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- added methods to attach/debug debugger. - added instruction hook & callback to m68kconf.h and added hooks into CMusashi68KDebug to allow debugger to control execution. - added methods to allow reading/writing of 68K registers (for all registers and for a given context, rather than just current one). |
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TODO: convert all tabs to spaces #### ### ### ## ## ## ## ### ## ## ## ### #### ## ### ## ## #### ## #### ## ### ## ## ## ## ## ## ### ## ####### ## ## ##### ## ## ## ### ## ## ## ## ###### ## ## ####### ## ## ## ## ###### ## ## ## ## ## ##### ## ## ## # ## ## ## ## ## ## ## #### ### ## ## #### #### ## ## #### ### ## #### #### #### Supermodel Version 0.2a A Sega Model 3 Arcade Emulator. Copyright 2011 Bart Trzynadlowski, Nik Henson ---------------- Introduction ---------------- Supermodel emulates the Sega Model 3 arcade platform. It uses OpenGL 2.1 and is available for Windows, Linux, and Mac OS X. In order to use it, you must legally possess ROM images of Model 3 games. Learning to operate Supermodel may come with a steep learning curve for most people. Carefully reading this document in its entirety before seeking out help is strongly advised. Supermodel is distributed as free software under the terms of the GNU General Public License, included in LICENSE.txt. Additional copyright information for software included within Supermodel is located at the bottom of this file. The source code may be obtained from the official Supermodel web site: http://www.Supermodel3.com -------------- Disclaimer -------------- This is an early public release of Supermodel. It is very much preliminary, alpha version software (hence the 'a' in the version number). Development was started in January of 2011 and has focused on reverse engineering aspects of the system that are still unknown. Consequently, many important features, such as a proper user interface, are not yet implemented and game compatibility is still low. --------------------- Table of Contents --------------------- -- Introduction -- Disclaimer -- Table of Conents 1. Revision History 2. Installing Supermodel 3. Basic Usage 4. -------------------- Revision History -------------------- Version 0.2a (September ?, 2011) - New, fully customizable input system. Supports any combination of keyboards, mice, and analog and digital controllers. [Nik Henson] - Texture offsets. Fixes models in 'Fighting Vipers 2', 'Virtual On', cars in the 'Scud Race' and 'Daytona USA 2' selection screens, etc. - Fixed a 2D palette bug that would cause black pixels to occasionally turn transparent. - Added all remaining ROM sets. [krom] - Got some new games to boot: 'Spikeout', 'Ski Champ', 'Sega Bass Fishing', 'Dirt Devils', etc. - Sound support. Special thanks to ElSemi for contributing his SCSP emulator and Karl Stenerud for allowing us to use his 68K emulator. - Multi-threading support. Sound and drive board emulation are off- loaded to a separate thread, substantially enhancing performance. [Nik Henson] - Z80 emulation based on code by Frank D. Cringle and YAZE-AG by Andreas Gerlich. - Digital Sound Board (MPEG music) emulation courtesy of R. Belmont and the MPEG decoder library by Tomislav Uzelac. - Improved ROM loading. It should no longer be as easily confused by combined ROM sets as long as unused files are removed. - Configuration file now supports more settings and allows game- specific customization. - Added light gun crosshairs ('Lost World'), enabled by default in full screen mode and selectable by pressing Alt-I. - Drive board and force feedback emulation for 'Scud Race', 'Daytona USA 2', and 'Sega Rally 2'. [Nik Henson] - Viewable display area properly clipped. Ghost artifacts no longer appear in border regions when the resolution exceeds the display area. - Changed gear shifting: added a dedicated neutral gear and sequential shifting. - Console-based debugger (not enabled by default, must be enabled during compile-time). [Nik Henson] - Source code and Makefile cleanup. Version 0.1.2a (April 3, 2011) - Included missing GLEW files. Version 0.1.1a (April 2, 2011) - Minor source code update. - Set Render3D to NULL in the CReal3D constructor. Fixes crashes that occur on some builds. [Nik Henson] - Cleaned up UNIX Makefile and added OS X Makefile. [R. Belmont] - Small changes to ppc_ops.cpp for C++0x compliance. [R. Belmont] - Included glew.h into the source tree. [R. Belmont] - Changed WIN32 definition to SUPERMODEL_WIN32. Version 0.1a (April 1, 2011) - Initial public alpha release. ------------------------- Installing Supermodel ------------------------- To install Supermodel on Windows, extract the ZIP archive containing the Supermodel executable to a folder of your choice. The following files and directories