#### ### ### ## ## ## ## ### ## ## ## ### #### ## ### ## ## #### ## #### ## ### ## ## ## ## ## ## ### ## ####### ## ## ##### ## ## ## ### ## ## ## ## ###### ## ## ####### ## ## ## ## ###### ## ## ## ## ## ##### ## ## ## # ## ## ## ## ## ## ## #### ### ## ## #### #### ## ## #### ### ## #### #### #### A Sega Model 3 Arcade Emulator. Copyright 2003-2023 The Supermodel Team USER MANUAL FOR SUPERMODEL ================ Introduction ================ Supermodel emulates the Sega Model 3 arcade platform. It uses OpenGL 2.1 and SDL, and can run on Windows, Linux, and Mac OS X. Development began in January of 2011 and continues to focus on reverse engineering all aspects of the Model 3 arcade platform. In order to use Supermodel, you must legally possess ROM images of Model 3 games. Learning to operate Supermodel will come with a steep learning curve for most people. Before seeking out help, please read this user manual carefully. 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. Windows 64-bit builds are updated automatically and are available for download on the official Supermodel download page. Linux and MacOS users currently have to compile/build their own executable from the GitHub source code repository. The official Supermodel website: http://www.Supermodel3.com Supermodel's GitHub source code repository: https://github.com/trzy/Supermodel ============== Disclaimer ============== Supermodel is a work-in-progress, open source emulator. Emulation in Supermodel has evolved to the point where most games run well, however there may be some minor visual issues. You experience may vary. ===================== Table of Contents ===================== --- Introduction --- Disclaimer --- Table of Conents 1. Revision History 2. Installing Supermodel 3. Running Supermodel 4. Game Compatibility 5. Video Settings 6. Audio Settings 7. Controls 8. Force Feedback 9. Save States and NVRAM 10. Game-Specific Comments and Tips 11. The Configuration File 12. Index of Command Line Options 13. Index of Configuration File Settings 14. Compiling the Source Code 15. Contact Information 16. Acknowledgments ======================= 1. Revision History ======================= Version 0.2a (September 24, 2011) - New, fully customizable input system. Supports any combination of keyboards, mice, and analog and digital controllers. [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 separate threads, 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 loader. 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 ('The 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] - Viewable display area properly clipped. Ghost artifacts no longer appear in border regions when the resolution exceeds the display area. - 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 (April 3, 2011) - Included missing GLEW files. Version 0.1.1a (April 2, 2011) - 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 (April 1, 2011) - Initial public alpha release. ============================ 2. 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 the configuration file is stored. Config/Supermodel.ini Configuration file containing default input settings. NVRAM/ Directory where NVRAM contents will be saved. Saves/ Directory where save states will be saved. Supermodel requires OpenGL 2.1 and a substantial amount of both video and system memory. A modern 64-bit CPU and a mid range GPU are the minimum recommendations to achieve consistant frame rates of 60 FPS. ========================= 3. Running Supermodel ========================= 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. Only one ZIP file can be specified on the command line. For example: supermodel scud.zip -fullscreen This will load 'scud.zip' (Scud Race) and run it in full screen mode. Initially, inputs are assigned according to the settings in 'Supermodel.ini', located in the 'Config' subdirectory. Note that there is no user interface and all messages are printed to the command prompt. In full screen mode, they will not be visible. ========================= 4. Game Compatibility ========================= Supermodel recognizes all known Model 3 ROM sets. Below is a compatibility matrix. Other than minor graphical issues, if any, major issues are reported below: ROM Set Title Comments +------------+-----------------------------------------+-----------------------+ | bassdx | Sega Bass Fishing (USA) | | | getbassdx | Get Bass: Sega Bass Fishing (Deluxe) | | | getbassur | Get Bass: Sega Bass Fishing (Upright) | | | getbass | Get Bass: Sega Bass Fishing | | +------------+-----------------------------------------+-----------------------+ | daytona2 | Daytona USA 2 Battle on the Edge | | | dayto2pe | Daytona USA 2 Power Edition | | +------------+-----------------------------------------+-----------------------+ | dirtdvls | Dirt Devils (Export, Revision A) | | | dirtdvlsu | Dirt Devils (USA, Revision A) | | | dirtdvlsj | Dirt Devils (Japan, Revision A) | | | dirtdvlsau| Dirt Devils (Australia, Revision A) | | | dirtdvlsg | Dirt Devils (Export, Ver. G?) | | +------------+-----------------------------------------+-----------------------+ | eca | Emergency Call Ambulance (Export) | | | ecau | Emergency Call Ambulance (USA) | | | ecaj | Emergency Call Ambulance (Japan) | | | ecap | Emergency Call Ambulance (US proto?) | | +------------+-----------------------------------------+-----------------------+ | fvipers2 | Fighting Vipers 2 (Japan, Revision A) | | | fvipers2o | Fighting Vipers 2 (Japan) | | +------------+-----------------------------------------+-----------------------+ | harley | Harley Davidson & L.A. Riders (Rev. B) | | | harleya | Harley Davidson & L.A. Riders (Rev. A) | | +------------+-----------------------------------------+-----------------------+ | lamachin | L.A. Machineguns: Rage of the Machines | may run slow | +------------+-----------------------------------------+-----------------------+ | lemans24 | Le Mans 24 (Japan, Revision B) | | +------------+-----------------------------------------+-----------------------+ | lostwsga | The Lost World Arcade (Japan, Rev A) | | | lostwsgp | The Lost World Aracde (Location Test) | | +------------+-----------------------------------------+-----------------------+ | magtruck | Magical Truck Adventure (Japan) | | | mgtrkbad | Magical Truck Adventure (bit rot dump) | | +------------+-----------------------------------------+-----------------------+ | oceanhun | The Ocean Hunter (Japan, Revision A) | | | oceanhuna | The Ocean Hunter (Japan) | | +------------+-----------------------------------------+-----------------------+ | scud | Scud Race (Export, Twin/DX) | | | scudau | Scud Race (Australia, Twin/DX) | | | scuddx | Scud Race (Export, Deluxe, Revision A) | | | scudplus | Scud Race (Export, Twin/DX, Revision A) | | | scudplusa | Scud Race (Export, Twin/DX) | | +------------+-----------------------------------------+-----------------------+ | skichamp | Ski Champ (Japan) | | +------------+-----------------------------------------+-----------------------+ | spikeofe | Spikeout Final Edition (Export) | | +------------+-----------------------------------------+-----------------------+ | spikeout | Spikeout (Export, Revision C) | | +------------+-----------------------------------------+-----------------------+ | srally2 | Sega Rally 2 (Export) | | | srally2p | Sega Rally 2 (Prototype) | proto is non working | | srally2pa | Sega Rally 2 (Prototype Version A) | proto is non working | | srally2dx | Sega Rally 2 (Export, Deluxe) | DX set may run slow | +------------+-----------------------------------------+-----------------------+ | swtrilgy | Star Wars Trilogy (Export, Revision A) | see note 1 below | | swtrilgya | Star Wars Trilogy (Export) | see note 1 below | | swtrilgyp | Star Wars Trilogy (Location Test) | see note 2 below | +------------+-----------------------------------------+-----------------------+ | vf3 | Virtua Fighter 3 (Japan, Revision D) | | | vf3c | Virtua Fighter 3 (Japan, Revision C) | | | vf3a | Virtua Fighter 3 (Japan, Revision A) | | | vf3tb | Virtua Fighter 3 Team Battle (Japan) | | +------------+-----------------------------------------+-----------------------+ | von2 | Virtual On Oratorio Tangram (Revision B)| | | von2a | Virtual On Oratorio Tangram (Revision A)| | | von2o | Virtual On Oratorio Tangram | | | von254g | Virtual On Oratorio Tangram (Ver. 5.4g) | | +------------+-----------------------------------------+-----------------------+ | vs2 | Virtua Striker 2 (Step 2.0, Export, USA)| | | vs215 | Virtua Striker 2 (Step 1.5, Export, USA)| | | vs215o | Virtua Striker 2 (Step 1.5, Japan test?)| | +------------+-----------------------------------------+-----------------------+ | vs298 | Virtua Striker 2 '98 (Step 2.0, Japan) | | | vs29815 | Virtua Striker 2 '98 (Step 1.5, Japan) | | +------------+-----------------------------------------+------------+----------+ | vs2v991 | Virtua Striker 2 '99.1 (Step 2.1 Export, USA, Rev B) | | | vs299a | Virtua Striker 2 '99 (Step 2.1 Export, USA, Rev A) | | | vs299 | Virtua Striker 2 '99 (Step 2.1 Export, USA) | | | vs299j | Virtua Striker 2 '99.1 (Step 2.1 Japan, Rev B) | | | vs29915 | Virtua Striker 2 '99.1 (Step 1.5 Export, USA, Rev B) | | | vs29915a | Virtua Striker 2 '99 (Step 1.5 Export, USA) | | | vs29915j | Virtua Striker 2 '99.1 (Step 1.5 Japan, Rev B) | | +------------+------------------------------------------------------+----------+ Note 1: Set game to U/R in game assignment in the TEST MENU to bypass the "WAIT SETUP THE FEEDBACK STICK" screen Note 2: Set game to SD in game assignment in the TEST MENU or wait a few seconds for the game to continue past the "WAIT SETUP THE FEEDBACK STICK" screen ===================== 5. 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 frames per second. This has no impact on performance except when the frame rate exceeds 60 FPS on fast systems. Frame rate limiting can be disabled with the '-no-throttle' option. Some video drivers may continue to lock to the refresh rate. To change the resolution, use the '-res' command line option. For full screen mode, use '-fullscreen'. For example, to set a full screen 1920x1080 mode, try: supermodel game.zip -res=1920,1080 -fullscreen Video settings may also be specified globally or on a per-game basis in the configuration file, described elsewhere in this manual. ===================== 6. Audio Settings ===================== All Model 3 games have a sound board that is used for sound effects and, in some games, background music. A few games use additional Digital Sound Boards (DSB) for MPEG music. 'Music' in Supermodel refers exclusively to MPEG music produced by the DSB and 'sound' refers to both the sound effects and background music produced by the regular sound board. Model 3 sound and MPEG music are generated separately and then mixed by an amplifier. The relative signal levels are not known, so Supermodel simply outputs all audio at full volume. This causes the MPEG music to be too quiet in some games ('Scud Race', 'Daytona USA 2') and too loud in others ('Star Wars Trilogy'). The '-sound-volume' and '-music-volume' options can be used to change the volume. As arguments, they take a volume level in percent ranging from 0 (muted) to 200% (maximum, doubled amplitude). For example: supermodel game.zip -sound-volume=50 -music-volume=170 This command line cuts the sound volume in half and increases the music volume by 70%. The F9 and F10 keys can be used to adjust music volume during run-time, while F11 and F12 control sound volume. Clipping and distortion will occur if the combined sound and music volume levels become too high. To disable sound and music board emulation altogether, use the '-no-sound' and '-no-dsb' options. These will not merely mute the corresponding audio channels but will prevent the audio co-processors from being emulated altogether and may slightly improve performance, especially on single-core systems. Save states generated with these settings may not be able to properly restore audio when loaded after emulation is re-enabled. Audio settings may also be specified globally or on a per-game basis in the configuration file, described elsewhere in this document. Please keep in mind that MPEG music emulation is preliminary and the decoder is buggy. Periodic squeaks and pops occur on many music tracks. The Sega Custom Sound Processor (SCSP) emulator, used for sound emulation, is also still quite buggy. Sound glitches are known to occur now and then, and many sounds and tunes do not sound quite correct yet. =============== 7. Controls =============== Game controls are fully configurable and can be mapped to keyboards, mice, and game controllers. Emulator functions, on the other hand, cannot be changed and are listed below. Function Key Assignment -------- -------------- Exit Escape Pause Alt-P Reset Alt-R Clear NVRAM Alt-N Crosshairs (for light gun games) Alt-I Toggle 60 Hz Frame Limiting Alt-T Save State F5 Load State F7 Change Save Slot F6 Decrease Music Volume F9 Increase Music Volume F10 Decrease Sound Volume F11 Increase Sound Volume F12 Learning and Configuring Game Controls -------------------------------------- Settings for game controls are stored in 'Supermodel.ini'. To learn the current configuration, use the '-print-inputs' command line option. supermodel -print-inputs If you delete 'Supermodel.ini', all inputs will become unmapped and will have to be reconfigured! To reconfigure the inputs, use the '-config-inputs' option. A blank window will open up and instructions will be printed to the command prompt. Read them carefully! Pressing the Escape key exits without saving changes. Pressing 'q' will save changes to 'Supermodel.ini'. You can choose which input to configure using the Up and Down arrow keys. Clearing an input means it will be unusable. If the configuration dialog is not responding to your key presses or mouse and joystick movements, make sure that the blank pop-up window rather than the command prompt is selected. This may seem counter-intuitive but inputs are captured by the graphical window while messages are printed to the command prompt. Calibrating Controls -------------------- Some controls, in particular the accelerator and brake pedals of steering wheels, may need calibrating before they will function properly with Supermodel. In order to calibrate a control, press 'b' when configuring the inputs and follow the on-screen instructions carefully. NOTE: After calibration, you must remap the control again or it will not function properly! Several input-related settings are stored in the configuration file. Refer to the section discussing the configuration