mirror of
https://github.com/RetroDECK/Supermodel.git
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d200dff89e
- Changed gear shifting behavior: neutral gear has its own button now. - Removed SUPERMODEL_SOUND. - DirectInput is the default input system for Windows now. - Multi-threading is on by default, replaced -multi-threaded w/ -no-threads. - Made crosshairs larger and more visible. - Added Nik to co-author list and began updating file copyright notices. - Fixed Virtua Striker 2 input names (player 2 inputs end with the number 2 instead of 1). - Added documentation to a Docs/ subdirectory. - Exported all default input configurations to Supermodel.ini and added that to the repository. Internally, Supermodel initializes all controls to "NONE" now.
442 lines
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442 lines
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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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Terms of Use
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----------------
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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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Revision History
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--------------------
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Version 0.2a
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- New, fully customizable input system. Supports any combination of
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keyboards, mice, and analog and digital game pads. [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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- 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
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- Included missing GLEW files.
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Version 0.1.1a
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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
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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 configuration files will be stored.
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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 2.0 and a substantial amount of both video and
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system memory. The 'error.log' file, which is produced during each session,
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records the amount of video memory allocated for vertex buffers. If either the
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static or dynamic vertex buffer are substantially less than 16 MB or 4 MB,
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respectively, Supermodel may run abnormally slowly and drop some geometry.
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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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Basic Usage
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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. ROMs that are split into parent and child sets (eg., 'Scud Race
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Plus', whose parent ROM set is 'Scud Race') must be combined into a single ZIP
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file with the child ROM set appearing first to ensure Supermodel detects the
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correct game to load. The best way to do this is to add the contents of the
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parent ROM set into the child ROM set ZIP file. If for some reason Supermodel
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detects the wrong game, you should try to combine them the opposite way.
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To improve performance, Supermodel underclocks the PowerPC down to 25 MHz by
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default. This may be the cause of some games running too slowly even when the
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frame rate is at 60 FPS (which is the native rate). You may want to experiment
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with increasing the clock frequency, although this comes with a performance
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penalty.
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Note that there is no user interface and all messages are printed to the
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terminal. In full screen mode, they will not be visible.
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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.
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The mouse cursor is disabled by default in full screen modes but can be toggled
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with the Alt-I command.
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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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Reset Alt-R
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Clear NVRAM Alt-N
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Toggle Mouse Cursor (Full Screen Mode) 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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Game controls can be configured using the '-config-inputs' command line option.
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This starts a configuration utility and requires each button for all supported
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games to be defined. Pressing Escape retains the current setting. The blank
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window that opens up must be selected when pressing keys. To choose a mouse
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button, click the black area of the window. New configurations are saved to
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Config/Supermodel.ini. The Config/ directory should have been automatically
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created when Supermodel was extracted from its ZIP file.
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Default settings are given below.
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Game/Input Type Input Default Assignment
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--------------- ----- ------------------
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All Start 1 1
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All Start 2 2
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All Coin 1 3
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All Coin 2 4
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All Service A 5
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All Test A 6
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All Service B 7
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All Test B 8
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Digital joystick Up Up arrow
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Digital joystick Down Down arrow
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Digital joystick Left Left arrow
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Digital joystick Right Right arrow
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Fighting games Punch A
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Fighting games Kick S
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Fighting games Guard D
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Fighting games Escape F
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Racing games Steering Left/Right arrows
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Racing games Accelerate Up arrow
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Racing games Brake Down arrow
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Racing games Shift 1/Up Q
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Racing games Shift 2/Down W
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Racing games Shift 3 E
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Racing games Shift 4 R
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Racing games VR1 (Red) A
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Racing games VR1 (Blue) S
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Racing games VR1 (Yellow) D
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Racing games VR1 (Green) F
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Sega Rally 2 View Change A
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Sega Rally 2 Hand Brake S
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Virtua Striker 2 Short Pass A
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Virtua Striker 2 Long Pass S
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Virtua Striker 2 Shoot D
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Virtual On Oratorio Tangram Turn Left Q
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Virtual On Oratorio Tangram Turn Right W
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Virtual On Oratorio Tangram Forward Up arrow
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Virtual On Oratorio Tangram Reverse Down arrow
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Virtual On Oratorio Tangram Strafe Left Left arrow
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Virtual On Oratorio Tangram Strafe Right Right arrow
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Virtual On Oratorio Tangram Jump E
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Virtual On Oratorio Tangram Crouch R
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Virtual On Oratorio Tangram Left Shot Trigger A
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Virtual On Oratorio Tangram Right Shot Trigger S
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Virtual On Oratorio Tangram Left Turbo Z
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Virtual On Oratorio Tangram Right Turbo X
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Analog joystick Motion Mouse
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Analog joystick Trigger Button A
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Analog joystick Event Button S
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Lightgun Aim Mouse
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Lightgun Trigger Left mouse button
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Lightgun Point Off-screen Right mouse button
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The lightgun will point off-screen as long as the 'point off-screen' button is
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held down. To shoot off-screen, hold this button and then simultaneously press
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the trigger.
