"
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InputPunch2 = "JOY2_BUTTON1"
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InputKick2 = "JOY2_BUTTON2"
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InputGuard2 = "JOY2_BUTTON3"
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InputEscape2 = "JOY2_BUTTON4"
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; Spikeout buttons
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InputShift = "KEY_A,JOY1_BUTTON1"
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InputBeat = "KEY_S,JOY1_BUTTON2"
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InputCharge = "KEY_D,JOY1_BUTTON3"
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InputJump = "KEY_F,JOY1_BUTTON4"
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; Virtua Striker buttons
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InputShortPass = "KEY_A,JOY1_BUTTON1"
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InputLongPass = "KEY_S,JOY1_BUTTON2"
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InputShoot = "KEY_D,JOY1_BUTTON3"
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InputShortPass2 = "JOY2_BUTTON1"
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InputLongPass2 = "JOY2_BUTTON2"
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InputShoot2 = "JOY2_BUTTON3"
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; Steering wheel
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InputSteeringLeft = "KEY_LEFT" ; digital, turn wheel left
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InputSteeringRight = "KEY_RIGHT" ; digital, turn wheel right
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InputSteering = "JOY1_XAXIS" ; analog, full steering range
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; Pedals
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InputAccelerator = "KEY_UP,JOY1_UP"
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InputBrake = "KEY_DOWN,JOY1_DOWN"
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; Manual transmission
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InputGearShift1 = "KEY_Q,JOY1_BUTTON5"
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InputGearShift2 = "KEY_W,JOY1_BUTTON6"
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InputGearShift3 = "KEY_E,JOY1_BUTTON7"
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InputGearShift4 = "KEY_R,JOY1_BUTTON8"
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InputGearShiftN = "KEY_T"
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InputGearShiftUp = "NONE" ; sequential shift up
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InputGearShiftDown = "NONE" ; sequential shift down
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; View buttons
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InputVR1 = "KEY_A,JOY1_BUTTON1"
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InputVR2 = "KEY_S,JOY1_BUTTON2"
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InputVR3 = "KEY_D,JOY1_BUTTON3"
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InputVR4 = "KEY_F,JOY1_BUTTON4"
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|
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; Sega Rally 2 and Dirt Devils
|
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InputViewChange = "KEY_A,JOY1_BUTTON1"
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InputHandBrake = "KEY_S,JOY1_BUTTON2" ; Sega Rally 2 only
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|
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; Virtual On macros
|
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InputTwinJoyTurnLeft = "KEY_Q,JOY1_RXAXIS_NEG"
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InputTwinJoyTurnRight = "KEY_W,JOY1_RXAXIS_POS"
|
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InputTwinJoyForward = "KEY_UP,JOY1_YAXIS_NEG"
|
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InputTwinJoyReverse = "KEY_DOWN,JOY1_YAXIS_POS"
|
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InputTwinJoyStrafeLeft = "KEY_LEFT,JOY1_XAXIS_NEG"
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InputTwinJoyStrafeRight = "KEY_RIGHT,JOY1_XAXIS_POS"
|
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InputTwinJoyJump = "KEY_E,JOY1_BUTTON1"
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InputTwinJoyCrouch = "KEY_R,JOY1_BUTTON2"
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|
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; Virtual On individual joystick mapping
|
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InputTwinJoyLeft1 = "NONE"
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InputTwinJoyLeft2 = "NONE"
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InputTwinJoyRight1 = "NONE"
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InputTwinJoyRight2 = "NONE"
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InputTwinJoyUp1 = "NONE"
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InputTwinJoyUp2 = "NONE"
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InputTwinJoyDown1 = "NONE"
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InputTwinJoyDown2 = "NONE"
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|
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; Virtual On buttons
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InputTwinJoyShot1 = "KEY_A,JOY1_BUTTON5"
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InputTwinJoyShot2 = "KEY_S,JOY1_BUTTON6"
|
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InputTwinJoyTurbo1 = "KEY_Z,JOY1_BUTTON7"
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InputTwinJoyTurbo2 = "KEY_X,JOY1_BUTTON8"
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|
||||
; Analog joystick (e.g. Star Wars Trilogy)
|
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InputAnalogJoyLeft = "KEY_LEFT" ; digital, move left
|
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InputAnalogJoyRight = "KEY_RIGHT" ; digital, move right
|
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InputAnalogJoyUp = "KEY_UP" ; digital, move up
|
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InputAnalogJoyDown = "KEY_DOWN" ; digital, move down
|
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InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS" ; analog, full X axis
|
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InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS" ; analog, full Y axis
|
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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
|
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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"
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InputTrigger2 = "JOY2_BUTTON1"
|
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InputOffscreen2 = "JOY2_BUTTON2"
|
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InputAutoTrigger2 = 0
|
||||
|
696
Docs/LICENSE.txt
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696
Docs/LICENSE.txt
Normal file
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@ -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. <http://fsf.org/>
|
||||
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. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
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|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
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|
||||
giving you legal permission to copy, distribute and/or modify it.
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||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
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|
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|
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Some devices are designed to deny users access to install or run
|
||||
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|
||||
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|
||||
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Finally, every program is threatened constantly by software patents.
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States should not allow patents to restrict development and use of
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|
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||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
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||||
works, such as semiconductor masks.
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"The Program" refers to any copyrightable work licensed under this
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A "covered work" means either the unmodified Program or a work based
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To "propagate" a work means to do anything with it that, without
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To "convey" a work means any kind of propagation that enables other
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An interactive user interface displays "Appropriate Legal Notices"
|
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to the extent that it includes a convenient and prominently visible
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||||
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||||
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||||
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||||
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||||
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The Corresponding Source for a work in source code form is that
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|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. 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.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
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 <http://www.gnu.org/licenses/>.
|
||||
|
||||
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:
|
||||
|
||||
<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
|
||||
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
|
||||
<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
441
Docs/README.txt
Normal file
|
@ -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 <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.
|
|
@ -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) $(SDL_LDFLAGS) -lz -lm -lstdc++
|
||||
|
|
|
@ -44,11 +44,6 @@ BITS = 32
|
|||
#
|
||||
ENABLE_DEBUGGER = no
|
||||
|
||||
#
|
||||
# Experimental sound code ('yes' on 32-bit builds only or 'no')
|
||||
#
|
||||
ENABLE_SOUND = yes
|
||||
|
||||
|
||||
###############################################################################
|
||||
# 32/64-Bit SDK Directories and Options
|
||||
|
@ -143,10 +138,6 @@ ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
|
|||
TURBO68K_FLAGS += -debug
|
||||
endif
|
||||
|
||||
ifeq ($(strip $(ENABLE_SOUND)),yes)
|
||||
COMPILER_FLAGS += /D "SUPERMODEL_SOUND"
|
||||
endif
|
||||
|
||||
|
||||
###############################################################################
|
||||
# Build Instructions
|
||||
|
|
|
@ -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) :
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
||||
/*
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -56,7 +56,7 @@ public:
|
|||
// Defaults
|
||||
CModel3Config(void)
|
||||
{
|
||||
multiThreaded = false; // disable by default
|
||||
multiThreaded = true; // enable by default
|
||||
ppcFrequency = 40*1000000; // 40 MHz
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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.
|
||||
|
|
Loading…
Reference in a new issue