file for more details. XBox 360 Controllers -------------------- For full XBox 360 controller support, the XInput system must be used on Windows ('-input-system=xinput'). Otherwise, the left and right trigger buttons cannot be mapped individually and force feedback will not work. Please read the section titled 'Input Systems', further below. Mac OS X users can use Colin Munro's XBox 360 controller driver: http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver Analog Controls --------------- Analog controls, such as steering wheels, pedals, and the light gun axes, can be mapped to analog controllers, such as joysticks, wheels, and mice, if available. Under digital control, the analog value will increment or decrement until it reaches its maximum/minimum values. The rate of change can only be set manually in the configuration file. These options are described elsewhere in this document. Most analog inputs, such as the steering wheel, require two settings to be controlled digitally. For example, the steering wheel can be turned left and right by setting 'Steer Left' and 'Steer Right', or it can be mapped to a single analog control ('Full Steering'). Shifting Gears -------------- Racing game gears can be mapped to individual buttons, including one for the neutral position, or can be shifted sequentially. Games which only provide two gears name them 'Up' and 'Down'. These should not be confused with 'Shift Up' and 'Shift Down', the sequential shift commands. Virtual On Twin Joysticks ------------------------- 'Virtual On Oratorio Tangram' features a twin joystick control scheme similar to a tracked vehicle (e.g. a tank). Movement is accomplished by pushing both joysticks in the same direction. Pushing and pulling in opposite directions will turn the robot, while pulling the joysticks apart sideways or pushing them inwards are for jumping and falling back down to the ground, respectively. Supermodel supports mapping the individual joysticks but also provides 'macro' controls by default. These allow all the necessary twin joystick commands to be replicated with individual controls. The mapping is below: Macro Control Twin Joystick Equivalent ------------- ------------------------ Turn Left Left joystick down, right joystick up. Turn Right Left joystick up, right joystick down. Forward Both joysticks up. Reverse Both joysticks down. Strafe Left Both joysticks left. Strafe Right Both joysticks right. Jump Left joystick left, right joystick right. Crouch Left joystick right, right joystick left. Light Guns ---------- Light gun axes can be mapped to mice, analog controls, or even digital buttons. To simulate pointing off-screen (required in order to reload), a 'point off- screen' input is provided which, for as long as it is pressed, will aim the gun off-screen. To reload, hold down this button and then, while holding it, press the trigger. For easier reloading, the 'InputAutoTrigger' setting can be enabled in the configuration file (described elsewhere in this manual). Crosshairs will be visible in full screen mode and can also be enabled in windowed modes. Use Alt-I to cycle through different crosshair options (enable for a single player, both, or none). For multiple mouse support, allowing two mice or PC light guns to be mapped, Raw Input must be used. This is supported only on Windows and is described below. For specific information on using Sinden Light guns with Supermodel, refer to the Sinden Light gun Wiki: https://www.sindenwiki.org/wiki/Supermodel_M3 Input Systems ------------- Supermodel supports multiple input APIs to provide the best possible compatibility for different input devices and configuration schemes. On Windows, the default is DirectInput. On all other platforms, SDL is the only option available. Windows users can select between four different input systems: - DirectInput. Selected with '-input-system=dinput'. This is the default. It provides the best support for PC game controllers and, when emulating force feedback, allows all effects (if the controller supports them). - XInput. Selected with '-input-system=xinput'. This must be used with XBox 360 controllers, otherwise some buttons will not function properly and force feedback will not work. - Raw Input. Selected with '-input-system=rawinput'. This is intended for use with multiple mice and keyboards but is not recommended otherwise. - SDL. Selected with '-input-system=sdl'. The standard, cross-platform input system intended for non-Windows builds. It is accessible on Windows but does not provide full support for all devices. When switching input systems with '-input-system', you must also configure your inputs using the same option. For example, when running Supermodel with XInput ('supermodel game.zip -input-system=xinput'), you must also configure with XInput ('supermodel -config-inputs -input-system=xinput'). Many settings are not compatible between input systems. A common mistake is to configure inputs using one system and then launch Supermodel with another. Troubleshooting --------------- Common input-related problems are discussed below. Problem: No response while configuring inputs. Solution: Make sure the main window is top window, especially with the SDL input system. --------- Problem: An attached controller is not recognized at all. Solution: - On the input configuration screen, press 'I' to see information about the input system and check that the required controller is in the list. - If it is not in the list, check that it is plugged in and visible in the operating system. If a controller is plugged in while Supermodel is running, Supermodel will need to be restarted in order for it to recognize the new controller. - On Windows, if after checking the above points the controller is still not in the list, try running Supermodel with the SDL input system by specifying '-input-system=sdl' on the command line. --------- Problem: Unable to select a particular joysick axis when configuring a mapping. Solution: This may mean that the joystick axis needs calibrating. This can be done by pressing 'b' on the configuration screen and following the instructions. --------- Problem: Steering wheel pedals are not being recognized. Solution: For some steering wheels where the pedals have been configured in a 'split axis' mode (ie. not sharing a combined axis), the values that the pedals send are inverted. This means that without configuration, Supermodel will be unable to recognize them. To fix this, they should be calibrated on the calibration screen in the same way as above. --------- Problem: A control isn't working despite having been calibrated. Solution: After calibration, while still in the configuration dialog, you must remap the control again for the new settings to take effect. --------- Problem: XBox 360 controller trigger buttons cannot be triggered simultaneously or no rumble effects. Solution: On Windows, make sure that you specify '-input-system=xinput'. ===================== 8. Force Feedback ===================== Force feedback is presently supported in 'Scud Race' (including 'Scud Race Plus'), 'Daytona USA 2' (both editions), and 'Sega Rally 2' on Windows only. To enable it, use the '-force-feedback' option. Drive board ROMs are required. They first appear in the MAME 0.143u6 ROM catalog and at the time of this writing, have