mirror of
https://github.com/RetroDECK/Supermodel.git
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1629cd711c
- Music volume cannot be changed if game has no DSB. - Extra hardware (DSB, drive board) is printed in information display when ROM is loaded.
678 lines
28 KiB
Plaintext
678 lines
28 KiB
Plaintext
TODO: convert all tabs to spaces
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Supermodel Version 0.2a
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A Sega Model 3 Arcade Emulator.
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Copyright 2011 Bart Trzynadlowski, Nik Henson
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----------------
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Introduction
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----------------
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Supermodel emulates the Sega Model 3 arcade platform. It uses OpenGL 2.1 and
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is available for Windows, Linux, and Mac OS X. In order to use it, you must
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legally possess ROM images of Model 3 games. Learning to operate Supermodel
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may come with a steep learning curve for most people. Carefully reading this
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document in its entirety before seeking out help is strongly advised.
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Supermodel is distributed as free software under the terms of the GNU General
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Public License, included in LICENSE.txt. Additional copyright information for
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software included within Supermodel is located at the bottom of this file.
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The source code may be obtained from the official Supermodel web site:
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http://www.Supermodel3.com
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--------------
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Disclaimer
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--------------
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This is an early public release of Supermodel. It is very much preliminary,
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alpha version software (hence the 'a' in the version number). Development was
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started in January of 2011 and has focused on reverse engineering aspects of
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the system that are still unknown. Consequently, many important features, such
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as a proper user interface, are not yet implemented and game compatibility is
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still low.
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---------------------
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Table of Contents
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---------------------
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-- Introduction
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-- Disclaimer
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-- Table of Conents
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1. Revision History
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2. Installing Supermodel
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3. Basic Usage
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4.
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--------------------
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Revision History
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--------------------
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Version 0.2a (September ?, 2011)
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- New, fully customizable input system. Supports any combination of
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keyboards, mice, and analog and digital controllers. [Nik Henson]
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- Texture offsets. Fixes models in 'Fighting Vipers 2', 'Virtual On',
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cars in the 'Scud Race' and 'Daytona USA 2' selection screens, etc.
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- Fixed a 2D palette bug that would cause black pixels to occasionally
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turn transparent.
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- Added all remaining ROM sets. [krom]
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- Got some new games to boot: 'Spikeout', 'Ski Champ', 'Sega Bass
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Fishing', 'Dirt Devils', etc.
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- Sound support. Special thanks to ElSemi for contributing his SCSP
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emulator and Karl Stenerud for allowing us to use his 68K emulator.
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- Multi-threading support. Sound and drive board emulation are off-
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loaded to a separate thread, substantially enhancing performance.
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[Nik Henson]
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- Z80 emulation based on code by Frank D. Cringle and YAZE-AG by
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Andreas Gerlich.
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- Digital Sound Board (MPEG music) emulation courtesy of R. Belmont and
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the MPEG decoder library by Tomislav Uzelac.
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- Improved ROM loading. It should no longer be as easily confused by
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combined ROM sets as long as unused files are removed.
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- Configuration file now supports more settings and allows game-
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specific customization.
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- Added light gun crosshairs ('Lost World'), enabled by default in full
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screen mode and selectable by pressing Alt-I.
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- Drive board and force feedback emulation for 'Scud Race', 'Daytona
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USA 2', and 'Sega Rally 2'. [Nik Henson]
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- Viewable display area properly clipped. Ghost artifacts no longer
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appear in border regions when the resolution exceeds the display
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area.
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- Changed gear shifting: added a dedicated neutral gear and sequential
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shifting.
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- Console-based debugger (not enabled by default, must be
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enabled during compile-time). [Nik Henson]
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- Source code and Makefile cleanup.
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Version 0.1.2a (April 3, 2011)
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- Included missing GLEW files.
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Version 0.1.1a (April 2, 2011)
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- Minor source code update.