should be created: Name Description ---- ----------- Supermodel.exe Supermodel program. Run this. SDL.dll The SDL library. Use the bundled DLL file. README.txt This text file. LICENSE.txt Supermodel license and terms of use. Config/ Directory where the configuration file is stored. Config/Supermodel.ini Configuration file containing default input settings. NVRAM/ Directory where NVRAM contents will be saved. Saves/ Directory where save states will be saved. Supermodel requires OpenGL 2.1 and a substantial amount of both video and system memory. As of this version, Linux and Mac OS X binaries are not provided. Users must compile their own. ----------------------------- Compiling the Source Code ----------------------------- First, ensure that OpenGL, SDL (http://www.libsdl.org), and zlib (http://zlib.net) are installed. GLEW (http://glew.sourceforge.net) is now included in the source tree and should not need to be installed separately. Next, extract the Supermodel source code and copy the appropriate Makefile from the Makefiles/ directory to the base directory (that is, the one above Src/ and Makefiles/). Makefiles for 32-bit Windows (Microsoft Visual C++ 2008), Linux/UNIX (GCC), and Mac OS X (GCC) are provided, all requiring GNU Make. For Windows developers, MinGW (http://www.mingw.org) provides GNU Make. Alternatively, you can write a Makefile compatible with Microsoft Nmake and submit it to me for inclusion in the next release. ;) Consult the Visual Studio documentation to learn how to configure the Microsoft compiler for command line operation. Edit SDL_LIBPATH and SDL_INCLUDEPATH to reflect the location of the SDL development library and header files. This should only be necessary for Windows. The UNIX and Mac OS X Makefiles should be able to automatically locate SDL if it was installed properly. Finally, run 'make'. If all goes well it should produce a Supermodel binary. ---------------------- Running Supermodel ---------------------- For now, Supermodel does not include a proper user interface. It is operated entirely from the command line. Run 'supermodel' without any command line arguments for an explanation of supported options. Supermodel uses MAME-compatible ROM sets. It loads from ZIP archives based on file checksums and automatically detects games; therefore, file names are not important. A maximum of one ZIP file can be specified on the command line. For example: supermodel scud.zip -fullscreen This will load 'scud.zip' (Scud Race) and run it in full screen mode. Initially, inputs are assigned according to the settings in 'Supermodel.ini', located in the 'Config' subdirectory. Note that there is no user interface and all messages are printed to the command prompt. In full screen mode, they will not be visible. -------------------------- Merging Split ROM Sets -------------------------- ROMs that are split into parent and child sets (eg., 'Scud Race Plus', whose parent ROM set is 'Scud Race') must be combined into a single ZIP file. ROM files from the parent set that have the same IC numbers (usually the file extension but sometimes the number in the file name itself) as child ROMs should be deleted, otherwise Supermodel may choose to load the parent game. For example, 'Scud Race Plus' is normally distributed containing only the following files: epr-20092a.17 epr-20093a.18 epr-20094a.19 epr-20095a.20 epr-20096a.21 mpr-20097.13 mpr-20098.14 mpr-20099.15 mpr-20100.16 mpr-20101.24 To merge with the parent ROM set, copy over all files from 'Scud Race' except those with extension numbers 17-21, 13-16, and 24. Some 'Scud Race Plus' ROM sets may have 'mpr-20101.23' instead of 'mpr-20101.24'. They are the same file and in both cases should replace the file with extension 24 from 'Scud Race' ('mpr-19671.24'). ------------------- Supported Games ------------------- The following games and ROM sets are supported by this version of Supermodel. Not all of them are playable. ROM Set Game Title ------- ---------- vf3 Virtua Fighter 3 lemans24 Le Mans 24 scud Scud Race scudp Scud Race Plus lostwsga The Lost World von2 Virtual On Oratorio Tangram vs298 Virtua Striker 2 '98 srally2 Sega Rally 2 daytona2 Daytona USA 2 dayto2pe Daytona USA 2 Power Edition fvipers2 Fighting Vipers 2 harley Harley Davidson & L.A. Riders lamachin L.A. Machineguns oceanhun The Ocean Hunter swtrilgy Star Wars Trilogy eca Emergency Car Ambulance The '-print-games' option can be used to obtain this list. ------------------ Video Settings ------------------ Supermodel may be run in either windowed (default) or full screen mode. It automatically adjusts the display area to retain the aspect ratio of the Model 3's native (and Supermodel's default) resolution, 496x384. Currently, this cannot be overriden. Changing video modes at run-time is not yet supported. By