not yet widely proliferated. Game Drive Board ROM File Size Checksum (CRC32) ---- -------------------- ---- ---------------- Daytona USA 2 epr-20985.bin 64 KB B139481D Scud Race epr-19338a.bin 64 KB C9FAC464 Sega Rally 2 epr-20512.bin 64 KB CF64350D The sizes and checksums must match those listed above. The file names may be different but will almost certainly contain the same identifying numbers. Ensure that the appropriate drive board ROM files are present in the corresponding games' ZIP archives, otherwise Supermodel will silently proceed without force feedback. Force feedback will only work with the DirectInput (the default on Windows) and XInput input systems. XInput is intended only for XBox 360 controllers, which do not support force feedback through DirectInput. Tuning Force Feedback --------------------- Force feedback can be enabled and tuned in the configuration file. Setting 'ForceFeedback' to 1 enables it: ForceFeedback = 1 There are four DirectInput effects: constant force, self centering, friction, and vibration. The strength of each can be tuned with the following settings: DirectInputConstForceMax = 100 DirectInputSelfCenterMax = 100 DirectInputFrictionMax = 100 DirectInputVibrateMax = 100 They are given as percentages and represent the maximum strength for each effect. A setting of 0 disables them entirely. Values above 100% are accepted but may clip or distort the effect. By default, they are set to 100%, as shown above. XInput devices only support vibration feedback via the left and right motors. Because the characteristics of the motors are different, the effects will feel somewhat asymmetric. The constant force effect is simulated with vibrations. The relevant settings are: XInputConstForceThreshold = 30 XInputConstForceMax = 100 XInputVibrateMax = 100 The constant force threshold specifies how strong a constant force command must be before it is sent to the controller as a vibration effect (whose strength is determined by XInputConstForceMax). The default values are shown above and will require calibration by the user on a game-by-game basis to achieve the best feel. ============================ 9. 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 beforehand. If you extracted the Supermodel ZIP file correctly, it will have been created automatically. If a Model 3 co-processor (ie. sound board, DSB, drive board) is disabled when a save state is taken, it will not resume normal operation when the state is loaded, even if Supermodel is running with the co-processor re-enabled. The drive board (and consequently, force feedback effects) is explicitly disabled for the remainder of the session if a save state with an inactive drive board is loaded. Audio co-processors are not, and therefore audio playback may eventually resume after the audio boards have booted themselves up. Non-volatile memory (NVRAM) consists of battery-backed backup RAM and an EEPROM chip. The former is used for high score data and statistics 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 pressing Alt-N. ======================================= 10. Game-Specific Comments and Tips ======================================= Daytona USA 2 and Daytona USA 2 Power Edition --------------------------------------------- By default, the 'Power Edition' ROM set features remixed music lyrics by Takenobu Mitsuyoshi. These can be changed back to the Dennis St. James version in the Test Menu, under 'Game Assignments'. 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). Spikeout and Spikeout Final Edition ----------------------------------- These games can be played all the way through. There may be periodic texture glitches and or occasional flashing. The Lost World -------------- To reload, the light gun must be pointed off-screen by pressing (and holding) the 'off-screen' button and, simultaneously, pressing the trigger to shoot. This behavior can be changed with the 'InputAutoTrigger' setting in the configuration file. ============================== 11. The Configuration File ============================== Supermodel reads configuration settings from 'Supermodel.ini' located in the 'Config' subdirectory. If Supermodel was installed properly, a default file should have been created. When starting up, Supermodel parses settings in the following order: 1. Global settings are read from 'Supermodel.ini'. These include input mappings and apply to all games. 2. If the ROM set was loaded correctly, game-specific settings are read from 'Supermodel.ini', overriding settings from step 1. 3. Command line options are applied, overriding settings from the previous steps. In other words, command line options have the highest precedence, followed by game-specific settings, and lastly, global settings. An index of all allowed settings is provided further below in this document. NOTE: Type carefully! Supermodel will not report syntax errors nor detect typos. Carefully read the discussion of the file syntax below. To verify that your intended settings are taking effect, check the 'error.log' file that is produced by Supermodel during each run. File Structure and Syntax ------------------------- The configuration file is a list of settings grouped by sections. All setting names and their arguments are case sensitive. They take the form: Name = Argument Only one setting per line is allowed. Only two types of arguments are allowed: integers and strings. The choice of which to use is determined by the setting. Integers can be negative. Strings can contain any characters and are enclosed by double quotes. Examples: IntegerSetting1 = 0 IntegerSetting2 = 65536 IntegerSetting3 = -32768 StringSetting1 = "This is a string." StringSetting2 = "123" StringSetting3 = "1+1, abc, these are all valid characters!" Many settings are simply boolean variables expecting an integer value of either 0 (disabled) or 1 (enabled). Some settings require values and others take strings for file names or input mappings. Section names appear in between square brackets on their own lines. [ SectionName ] Settings that appear at the beginning of the file without a preceeding section are automatically assigned to 'Global'. Comments begin with a semicolon and extend until the end of the line. ; This is a comment. Global and Game-Specific Sections --------------------------------- Sections determine whether settings are applied globally, to all games, or to specific games. Game-specific settings will override global settings and can be used to tune Supermodel on a game-by-game basis. Global settings must be placed in the 'Global' section and game-specific settings in sections named after the ROM sets. ROM sets must be typed in lower case and use the MAME (http://www.mamedev.org) naming convention. They can be obtained by running 'supermodel -print-games'. Input mappings are special. They are only read from the 'Global' section! In the example below, custom configurations are created for 'Scud Race' and 'The Lost World'. All other games will use the global settings. [ Global ] ; Run full screen at 1024x768 XResolution = 1024 YResolution = 768 FullScreen = 1 ; Scud Race [ scud ] ; Run at 1080p XResolution = 1920 YResolution = 1080 ; Music is too quiet by default SoundVolume = 50 MusicVolume = 200 ; The Lost World [ lostwsga ] PowerPCFrequency = 25 ; run PowerPC at 25 MHz In this example, only 'Scud Race' will run at 1920x1080. All other games will use 1024x768. 