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- Set Render3D to NULL in the CReal3D constructor. Fixes crashes that
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occur on some builds. [Nik Henson]
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- Cleaned up UNIX Makefile and added OS X Makefile. [R. Belmont]
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- Small changes to ppc_ops.cpp for C++0x compliance. [R. Belmont]
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- Included glew.h into the source tree. [R. Belmont]
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- Changed WIN32 definition to SUPERMODEL_WIN32.
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Version 0.1a (April 1, 2011)
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- Initial public alpha release.
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-------------------------
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Installing Supermodel
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-------------------------
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To install Supermodel on Windows, extract the ZIP archive containing the
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Supermodel executable to a folder of your choice. The following files and
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directories should be created:
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Name Description
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---- -----------
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Supermodel.exe Supermodel program. Run this.
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SDL.dll The SDL library. Use the bundled DLL file.
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README.txt This text file.
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LICENSE.txt Supermodel license and terms of use.
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Config/ Directory where the configuration file is stored.
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Config/Supermodel.ini Configuration file containing default input
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settings.
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NVRAM/ Directory where NVRAM contents will be saved.
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Saves/ Directory where save states will be saved.
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Supermodel requires OpenGL 2.1 and a substantial amount of both video and
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system memory.
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As of this version, Linux and Mac OS X binaries are not provided. Users must
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compile their own.
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-----------------------------
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Compiling the Source Code
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-----------------------------
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First, ensure that OpenGL, SDL (http://www.libsdl.org), and zlib
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(http://zlib.net) are installed. GLEW (http://glew.sourceforge.net) is now
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included in the source tree and should not need to be installed separately.
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Next, extract the Supermodel source code and copy the appropriate Makefile
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from the Makefiles/ directory to the base directory (that is, the one above
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Src/ and Makefiles/). Makefiles for 32-bit Windows (Microsoft Visual C++
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2008), Linux/UNIX (GCC), and Mac OS X (GCC) are provided, all requiring GNU
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Make. For Windows developers, MinGW (http://www.mingw.org) provides GNU Make.
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Alternatively, you can write a Makefile compatible with Microsoft Nmake and
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submit it to me for inclusion in the next release. ;) Consult the Visual
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Studio documentation to learn how to configure the Microsoft compiler for
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command line operation.
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Edit SDL_LIBPATH and SDL_INCLUDEPATH to reflect the location of the SDL
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development library and header files. This should only be necessary for
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Windows. The UNIX and Mac OS X Makefiles should be able to automatically
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locate SDL if it was installed properly.
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Finally, run 'make'. If all goes well it should produce a Supermodel binary.
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----------------------
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Running Supermodel
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----------------------
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For now, Supermodel does not include a proper user interface. It is operated
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entirely from the command line. Run 'supermodel' without any command line
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arguments for an explanation of supported options.
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Supermodel uses MAME-compatible ROM sets. It loads from ZIP archives based on
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file checksums and automatically detects games; therefore, file names are not
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important. A maximum of one ZIP file can be specified on the command line. For
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example:
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supermodel scud.zip -fullscreen
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This will load 'scud.zip' (Scud Race) and run it in full screen mode.
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Initially, inputs are assigned according to the settings in 'Supermodel.ini',
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located in the 'Config' subdirectory.
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Note that there is no user interface and all messages are printed to the
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command prompt. In full screen mode, they will not be visible.
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--------------------------
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Merging Split ROM Sets
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--------------------------
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ROMs that are split into parent and child sets (eg., 'Scud Race Plus', whose
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parent ROM set is 'Scud Race') must be combined into a single ZIP file. ROM
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files from the parent set that have the same IC numbers (usually the file
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extension but sometimes the number in the file name itself) as child ROMs
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should be deleted, otherwise Supermodel may choose to load the parent game.
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For example, 'Scud Race Plus' is normally distributed containing only the
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following files:
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epr-20092a.17
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epr-20093a.18
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epr-20094a.19
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epr-20095a.20
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epr-20096a.21
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mpr-20097.13
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mpr-20098.14
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mpr-20099.15
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mpr-20100.16
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mpr-20101.24
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To merge with the parent ROM set, copy over all files from 'Scud Race' except
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those with extension numbers 17-21, 13-16, and 24. Some 'Scud Race Plus' ROM
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sets may have 'mpr-20101.23' instead of 'mpr-20101.24'. They are the same file
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and in both cases should replace the file with extension 24 from 'Scud Race'
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('mpr-19671.24').