default, Supermodel limits the frame rate to 60 Hz. This has no impact on performance except when the frame rate exceeds 60 FPS on fast systems. This can be disabled with the '-no-throttle' option. Some video drivers may continue to lock to the refresh rate. To change the resolution, use the '-res' command line option. For full screen mode, use '-fullscreen'. For example, to set a full screen 1920x1080 mode, try: supermodel game.zip -res=1920,1080 -fullscreen Video settings may also be specified globally or on a per-game basis in the configuration file, described elsewhere in this document. ------------------ Audio Settings ------------------ All Model 3 games have a sound board that is used for sound effects and, in some games, background music. A few games use additional Digital Sound Boards (DSB) for MPEG music. 'Music' in Supermodel refers exclusively to MPEG music produced by the DSB and 'sound' refers to both the sound effects and background music produced by the regular sound board. Model 3 sound and MPEG music are generated separately and then mixed by an amplifier. The relative signal levels are not known, so Supermodel simply outputs all audio at full volume. This causes the MPEG music to be too quiet in some games ('Scud Race', 'Daytona USA 2') and too loud in others ('Star Wars Trilogy'). The '-sound-volume' and '-music-volume' options can be used to change the volume. As arguments, they take a volume level in percent ranging from 0 (muted) to 200% (maximum, doubled amplitude). For example: supermodel game.zip -sound-volume=50 -music-volume=170 This command line cuts the sound volume in half and increases the music volume by 70%. The F9 and F10 keys can be used to adjust music volume during run-time, while F11 and F12 control sound volume. Clipping and distortion will occur if the combined sound and music volume levels become too high. To disable sound and music board emulation altogether, use the '-no-sound' and '-no-dsb' options. These will not merely mute the corresponding audio channels but will prevent the CPUs and audio chips from being emulated altogether. Save states generate with these disabled may not be able to restore audio properly. Audio settings may also be specified globally or on a per-game basis in the configuration file, described elsewhere in this document. Please keep in mind that MPEG music emulation is preliminary and the decoder is buggy. Periodic squeaks and pops occur on many music tracks. The Sega Custom Sound Processor (SCSP) emulator, used for sound emulation, is an older version of ElSemi's code and still quite buggy. ------------ Controls ------------ Supermodel only supports the keyboard and mouse at present. Emulator functions are listed below and cannot be changed. Function Key Assignment -------- -------------- Exit Escape Pause Alt-P Reset Alt-R Clear NVRAM Alt-N Crosshairs (for light gun games) Alt-I Toggle 60 Hz Frame Limiting Alt-T Save State F5 Load State F7 Change Save Slot F6 Decrease Music Volume F9 Increase Music Volume F10 Decrease Sound Volume F11 Increase Sound Volume F12 Learning and Configuring Game Controls -------------------------------------- Settings for game controls are stored in 'Supermodel.ini'. To learn the current configuration, use the '-print-inputs' command line option. If you delete 'Supermodel.ini', all inputs will become unmapped and will have to be reconfigured! supermodel -print-inputs If you wish to reconfigure, use the '-config-inputs' option. A blank window will open up and instructions will be printed to the command prompt. Read them carefully! Pressing the Escape key exits without saving changes. Pressing 'q' will save changes to 'Supermodel.ini'. You can choose which input to configure using the Up and Down arrow keys. Clearing an input means it will be unusable. If the configuration dialog is not responding to your key presses, make sure that the blank window rather than the command prompt is selected. This may seem counter-intuitive but inputs are captured by the graphical window while messages are printed to the command prompt. XBox 360 Controllers -------------------- For full XBox 360 controller support, the XInput system must be used ('-input-system=xinput'). Otherwise, the left and right trigger buttons cannot be mapped individually and force feedback will not work. Please read the section titled 'Input Systems', further below. Analog Controls --------------- Analog controls, such as steering wheels, pedals, and the light gun axes, can be mapped to analog controllers, such as joysticks, wheels, and mice, if available. Under digital control, the analog value will increment or decrement until it reaches its maximum/minimum values. The rate of change can only be set manually in the configuration file. These options are described elsewhere in this document. Most