'Scud Race' will also have altered volume settings. 'The Lost World' will be run with a lower PowerPC frequency but all other games will use the default. Input Mappings -------------- Input mappings are specified with strings that have their own internal syntax. They may only be specified in the 'Global' section and are ignored elsewhere. A mapping may be specified in one of the following three ways: KEY_XXX For a key XXX on a keyboard (eg. KEY_A, KEY_SPACE, KEY_ALT). MOUSE_XXX For a mouse axis (X or Y), wheel, or button (1-5) (eg. MOUSE_XAXIS, MOUSE_WHEEL_UP, MOUSE_BUTTON3). JOY1_XXX For a joystick axis (X, Y, Z, RX, RY, RZ), POV controller JOY2_XXX (1-4), or button (1-12) (e.g. JOY1_XAXIS, JOY3_POV2_UP, ... JOY2_BUTTON4). Joysticks, including game pads and steering wheels, are numbered from 1 on up. Their ordering is system dependent and if controllers are swapped between invocations of Supermodel, then the ordering may change. If the number is omitted then the mapping applies to all joysticks, eg. JOY_BUTTON1 means button 1 on any attached joystick. In addition to the above, when using the Raw Input system on Windows (command line option '-input-system=rawinput') it is possible to refer to a particular mouse or keyboard by including its number in the mapping, eg. KEY2_A or MOUSE3_XAXIS. This allows the independent mapping of dual mice or dual light guns (which present themselves as mice to Supermodel) for 'The Lost World'. Mappings may be combined with a plus '+' or a comma ',' and negated with an exclamation mark '!'. The plus signifies that both mappings must be active to trigger the input and the comma means that just one needs to be active. The exclamation mark means that a mapping must not be active. Of the above the comma is the most useful. It allows the mapping of several different control methods to a single input. For example, both a keyboard and a joystick could be mapped to the same input. When combining mappings in this way, the ordering is important as mappings earlier in the list will take precedence over later ones (see example 3 below). When an axis is mapped to a digital input, its direction must be qualified with a _POS or _NEG after the axis name. For example, JOY1_XAXIS_NEG indicates that joystick 1 must be pushed left (negative direction) in order to activate the input. Additionally, the following shortcuts are provided for some common joystick axis directions: JOY1_LEFT is the same as JOY1_XAXIS_NEG JOY1_RIGHT is the same as JOY1_XAXIS_POS JOY1_UP is the same as JOY1_YAXIS_NEG JOY1_DOWN is the same as JOY1_YAXIS_POS Another axis manipulator is _INV. This inverts an axis when it is mapped to an analog input. JOY1_YAXIS_INV could be used for example to invert the y-axis of joystick 1 in Star Wars Trilogy so that it acts like a plane's yoke. Examples: 1. InputLeft = "KEY_LEFT,JOY1_LEFT" Digital input InputLeft will be triggered whenever the left arrow key is pressed or joystick 1 is pushed left. 2. InputStart1 = "KEY_ALT+KEY_S" Both Alt and S must be pressed at the same time in order to trigger the digital input InputStart1 (player 1 Start button). 3. InputSteering = "JOY1_XAXIS,MOUSE_XAXIS" Analog steering can be controlled with either the joystick or by moving the mouse. Due to the ordering used, the joystick will take preference and so the mouse can only control the steering when the joystick is released. The complete list of input mappings can be found in the settings index below or by generating a configuration file using '-config-inputs'. Controller Settings ------------------- Several settings are available to fine tune the way Supermodel handles controllers. Keyboard Settings: The rate at which analog controls' values increase or decrease when controlled by a key can be set with the InputyKeySensitivity option. It takes a value in the range 1-100, with 100 being the most sensitive (fastest response) and 1 being the least sensitive (slowest response). The default value is 25. The speed with which analog controls return to their rest or 'off' values after a key has been released is configured with InputKeyDecaySpeed. This takes a value in the range 1-200 and is expressed as a percentage of the attack speed. The default setting is 50, which means that analog controls take twice as long to return to their off values as they do to reach their maximum and minimum values. Mouse Settings: For a mouse it is possible to specify a rectangular area in the center of Supermodel's display within which the mouse is considered to be inactive. The width and height of this zone is set with the options 'InputMouseXDeadZone' and 'InputMouseYDeadZone'. They are expressed as a percentage 0-99 of the width and height of the display. The default value is 0 which disables this option. Joystick Options: Each joystick axis has a set of parameters that can be configured and these are given below. The joystick number and axis name (X, Y, Z, RX, RY, or RZ) must be substituted in for '**' like so: InputJoy1XDeadZone. If the joystick number is omitted, then the option becomes the default for all joysticks, eg. InputJoyYSaturation. InputJoy**Deadzone: The dead zone of a joystick axis is the size of the zone around its central or 'off' position within which the axis is considered to be inactive. It is important to specify this since joysticks rarely return to their perfect center when released. The dead zone is expressed as a percentage 0-99 of the total range of the axis and the default value is 2%. InputJoy**Saturation: The saturation of a joystick axis is the point at which the axis is considered to be at its most extreme position. It can be thought of as a measure of the sensivity of the axis. Like the dead zone, it is expressed as a percentage of the axis range but its value may be larger than 100, up to a maximum of 200. A value of 50 means that the joystick only needs to be moved halfway in order for Supermodel to see it as fully extended. Conversely a value of 200 means that when the joystick is at its extreme position Supermodel will see it as only halfway. The default sensitivity is 100%, which corresponds to a 1-to-1 mapping. For playing driving games with a game pad, it is sometimes a good idea to use a value larger than 100% so that the steering feels less sensitive on a thumbstick. InputJoy**MinVal, InputJoy**OffVal, InputJoy**MaxVal: Normally a joystick axis will send values to Supermodel that fall within the range -32768 to +32767, with 0 representing the central or 'off' position. However, in some cases an axis may behave differently. This has been observed with certain steering wheels that have their pedals configured in a 'split axis' mode. The pedals invert their range so that they send -32768 when released and +32767 when fully depressed. In order for Supermodel to be able to handle such cases the minimum, off, and maximum values of the axis can be specified with these three options. The default values are MinVal -32768, OffVal 0, and MaxVal 32767 but with the pedal example just given, they would need to be set to MinVal 32767, OffVal 32767, and MaxVal -32768. In most cases it will be unecessary to alter the DeadZone, MinVal, OffVal, and MaxVal options by hand as calibrating a joystick axis from within the