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-------------------
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Supported Games
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-------------------
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The following games and ROM sets are supported by this version of Supermodel.
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Not all of them are playable.
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ROM Set Game Title
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------- ----------
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vf3 Virtua Fighter 3
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lemans24 Le Mans 24
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scud Scud Race
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scudp Scud Race Plus
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lostwsga The Lost World
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von2 Virtual On Oratorio Tangram
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vs298 Virtua Striker 2 '98
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srally2 Sega Rally 2
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daytona2 Daytona USA 2
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dayto2pe Daytona USA 2 Power Edition
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fvipers2 Fighting Vipers 2
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harley Harley Davidson & L.A. Riders
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lamachin L.A. Machineguns
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oceanhun The Ocean Hunter
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swtrilgy Star Wars Trilogy
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eca Emergency Car Ambulance
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The '-print-games' option can be used to obtain this list.
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------------------
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Video Settings
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------------------
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Supermodel may be run in either windowed (default) or full screen mode. It
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automatically adjusts the display area to retain the aspect ratio of the Model
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3's native (and Supermodel's default) resolution, 496x384. Currently, this
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cannot be overriden. Changing video modes at run-time is not yet supported.
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By default, Supermodel limits the frame rate to 60 Hz. This has no impact on
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performance except when the frame rate exceeds 60 FPS on fast systems. This
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can be disabled with the '-no-throttle' option. Some video drivers may
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continue to lock to the refresh rate.
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To change the resolution, use the '-res' command line option. For full screen
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mode, use '-fullscreen'. For example, to set a full screen 1920x1080 mode,
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try:
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supermodel game.zip -res=1920,1080 -fullscreen
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Video settings may also be specified globally or on a per-game basis in the
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configuration file, described elsewhere in this document.
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------------------
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Audio Settings
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------------------
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All Model 3 games have a sound board that is used for sound effects and, in
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some games, background music. A few games use additional Digital Sound Boards
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(DSB) for MPEG music. 'Music' in Supermodel refers exclusively to MPEG music
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produced by the DSB and 'sound' refers to both the sound effects and background
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music produced by the regular sound board.
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Model 3 sound and MPEG music are generated separately and then mixed by an
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amplifier. The relative signal levels are not known, so Supermodel simply
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outputs all audio at full volume. This causes the MPEG music to be too quiet
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in some games ('Scud Race', 'Daytona USA 2') and too loud in others ('Star Wars
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Trilogy'). The '-sound-volume' and '-music-volume' options can be used to
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change the volume. As arguments, they take a volume level in percent ranging
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from 0 (muted) to 200% (maximum, doubled amplitude). For example:
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supermodel game.zip -sound-volume=50 -music-volume=170
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This command line cuts the sound volume in half and increases the music volume
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by 70%.
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The F9 and F10 keys can be used to adjust music volume during run-time, while
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F11 and F12 control sound volume.
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Clipping and distortion will occur if the combined sound and music volume
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levels become too high.
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To disable sound and music board emulation altogether, use the '-no-sound' and
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'-no-dsb' options. These will not merely mute the corresponding audio channels
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but will prevent the CPUs and audio chips from being emulated altogether. Save
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states generate with these disabled may not be able to restore audio properly.
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Audio settings may also be specified globally or on a per-game basis in the
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configuration file, described elsewhere in this document.
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Please keep in mind that MPEG music emulation is preliminary and the decoder is
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buggy. Periodic squeaks and pops occur on many music tracks. The Sega Custom
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Sound Processor (SCSP) emulator, used for sound emulation, is an older version
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of ElSemi's code and still quite buggy.
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------------
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Controls
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------------
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Supermodel only supports the keyboard and mouse at present. Emulator functions
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are listed below and cannot be changed.