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-------------------------
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Save States and NVRAM
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-------------------------
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Save states are saved and restored by pressing F5 and F7, respectively. Up to
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10 different save slots can be selected with F6. All files are written to the
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Saves/ directory, which must exist. If you extracted the Supermodel ZIP file
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correctly, they will have automatically been created.
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Non-volatile memory (NVRAM) consists of battery-backed backup RAM and an EEPROM
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chip. The former is used for things like high score data whereas the latter
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stores machine settings (often accessed using the Test buttons). NVRAM is
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automatically saved each time Supermodel exits and is loaded at start-up. It
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can be cleared by deleting the NVRAM files or using Alt-N.
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-----------------------------------
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Game-Specific Comments and Tips
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-----------------------------------
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The following games are not playable due to unimplemented controls, severe
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graphical problems, or other issues:
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- L.A. Machineguns
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- The Ocean Hunter
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- Harley Davidson & L.A. Riders
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- Emergency Call Ambulance
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Daytona USA 2 and Daytona USA 2 Power Edition
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---------------------------------------------
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To bypass the network board error, enter the Test Menu by pressing the Test
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button. Navigate to 'Game Assignments' using the Service button and select it
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with Test. Change 'Link ID' from 'Master' to 'Single'.
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In 'Daytona USA 2', the region menu can be accessed by entering the Test Menu,
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holding down the Start button, and pressing: VR4, VR4, VR2, VR3, VR1, VR3, VR2.
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Changing the region to USA changes game text to English.
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Star Wars Trilogy
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-----------------
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Inserting coins and starting a game before any 3D graphics have been displayed
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in attract mode will result in a PowerPC crash before the stage loads. This is
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caused by an unknown emulation bug. Simply wait until the Darth Vader sequence
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appears before attempting to start a game.
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If Star Wars Trilogy is booting directly into the stage select screen, it is
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probably because you exited Supermodel with credits still in the machine.
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Clear the NVRAM (Alt-N) and reset the game (Alt-R).
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Sega Rally 2
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------------
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As with Star Wars Trilogy, you may experience problems if you attempt to start
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a game before any 3D graphics are displayed (for example, during the Sega
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logo).
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Virtua Fighter 3
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----------------
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The game is playable but there are numerous graphical glitches, particularly
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during transition scenes.
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-----------------------
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Contact Information
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-----------------------
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The official Supermodel web site is:
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http://www.Supermodel3.com
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Questions? Comments? Contributions? Your feedback is welcome! I only ask that
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you refrain from making feature requests or asking about ROMs. The primary
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author, Bart Trzynadlowski, can be reached at:
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supermodel.emu@gmail.com
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-------------------
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Acknowledgments
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-------------------
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Numerous people contributed their precious time and energy to this project.
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Without them, Supermodel would not have been possible. In no particular order,
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I would like to thank:
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- Ville Linde, original Supermodel team member and MAMEDev extraordinaire
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- Stefano Teso, original Supermodel team member
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- ElSemi, for all sorts of technical information and insight
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- Naibo Zhang, for his work on Model 3 graphics
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- R. Belmont, for all sorts of help
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- The Guru, for his efforts in dumping Model 3 ROM sets
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- Andrew Lewis, for his arcade know-how and helpfulness
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- Abelardo Vidal Martos, for providing extremely useful video recordings of
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actual Model 3 games
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- Andrew Gardner, for fruitful discussion
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- Chad Reker, for being an especially thorough play-tester
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- And, of course, my sister Nicole, for help with web site images
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Supermodel includes code from the following projects:
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zlib: http://zlib.net
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minizip: http://www.winimage.com/zLibDll/minizip.html
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The OpenGL Extension
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Wrangler Library (GLEW): http://glew.sourceforge.net
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The OpenGL Extension Wrangler Library
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Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
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Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
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Copyright (C) 2002, Lev Povalahev
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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* The name of the author may be used to endorse or promote products
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derived from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
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THE POSSIBILITY OF SUCH DAMAGE.
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