input configuration screens of Supermodel will set them automatically. Only the sensitivity option is not configured in this way. Additional Options: InputAutoTrigger, InputAutoTrigger2: When playing light gun games such as 'The Lost World', the gun must be pointed off-screen and then fired in order to reload. With a mouse and the default mappings, this requires clicking both the right and left mouse buttons. In order to be able to reload the gun with just a single click of the right mouse button, enable these options for players 1 and 2 by setting them to 1. By default they are disabled (value 0). Enabling these options is also recommended when playing with PC light guns as these often map the action "point off screen and press trigger" to a single right mouse button click. Supermodel has been tested successfully with UltiMarc's AimTrak light-guns. In order to use dual PC light-guns for two player games, the Raw Input system must be selected with the command line option '-input-system=rawinput' and the input mappings configured for each gun. ===================================== 12. Index of Command Line Options ===================================== All valid command line settings are listed here, ordered by category. Defaults are given under the assumption that they have not been changed in the configuration file. Square brackets ('[' and ']') indicate optional parameters. Angled brackets ('<' and '>') indicate mandatory parameters. Do not type the brackets. No spaces may appear inside of an option. For example, 'supermodel game.zip -ppc-frequency=25' is correct but 'supermodel game.zip -ppc-frequency = 25' is not. All options are case sensitive. Option: -? -h Description: Prints a message with an overview of the command line options and how to run Supermodel. ---------------- Option: -print-games Description: Lists all supported ROM sets. Not all supported ROM sets are playable yet. ---------------- Option: -no-threads Description: Disables multi-threading. When enabled (the default), the PowerPC, graphics rendering, and user interface are run in one thread, sound emulation in a second thread, and the drive board in a third. It is enabled by default. On single-core systems, multi-threading adds overhead and slows Supermodel down but can make audio sound a bit smoother. ---------------- Option: -ppc-frequency= Description: Sets the PowerPC frequency in MHz. The default is 50. Higher frequencies will allow games to do more processing per frame, making them run faster in 'virtual' time, but may slow down Supermodel on weaker computers. Supermodel's performance can frequently be improved by lowering the PowerPC frequency (25 MHz works in many games). In some games, this will cause timing problems and jerky performance. The optimum frequency will vary from game to game and system to system. Valid values for are 1 to 1000. ---------------- Option: -fullscreen Description: Runs in full screen mode. The default is to run in a window. ---------------- Option: -no-throttle Description: Disables 60 FPS throttling. The Model 3 runs at a 60 Hz refresh rate, which Supermodel enforces if this option is omitted. Unthrottled operation may not work on some systems because graphics drivers may lock the refresh rate on their own. ---------------- Option: -print-gl-info Description: Prints OpenGL driver information and quits. ---------------- Option: -res=, Description: Resolution of the display in pixels, with being width and being height. The default is 496x384, the Model 3's native resolution. ---------------- Option: -show-fps Description: Shows the frame rate in the window title bar. ---------------- Option: -frag-shader= -vert-shader= Description: Allows external fragment and vertex shaders to be used for 3D rendering. is the file path. Files should be ASCII text files containing GLSL source code. The file extension is not important. By default, Supermodel's internal shader programs are used. These options are intended for future extensibility and for use by developers. ---------------- Option: -flip-stereo Description: Swaps the left and right audio channels. ---------------- Option: -no-dsb Description: Disables Digital Sound Board (MPEG music) emulation. See the section on audio settings for more information. ---------------- Option: -no-sound Description: Disables sound board (sound effects) emulation. See the section on audio settings for more information. ---------------- Option: -music-volume= -sound-volume= Description: Specifies the volume of MPEG music produced by the Digital Sound Board and the audio produced by the sound board in percent. The default is 100, which is full volume, and the valid range of is 0 (muted) to 200. See the section on audio settings for more information. ---------------- Option: -config-inputs Description: Launches the interacive input configuration utility in the command prompt window. Allows controls to be remapped. See the section on controls for more information. ---------------- Option: -force-feedback Description: Enables force feedback. Force feedback is only supported in a few games (see the section on force feedback for more details). Available only on Windows. ---------------- Option: -input-system= Description: Sets the input system. This is only available on Windows, where the default is 'dinput' (DirectInput). SDL is used for all other platforms. Valid choices for are: dinput DirectInput. xinput XInput rawinput Raw Input. sdl SDL. See the section on input systems for more details. ---------------- Option: -print-inputs Description: Prints the current input configuration. ============================================ 13. Index of Configuration File Settings ============================================ All valid configuration file settings are listed here, ordered by category. Please read the section describing the configuration file for more information. All settings are case sensitive. Name: MultiThreaded Argument: Integer. Description: If set to 1, enables multi-threading; if set to 0, runs all emulation in a single thread. Read the description of the '-no-threads' command line option for more information. ---------------- Name: PowerPCFrequency Argument: Integer. Description: The PowerPC frequency in MHz. The default is 50. Equivalent to the '-ppc-frequency' command line option. ---------------- Name: FullScreen Argument: Integer. Description: If set to 1, runs in full screen mode; if set to 0, runs in a window. Disabled by default. Equivalent to the '-fullscreen' command line option. ---------------- Name: ShowFrameRate Argument: Integer. Description: Shows the frame rate in the window title bar when set to 1. If set to 0, the frame rate is not computed. Disabled by default. Equivalent to the '-show-fps' command line option. ---------------- Name: Throttle Argument: Integer. Description: Controls 60 FPS throttling. It is enabled by setting to 1 and disabled by setting to 0. For more information, read the description of the '-no-throttle' command line option. ---------------- Name: XResolution YResolution Argument: Integer. Description: Resolution of the display in pixels. The default is 496x384, the Model 3's native resolution. Equivalent to the '-res' command line option. ---------------- Name: FragmentShader VertexShader Argument: String. Description: Path to the external