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Function Key Assignment
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-------- --------------
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Exit Escape
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Pause Alt-P
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Reset Alt-R
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Clear NVRAM Alt-N
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Crosshairs (for light gun games) Alt-I
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Toggle 60 Hz Frame Limiting Alt-T
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Save State F5
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Load State F7
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Change Save Slot F6
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Decrease Music Volume F9
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Increase Music Volume F10
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Decrease Sound Volume F11
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Increase Sound Volume F12
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Learning and Configuring Game Controls
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--------------------------------------
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Settings for game controls are stored in 'Supermodel.ini'. To learn the
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current configuration, use the '-print-inputs' command line option. If you
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delete 'Supermodel.ini', all inputs will become unmapped and will have to be
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reconfigured!
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supermodel -print-inputs
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If you wish to reconfigure, use the '-config-inputs' option. A blank window
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will open up and instructions will be printed to the command prompt. Read them
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carefully! Pressing the Escape key exits without saving changes. Pressing 'q'
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will save changes to 'Supermodel.ini'. You can choose which input to configure
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using the Up and Down arrow keys. Clearing an input means it will be unusable.
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If the configuration dialog is not responding to your key presses, make sure
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that the blank window rather than the command prompt is selected. This may
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seem counter-intuitive but inputs are captured by the graphical window while
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messages are printed to the command prompt.
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XBox 360 Controllers
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--------------------
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For full XBox 360 controller support, the XInput system must be used
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('-input-system=xinput'). Otherwise, the left and right trigger buttons cannot
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be mapped individually and force feedback will not work. Please read the
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section titled 'Input Systems', further below.
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Analog Controls
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---------------
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Analog controls, such as steering wheels, pedals, and the light gun axes, can
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be mapped to analog controllers, such as joysticks, wheels, and mice, if
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available. Under digital control, the analog value will increment or decrement
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until it reaches its maximum/minimum values. The rate of change can only be
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set manually in the configuration file. These options are described elsewhere
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in this document.
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Most analog inputs, such as the steering wheel, require two settings to be
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controlled digitally. For example, the steering wheel can be turned left and
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right by setting 'Steer Left' and 'Steer Right', or it can be mapped to a
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single analog control ('Full Steering').
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Shifting Gears
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--------------
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Racing game gears can be mapped to individual buttons, including one for the
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neutral position, or can be shifted sequentially. Games which only provide two
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gears name them 'Up' and 'Down'. These should not be confused with 'Shift Up'
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and 'Shift Down', the sequential shift commands.
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Virtual On Twin Joysticks
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-------------------------
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'Virtual On Oratorio Tangram' features a twin joystick control scheme similar
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to a tracked vehicle (e.g. a tank). Movement is accomplished by pushing both
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joysticks in the same direction. Pushing and pulling in opposite directions
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will turn the robot, while pulling the joysticks apart sideways or pushing them
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inwards is for jumping and falling back down to the ground, respectively.
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Supermodel supports mapping the individual joysticks but also provides 'macro'
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controls by default. These allow all the necessary twin joystick commands to
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be replicated with individual controls. The mapping is below:
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Macro Control Twin Joystick Equivalent
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------------- ------------------------
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Turn Left Left joystick down, right joystick up.
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Turn Right Left joystick up, right joystick down.
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Forward Both joysticks up.
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Reverse Both joysticks down.
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Strafe Left Both joysticks left.
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Strafe Right Both joysticks right.
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Jump Left joystick left, right joystick right.
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Crouch Left joystick right, right joystick left.
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Light Guns
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----------
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Light gun axes can be mapped to mice, analog controls, or even digital buttons.
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To simulate pointing off-screen (required in order to reload), a 'point off-
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screen' input is provided which, for as long as it is pressed, will aim the gun
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off-screen. To reload, hold down this button and then, while holding it, press
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the trigger.
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Crosshairs for both players will be visible in full screen mode and can also be
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enabled in windowed modes. Use Alt-I to select the crosshair mode.
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For multiple mouse support, allowing two mice or PC light guns to be used, Raw
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Input must be used. This is supported only on Windows and is described below.
