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https://github.com/RetroDECK/Supermodel.git
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1489 lines
51 KiB
Plaintext
1489 lines
51 KiB
Plaintext
TODO: convert all tabs to spaces
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TODO: describe Dinputeffectsgain in config index
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TODO: XInputConstForceThreshold default? Set in source code.
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TODO: describe auto trigger in config index
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TODO: Andy Geezer's region codes
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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 ('The Lost World'), enabled by default in
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full 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 generated with these settings may not be able to properly restore audio
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when loaded after emulation is re-enabled.
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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.
|
|
|
|
|
|
==================
|
|
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.
|
|
|
|
Game Drive Board ROM File Size Checksum (CRC32)
|
|
---- -------------------- ---- ----------------
|
|
Daytona USA 2 epr-20985.bin 64 KB B139481D
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|
Scud Race epr-19338a.bin 64 KB C9FAC464
|
|
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.
|
|
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 three DirectInput effects: constant force, self centering, and
|
|
vibration. The strength of each can be tuned with the following settings:
|
|
|
|
DirectInputEffectsGain = 100
|
|
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 (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 = 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.
|
|
|
|
|
|
=========================
|
|
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.
|
|
|
|
|
|
Le Mans 24
|
|
----------
|
|
|
|
The region can be changed by entering the test menu (press the Test button) and
|
|
pressing: Start, Start, Service, Service, Start, Test.
|
|
|
|
|
|
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).
|
|
|
|
The region can be changed by entering the test menu (press the Test button) and
|
|
then pressing the Service button four times for short durations, twice for long
|
|
durations, twice for short durations, and once again for a long duration.
|
|
|
|
|
|
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.
|
|
|
|
The region can be changed by entering the test menu (press the Test button) and
|
|
pressing: Start, Start, Service, Start, Service, Test. Use the player 1 Start
|
|
button.
|
|
|
|
|
|
Virtua Fighter 3
|
|
----------------
|
|
|
|
The game is playable but there are numerous graphical glitches, particularly
|
|
during transition scenes.
|
|
|
|
|
|
Virtua Striker 2 '98 (Step 1.5 and 2.0 versions)
|
|
------------------------------------------------
|
|
|
|
The region can be changed by entering the test menu (press the Test button)
|
|
and, in the 'Game Assignments' menu, performing the following sequence:
|
|
|
|
1. Press the Service button once for about 5 seconds.
|
|
2. Press the Service button three times shortly.
|
|
3. Press the Service button again one time for about 5 seconds.
|
|
|
|
|
|
==========================
|
|
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 or 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 under sections. All names
|
|
and settings in the file are case sensitive. Settings take the form:
|
|
|
|
Name = Argument
|
|
|
|
Names are case sensitive. 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 are unsigned and begin at 0.
|
|
Strings can contain any characters and are enclosed by double quotes.
|
|
Examples:
|
|
|
|
IntegerSetting1 = 0
|
|
IntegerSetting2 = 65536
|
|
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.
|
|
|
|
|
|
The Purpose of 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 should 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.
|
|
|
|
... TODO: write me
|
|
|
|
The complete list of input settings can be found in the settings index below or
|
|
by generating a configuration file using '-config-inputs'.
|
|
|
|
|
|
=================================
|
|
Index of Command Line Options
|
|
=================================
|
|
|
|
All valid command line settings are listed here, ordered by category. Defaults
|
|
are given under the assumption that they also 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=<f>
|
|
|
|
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. The optimum value
|
|
for this setting will vary from game to game and system to
|
|
system. Valid values 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.
|
|
|
|
----------------
|
|
|
|
Option: -print-gl-info
|
|
|
|
Description: Prints OpenGL driver information and quits.
|
|
|
|
----------------
|
|
|
|
Option: -res=<x>,<y>
|
|
|
|
Description: Resolution of the display in pixels. 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=<file>
|
|
-vert-shader=<file>
|
|
|
|
Description: Allows external fragment and vertex shaders to be used for
|
|
3D rendering. 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.
|
|
|
|
----------------
|
|
|
|
Option: -flip-stereo
|
|
|
|
Description: Swaps the left and right audio channels.
|
|
|
|
----------------
|
|
|
|
Option: -no-music
|
|
|
|
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=<v>
|
|
-sound-volume=<v>
|
|
|
|
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.
|
|
|
|
----------------
|
|
|
|
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).
|
|
|
|
----------------
|
|
|
|
Option: -input-system=<s>
|
|
|
|
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 input systems 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.
|
|
|
|
|
|
========================================
|
|
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: EmulateMusic
|
|
|
|
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-music' 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.
|
|
|
|
----------------
|
|
|
|
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
|
|
and may damage your controller.
|
|
|
|
----------------
|
|
|
|
Name: DirectInputEffectsGain
|
|
|
|
Argument: Integer value.
|
|
|
|
Description:
|
|
|
|
----------------
|
|
|
|
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 and may damage your
|
|
controller. The constant force effect is simulated using
|
|
vibration.
|
|
|
|
----------------
|
|
|
|
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.
|
|
|
|
----------------
|
|
|
|
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'
|
|
and 'Dirt Devils'. 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: ? Can only be set in the 'Global' section.
|
|
|
|
|
|
=======================
|
|
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.
|