fragment or vertex shader file to use for 3D rendering. By default, these are not set and the internal default shaders are used. These are equivalent to the '-frag-shader' and '-vert-shader' command line options. ---------------- Name: EmulateDSB Argument: Integer. Description: Emulates the Digital Sound Board if set to 1, disables it if set to 0. See the section on audio settings for more information. A setting of 0 is equivalent to the '-no-dsb' command line option. ---------------- Name: EmulateSound Argument: Integer. Description: Emulates the sound board and its two Sega Custom Sound Processors if set to 1, disables it if set to 0. See the section on audio settings for more information. A setting of 0 is equivalent to the '-no-sound' command line option. ---------------- Name: FlipStereo Argument: Integer. Description: Swaps the left and right stereo channels if set to 1. If set to 0, outputs the channels normally. Disabled by default. A setting of 1 is equivalent to using the '-flip-stereo' command line option. ---------------- Name: MusicVolume SoundVolume Argument: Integer. Description: Specifies the volume of MPEG music produced by the Digital Sound Board and the audio produced by the sound board in percent. The default is 100, which is full volume, and the valid range is 0 (muted) to 200%. See the section on audio settings for more information. The equivalent command line options are '-music-volume' and '-sound-volume'. ---------------- Name: ForceFeedback Argument: Integer. Description: If set to 1, enables force feedback emulation; if set to 0, disables it (the default behavior). Equivalent to the '-force-feedback' command line option. Available only on Windows. ---------------- Name: DirectInputConstForceMax DirectInputFrictionMax DirectInputSelfCenterMax DirectInputVibrateMax Argument: Integer value. Description: Sets strength of the four DirectInput force feedback effects in percent. Default is 100, indicating full strength. Values exceeding 100% will distort the effects. Available only on Windows. ---------------- Name: XInputConstForceMax XInputVibrateMax Argument: Integer value. Description: Sets strength of XInput force feedback effects in percent. Default is 100, indicating full strength. Values exceeding 100% will distort the effects. The constant force effect is simulated using vibration. Available only on Windows. ---------------- Name: XInputConstForceThreshold Argument: Integer value. Description: Minimum strength above which a Model 3 constant force command will be simulated on an XInput device. XInputConstForceMax determines the vibration strength for this effect. The default value is 30. Available only on Windows. ---------------- Names: InputStart1 InputStart2 InputCoin1 InputCoin2 InputServiceA InputServiceB InputTestA InputTestB Argument: String. Description: Mappings for common inputs: player 1 and 2 Start buttons, both coin slots, and both Service and Test buttons. Can only be set in the 'Global' section. ---------------- Names: InputJoyDown InputJoyDown2 InputJoyLeft InputJoyLeft2 InputJoyRight InputJoyRight2 InputJoyUp InputJoyUp2 Argument: String. Description: Mappings for 4-way digital joysticks (players 1 and 2). These controls appear in 'Virtua Fighter 3', 'Fighting Vipers 2', 'Spikeout', etc. Can only be set in the 'Global' section. ---------------- Names: InputEscape InputEscape2 InputGuard InputGuard2 InputKick InputKick2 InputPunch InputPunch2 Argument: String. Description: Mappings for fighting game buttons (players 1 and 2). Can only be set in the 'Global' section. ---------------- Names: InputBeat InputCharge InputJump InputShift Argument: String. Description: Mappings for 'Spikeout' and 'Spikeout Final Edition' buttons. Can only be set in the 'Global' section. ---------------- Name: InputLongPass InputLongPass2 InputShortPass InputShortPass2 InputShoot InputShoot2 Argument: String. Description: Mappings for the 'Virtua Striker 2' series of games (players 1 and 2). Can only be set in the 'Global' section. ---------------- Name: InputSteering Argument: String. Description: Mapping for the analog steering wheel axis, used in all driving games. Can only be set in the 'Global' section. ---------------- Name: InputSteeringLeft InputSteeringRight Argument: String. Description: Mappings for digital control of the steering wheel, intended for users who do not have an analog controller. Can only be set in the 'Global' section. ---------------- Name: InputBrake InputAccelerator Argument: String. Description: Mappings for brake and accelerator pedals used in driving games. These are analog axes but can also be mapped to digital inputs if needed. Can only be set in the 'Global' section. ---------------- Name: InputGearShift1 InputGearShift2 InputGearShift3 InputGearShift4 InputGearShiftN Argument: String. Description: Mappings for the gear box used in driving games. In games with only two gears (e.g. 'Le Mans 24'), InputGearShift1 maps to 'Up' and InputGearShift2 to 'Down'. A neutral position can also be selected. Can only be set in the 'Global' section. ---------------- Name: InputGearShiftDown InputGearShiftUp Argument: String. Description: Mappings for sequential shifting. These allow gears to be selected sequentially: N, 1, 2, 3, 4. Can only be set in the 'Global' section. ---------------- Name: InputVR1 InputVR2 InputVR3 InputVR4 Argument: String. Description: Mappings for the 'VR' (color-coded view select) buttons in racing games (e.g. 'Scud Race', 'Daytona USA 2', etc.) Can only be set in the 'Global' section. ---------------- Name: InputViewChange Argument: String. Description: Mapping for the view change button used in 'Sega Rally 2', 'Dirt Devils', and 'Emergency Car Ambulance'. Can only be set in the 'Global' section. ---------------- Name: InputHandBrake Argument: String. Description: Mapping for the hand brake button used in 'Sega Rally 2'. Can only be set in the 'Global' section. ---------------- Name: InputTwinJoyCrouch InputTwinJoyForward InputTwinJoyJump InputTwinJoyReverse InputTwinJoyStrafeLeft InputTwinJoyStrafeRight InputTwinJoyTurnLeft InputTwinJoyTurnRight Argument: String. Description: Mappings for 'macro' commands for 'Virtual On Oratorio Tangram'. These allow movements to be mapped to single digital inputs and do not require the use of two joysticks. Can only be set in the 'Global' section. ---------------- Name: InputTwinJoyDown1 InputTwinJoyDown2 InputTwinJoyLeft1 InputTwinJoyLeft2 InputTwinJoyRight1 InputTwinJoyRight2 InputTwinJoyUp1 InputTwinJoyUp2 Argument: String. Description: Mappings for the individual joysticks used by 'Virtual On Oratorio Tangram'. The left stick is stick #1 and the right stick is #2. Can only be set in the 'Global' section. ---------------- Name: InputTwinJoyShot1 InputTwinJoyShot2 InputTwinJoyTurbo1 InputTwinJoyTurbo2 Argument: String. Description: Mappings for the shot (trigger) and turbo buttons located on the left (1) and right (2) joysticks in 'Virtual On Oratorio Tangram'. Can only be set in the 'Global' section. ---------------- Name: InputAnalogJoyDown InputAnalogJoyLeft InputAnalogJoyRight InputAnalogJoyUp Argument: String. Description: Mappings for digital control of the analog joystick used in 'Star Wars Trilogy'. Two inputs are provided for the two directions available on each axis. Can only be set in the 