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Input Systems
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-------------
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Supermodel supports multiple input APIs to provide the best possible
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compatibility for different input devices and configuration schemes. On
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Windows, the default is DirectInput. On all other platforms, SDL is the only
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option available.
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Windows users can select between four different input systems:
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- DirectInput. Selected with '-input-system=dinput'. This is the default.
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It provides the best support for PC game controllers and, when emulating
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force feedback, allows all effects (if the controller supports them).
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- XInput. Selected with '-input-system=xinput'. This must be used with
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XBox 360 controllers, otherwise some buttons will not be usable and force
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feedback will not work.
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- Raw Input. Selected with '-input-system=rawinput'. This is intended for
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use with multiple mice and keyboards but is not recommended otherwise.
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- SDL. Selected with '-input-system=sdl'. The standard, cross-platform
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input system intended for non-Windows builds. It is accessible on
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Windows but does not provide full support for all devices.
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When switching input systems with '-input-system', you must also configure your
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inputs using the same option. For example, when running Supermodel with
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XInput ('supermodel game.zip -input-system=xinput'), you must configure with
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XInput ('supermodel -config-inputs -input-system=xinput'). Many settings are
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not compatible between input systems.
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A common mistake is to configure inputs using one system and then launch
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Supermodel with another.
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------------------
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Force Feedback
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------------------
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Force feedback is presently supported in 'Scud Race' (including 'Scud Race
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Plus'), 'Daytona USA 2' (both editions), and 'Sega Rally 2' on Windows only. To
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enable it, use the '-force-feedback' option.
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Drive board ROMs are required.
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Game Drive Board ROM File Size Checksum (CRC32)
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---- -------------------- ---- ----------------
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Daytona USA 2 epr-20985.bin 64 KB B139481D
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Scud Race epr-19338a.bin 64 KB C9FAC464
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Sega Rally 2 epr-20512.bin 64 KB CF64350D
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The sizes and checksums must match those listed above. The file names may be
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different but will almost certainly contain the same identifying numbers.
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Ensure that the appropriate drive board ROM files are present in the
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corresponding games' ZIP archive, otherwise Supermodel will silently proceed
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without force feedback.
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Force feedback will only work with the DirectInput (the default on Windows) and
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XInput input systems. XInput is intended only for XBox 360 controllers, which
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do not support force feedback through DirectInput.
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Tuning Force Feedback
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---------------------
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Force feedback can be enabled and tuned in the configuration file. Setting
|
|
'ForceFeedback' to 1 enables it:
|
|
|
|
ForceFeedback = 1
|
|
|
|
There are three DirectInput effects: constant force, self centering, and
|
|
vibration. The strength of each can be tuned with the following settings:
|
|
|
|
DirectInputConstForceMax = 100
|
|
DirectInputSelfCenterMax = 100
|
|
DirectInputVibrateMax = 100
|
|
|
|
They are given as percentages and represent the maximum strength for each
|
|
effect. Setting them to 0 disables them entirely. Values above 100% are
|
|
accepted but may clip or distort the effect (and possibly damage your
|
|
hardware). 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 = 65
|
|
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.
|
|
|
|
|
|
-------------------------
|
|
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.
|
|
|
|
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 using Alt-N.
|
|
|
|
|
|
-----------------------------------
|
|
Game-Specific Comments and Tips
|
|
-----------------------------------
|
|
|
|
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.
|
|
|
|
|
|
--------------------------
|
|
The Configuration File
|
|
--------------------------
|
|
|
|
---------------------------------
|
|
Index of Command Line Options
|
|
---------------------------------
|
|
|
|
----------------------------------------
|
|
Index of Configuration File Settings
|
|
----------------------------------------
|
|
|
|
-----------------------
|
|
Contact Information
|
|
-----------------------
|
|
|
|
The official Supermodel web site is:
|
|
|
|
http://www.Supermodel3.com
|
|
|
|
Questions? Comments? Contributions? Your feedback is welcome! We 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,
|
|
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
|
|
- Naibo Zhang, for his work on Model 3 graphics
|
|
- R. Belmont, for all sorts of help
|
|
- 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
|
|
- 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.
|