analog inputs, such as the steering wheel, require two settings to be controlled digitally. For example, the steering wheel can be turned left and right by setting 'Steer Left' and 'Steer Right', or it can be mapped to a single analog control ('Full Steering'). Shifting Gears -------------- Racing game gears can be mapped to individual buttons, including one for the neutral position, or can be shifted sequentially. Games which only provide two gears name them 'Up' and 'Down'. These should not be confused with 'Shift Up' and 'Shift Down', the sequential shift commands. Virtual On Twin Joysticks ------------------------- 'Virtual On Oratorio Tangram' features a twin joystick control scheme similar to a tracked vehicle (e.g. a tank). Movement is accomplished by pushing both joysticks in the same direction. Pushing and pulling in opposite directions will turn the robot, while pulling the joysticks apart sideways or pushing them inwards is for jumping and falling back down to the ground, respectively. Supermodel supports mapping the individual joysticks but also provides 'macro' controls by default. These allow all the necessary twin joystick commands to be replicated with individual controls. The mapping is below: Macro Control Twin Joystick Equivalent ------------- ------------------------ Turn Left Left joystick down, right joystick up. Turn Right Left joystick up, right joystick down. Forward Both joysticks up. Reverse Both joysticks down. Strafe Left Both joysticks left. Strafe Right Both joysticks right. Jump Left joystick left, right joystick right. Crouch Left joystick right, right joystick left. Light Guns ---------- Light gun axes can be mapped to mice, analog controls, or even digital buttons. To simulate pointing off-screen (required in order to reload), a 'point off- screen' input is provided which, for as long as it is pressed, will aim the gun off-screen. To reload, hold down this button and then, while holding it, press the trigger. Crosshairs for both players will be visible in full screen mode and can also be enabled in windowed modes. Use Alt-I to select the crosshair mode. For multiple mouse support, allowing two mice or PC light guns to be used, Raw Input must be used. This is supported only on Windows and is described below. Input Systems ------------- Supermodel supports multiple input APIs to provide the best possible compatibility for different input devices and configuration schemes. On Windows, the default is DirectInput. On all other platforms, SDL is the only option available. Windows users can select between four different input systems: - DirectInput. Selected with '-input-system=dinput'. This is the default. It provides the best support for PC game controllers and, when emulating force feedback, allows all effects (if the controller supports them). - XInput. Selected with '-input-system=xinput'. This must be used with XBox 360 controllers, otherwise some buttons will not be usable and force feedback will not work. - Raw Input. Selected with '-input-system=rawinput'. This is intended for use with multiple mice and keyboards but is not recommended otherwise. - SDL. Selected with '-input-system=sdl'. The standard, cross-platform input system intended for non-Windows builds. It is accessible on Windows but does not provide full support for all devices. When switching input systems with '-input-system', you must also configure your inputs using the same option. For example, when running Supermodel with XInput ('supermodel game.zip -input-system=xinput'), you must configure with XInput ('supermodel -config-inputs -input-system=xinput'). Many settings are not compatible between input systems. A common mistake is to configure inputs using one system and then launch Supermodel with another. ------------------ 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 Scud Race epr-19338a.bin 64 KB C9FAC464 Sega Rally 2 epr-20512.bin 64 KB CF64350D The sizes and checksums must match those listed above. The file names may be different but will almost certainly contain the same identifying numbers. Ensure that the appropriate drive board ROM files are present in the corresponding games' ZIP archives, otherwise Supermodel will silently proceed without force feedback. Force feedback will only work with the DirectInput (the default on Windows) and XInput input systems. XInput is intended only for XBox 360 controllers, which do not support force feedback through DirectInput. Tuning Force Feedback --------------------- Force feedback can be enabled and tuned in the configuration file. Setting 'ForceFeedback' to 1 enables it: ForceFeedback = 1 There are three DirectInput effects: constant force, self centering, and vibration. The strength of each can be tuned with the following settings: DirectInputConstForceMax = 100 DirectInputSelfCenterMax = 100 DirectInputVibrateMax = 100 They are given as percentages and represent the maximum strength for each effect. 