'Global' section. ---------------- Name: InputAnalogJoyX InputAnalogJoyY Argument: String. Description: Mappings for X and Y axes of the analog joystick in 'Star Wars Trilogy'. Can only be set in the 'Global' section. ---------------- Name: InputAnalogJoyTrigger InputAnalogJoyEvent Argument: String. Description: Mappings for the trigger and Event button in 'Star Wars Trilogy'. Can only be set in the 'Global' section. ---------------- Name: InputGunDown InputGunDown2 InputGunLeft InputGunLeft2 InputGunRight InputGunRight2 InputGunUp InputGunUp2 Argument: String. Description: Mappings for digital control of the light guns in 'The Lost World'. Inputs for motion in each direction are provided. Can only be set in the 'Global' section. ---------------- Name: InputGunX InputGunX2 InputGunY InputGunY2 Argument: String. Description: Mappings for both analog axes of the light guns in 'The Lost World'. Can only be set in the 'Global' section. ---------------- Name: InputOffscreen InputOffscreen2 InputTrigger InputTrigger2 Argument: String. Description: Mappings for the light gun triggers and off-screen controls in 'The Lost World'. The off-screen button aims the light gun off-screen while it is pressed, which makes re-loading possible. Can only be set in the 'Global' section. ---------------- Name: InputAutoTrigger InputAutoTrigger2 Argument: Integer. Description: When set to 1, the off-screen button will also automatically reload (no need to pull the trigger). Can only be set in the 'Global' section. ---------------- Name: InputKeySensitivity Argument: Integer. Description: The rate at which analog control values increase/decrease when controlled by a key. Valid range is 1-100, with 1 being the least sensitive (slowest response). The default is 25. Can only be set in the 'Global' section. ---------------- Name: InputKeyDecaySpeed Argument: Integer. Description: The rate at which analog control values return to their rest or 'off' position after a key has been released. The value is expressed as a percentage of the attack speed, ranging from 1-200. The default is 50, meaning analog controls take twice as long to return to their rest state as they do to reach their minimum/maximum values. Can only be set in the 'Global' section. ---------------- Name: InputMouseXDeadZone InputMouseYDeadZone Argument: Integer. Description: Specifies a rectangular region in the center of the display within which the mouse is considered inactive. Expressed as percentages, from 0-99, of the width and height of the display. The default values are 0, which disable this option. Can only be set in the 'Global' section. ---------------- Name: InputJoy**DeadZone Argument: Integer. Description: '**' must be the joystick number and axis (eg. '1X', '2RZ', etc.). If the joystick number is omitted, the setting will apply to all joysticks. Specifies the dead zone as a percentage, 0-99, of the total range of the axis. Within the dead zone, the joystick is inactive. This is useful for joysticks that are 'noisy' when at rest. Can only be set in the 'Global' section. ---------------- Name: InputJoy**Saturation Argument: Integer. Description: '**' must be the joystick number and axis (eg. '1X', '2RZ', etc.). If the joystick number is omitted, the setting will apply to all joysticks. Specifies the saturation, the position at which the joystick is interpreted as being in its most extreme position, as a percentage of the total range of the axis, from 0-200. Values exceeding 100% mean the axis will not use its full range. A value of 200 means that the range will be halved (fully pressed will only register as 50%). The default is 100, a 1-to-1 mapping. Can only be set in the 'Global' section. ---------------- Name: InputJoy**MinVal InputJoy**MaxVal InputJoy**OffVal Argument: Integer. Description: '**' must be the joystick number and axis (eg. '1X', '2RZ', etc.). If the joystick number is omitted, the setting will apply to all joysticks. Specifies the maximum, minimum, or offset value of an axis. The range is -32768 to 32768. By default, MinVal is -32768, OffVal is 0, and MaxVal is 32767. Can only be set in the 'Global' section. ================================= 14. 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 included in the source tree and does 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 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. On Windows, Supermodel is compiled with the multi-threaded, static version of the run-time library (/MT option). However, the SDL and zlib development libraries, and the SDL run-time DLL, are distributed for use with the dynamic run-time (/MD option). They must all be recompiled using /MT to work with Supermodel. Alternatively, Supermodel's Makefile can be edited to use the /MD option. When everything is ready, rename the appropriate Makefile to 'Makefile' and run 'make'. If all goes well it should produce a Supermodel binary. =========================== 15. Contact Information =========================== The official Supermodel web site is: http://www.Supermodel3.com Questions? Comments? Contributions? Your feedback is welcome! A discussion forum is available at the web site and the primary author, Bart Trzynadlowski, can be reached by email at: supermodel.emu@gmail.com We ask that you remain mindful of the following courtesies: - Do NOT ask about ROMs. - Do NOT request features. - Do NOT ask about release dates of future versions. ======================= 16. Acknowledgments ======================= Numerous people contributed their precious time and energy to this project. Without them, Supermodel would not have been possible. In no particular order, we would like to thank: - Ville Linde, original Supermodel team member and MAMEDev extraordinaire - Stefano Teso, original Supermodel team member - ElSemi, for all sorts of technical information and insight - R. Belmont, for DSB code and modified Amp library from his music player, M1, and the Mac OS X port - Naibo Zhang, for his work on Model 3 graphics - krom, for adding in the remaining ROM sets - Andrew Lewis (a.k.a. Andy Geezer), for dumping the drive board ROMs and providing region codes - The Guru, for his efforts in dumping Model 3 ROM sets - Brian Troha & The Dumping Union, for their continuing efforts in adding new Model 3 ROM sets - Abelardo Vidal Martos, for providing extremely useful video recordings of actual Model 3 games - Andrew Gardner, for fruitful discussion - Chad Reker, Alex Corrigan, pcvideogamer, and Groni, for being especially thorough play-testers - Charles MacDonald, for his helpful description of the System 24 tile generator - Andreas Naive, Olivier Galibert, David Haywood & MAME for the interface to and decryption code for the Sega 315-5881 protection device Supermodel includes code from the following projects: - zlib: http://zlib.net - minizip: http://www.winimage.com/zLibDll/minizip.html - YAZE-AG: http://www.mathematik.uni-ulm.de/users/ag/yaze/ - Amp by Tomislav Uzalec - The OpenGL Extension Wrangler Library (GLEW): http://glew.sourceforge.net The OpenGL Extension Wrangler Library Copyright (C) 2002-2008, Milan Ikits Copyright (C) 2002-2008, Marcelo E. Magallon Copyright (C) 2002, Lev Povalahev All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * The name of the author may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.