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 = 65 XInputConstForceMax = 100 XInputVibrateMax = 100 The constant force threshold specifies how strong a constant force command must be before it is sent to the controller as a vibration effect (whose strength is determined by XInputConstForceMax). The default values are shown above and will require calibration by the user on a game-by-game basis. ------------------------- Save States and NVRAM ------------------------- Save states are saved and restored by pressing F5 and F7, respectively. Up to 10 different save slots can be selected with F6. All files are written to the Saves/ directory, which must exist beforehand. If you extracted the Supermodel ZIP file correctly, it will have been created automatically. Non-volatile memory (NVRAM) consists of battery-backed backup RAM and an EEPROM chip. The former is used for high score data and statistics whereas the latter stores machine settings (often accessed using the Test buttons). NVRAM is automatically saved each time Supermodel exits and is loaded at start-up. It can be cleared by deleting the NVRAM files or using Alt-N. ----------------------------------- Game-Specific Comments and Tips ----------------------------------- Daytona USA 2 and Daytona USA 2 Power Edition --------------------------------------------- To bypass the network board error, enter the Test Menu by pressing the Test button. Navigate to 'Game Assignments' using the Service button and select it with Test. Change 'Link ID' from 'Master' to 'Single'. In 'Daytona USA 2', the region menu can be accessed by entering the Test Menu, holding down the Start button, and pressing: VR4, VR4, VR2, VR3, VR1, VR3, VR2. Changing the region to USA changes game text to English. Star Wars Trilogy ----------------- Inserting coins and starting a game before any 3D graphics have been displayed in attract mode will result in a PowerPC crash before the stage loads. This is caused by an unknown emulation bug. Simply wait until the Darth Vader sequence appears before attempting to start a game. If Star Wars Trilogy is booting directly into the stage select screen, it is probably because you exited Supermodel with credits still in the machine. Clear the NVRAM (Alt-N) and reset the game (Alt-R). Sega Rally 2 ------------ As with Star Wars Trilogy, you may experience problems if you attempt to start a game before any 3D graphics are displayed (for example, during the Sega logo). Virtua Fighter 3 ---------------- The game is playable but there are numerous graphical glitches, particularly during transition scenes. -------------------------- The Configuration File -------------------------- --------------------------------- Index of Command Line Options --------------------------------- ---------------------------------------- Index of Configuration File Settings ---------------------------------------- ----------------------- Contact Information ----------------------- The official Supermodel web site is: http://www.Supermodel3.com Questions? Comments? Contributions? Your feedback is welcome! We only ask that you refrain from making feature requests or asking about ROMs. The primary author, Bart Trzynadlowski, can be reached at: supermodel.emu@gmail.com ------------------- Acknowledgments ------------------- Numerous people contributed their precious time and energy to this project. Without them, Supermodel would not have been possible. In no particular order, we would like to thank: - Ville Linde, original Supermodel team member and MAMEDev extraordinaire - Stefano Teso, original Supermodel team member - ElSemi, for all sorts of technical information and insight - Naibo Zhang, for his work on Model 3 graphics - R. Belmont, for all sorts of help - Andrew Lewis (a.k.a. Andy Geezer), for dumping the drive board ROMs and providing region codes - The Guru, for his efforts in dumping Model 3 ROM sets - Abelardo Vidal Martos, for providing extremely useful video recordings of actual Model 3 games - Andrew Gardner, for fruitful discussion - Chad Reker, for being an especially thorough play-tester - And of course, my sister Nicole, for help with web site images Supermodel includes code from the following projects: zlib: http://zlib.net minizip: http://www.winimage.com/zLibDll/minizip.html The OpenGL Extension Wrangler Library (GLEW): http://glew.sourceforge.net The OpenGL Extension Wrangler Library Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org> Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org> Copyright (C) 2002, Lev Povalahev All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * The name of the author may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.