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TODO: Proof source code TODO: if Nik adds MSVC project files, mention that first in compiling section TODO: discussion of missing input settings in index: saturation, dead zone, analog/digital sensitivity, etc. All missing now. TODO: input stuff to be written in section 12 TODO: final proof read, then convert all tabs to spaces TODO: don't forget to add date to revision history! #### ### ### ## ## ## ## ### ## ## ## ### #### ## ### ## ## #### ## #### ## ### ## ## ## ## ## ## ### ## ####### ## ## ##### ## ## ## ### ## ## ## ## ###### ## ## ####### ## ## ## ## ###### ## ## ## ## ## ##### ## ## ## # ## ## ## ## ## ## ## #### ### ## ## #### #### ## ## #### ### ## #### #### #### A Sega Model 3 Arcade Emulator. Copyright 2011 Bart Trzynadlowski, Nik Henson USER MANUAL FOR SUPERMODEL VERSION 0.2A ================ Introduction ================ Supermodel emulates the Sega Model 3 arcade platform. It uses OpenGL 2.1 and SDL, and can run on Windows, Linux, and Mac OS X. In order to use it, you must legally possess ROM images of Model 3 games. Learning to operate Supermodel will come with a steep learning curve for most people. Before seeking out help, please read this user manual carefully. Supermodel is distributed as free software under the terms of the GNU General Public License, included in LICENSE.txt. Additional copyright information for software included within Supermodel is located at the bottom of this file. 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 began in January of 2011 and has focused on reverse engineering aspects of the Model 3 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. Running Supermodel 4. Game Compatibility 5. Video Settings 6. Audio Settings 7. Controls 8. Force Feedback 9. Save States and NVRAM 10. Game-Specific Comments and Tips 11. Merging Split ROM Sets 12. The Configuration File 13. Index of Command Line Options 14. Index of Configuration File Settings 15. Compiling the Source Code 16. Contact Information 17. Acknowledgments ======================= 1. Revision History ======================= Version 0.2a (September 24, 2011) - New, fully customizable input system. Supports any combination of keyboards, mice, and analog and digital controllers. [Nik Henson] - Texture offsets. Fixes models in 'Fighting Vipers 2', 'Virtual On', cars in the 'Scud Race' and 'Daytona USA 2' selection screens, etc. - Fixed a 2D palette bug that would cause black pixels to occasionally turn transparent. - Added all remaining ROM sets. [krom] - Got some new games to boot: 'Spikeout', 'Ski Champ', 'Sega Bass Fishing', 'Dirt Devils', etc. - Sound support. Special thanks to ElSemi for contributing his SCSP emulator and Karl Stenerud for allowing us to use his 68K emulator. - Multi-threading support. Sound and drive board emulation are off- loaded to separate threads, substantially enhancing performance. [Nik Henson] - Z80 emulation based on code by Frank D. Cringle and YAZE-AG by Andreas Gerlich. - Digital Sound Board (MPEG music) emulation courtesy of R. Belmont and the MPEG decoder library by Tomislav Uzelac. - Improved ROM loader. It should no longer be as easily confused by combined ROM sets as long as unused files are removed. - Configuration file now supports more settings and allows game- specific customization. - Added light gun crosshairs ('The Lost World'), enabled by default in full screen mode and selectable by pressing Alt-I. - Drive board and force feedback emulation for 'Scud Race', 'Daytona USA 2', and 'Sega Rally 2'. [Nik Henson] - Viewable display area properly clipped. Ghost artifacts no longer appear in border regions when the resolution exceeds the display area. - Changed gear shifting: added a dedicated neutral gear and sequential shifting. - Console-based debugger (not enabled by default, must be enabled during compile-time). [Nik Henson] - Source code and Makefile cleanup. Version 0.1.2a (April 3, 2011) - Included missing GLEW files. Version 0.1.1a (April 2, 2011) - Minor source code update. - Set Render3D to NULL in the CReal3D constructor. Fixes crashes that occur on some builds. [Nik Henson] - Cleaned up UNIX Makefile and added OS X Makefile. [R. Belmont] - Small changes to ppc_ops.cpp for C++0x compliance. [R. Belmont] - Included glew.h into the source tree. [R. Belmont] - Changed WIN32 definition to SUPERMODEL_WIN32. Version 0.1a (April 1, 2011) - Initial public alpha release. ============================ 2. Installing Supermodel ============================ To install Supermodel on Windows, extract the ZIP archive containing the Supermodel executable to a folder of your choice. The following files and directories should be created: Name Description ---- ----------- Supermodel.exe Supermodel program. Run this. SDL.dll The SDL library. Use the bundled DLL file. README.txt This text file. LICENSE.txt Supermodel license and terms of use. Config/ Directory where the configuration file is stored. Config/Supermodel.ini Configuration file containing default input settings. NVRAM/ Directory where NVRAM contents will be saved. Saves/ Directory where save states will be saved. Supermodel requires OpenGL 2.1 and a substantial amount of both video and system memory. A very fast CPU and GPU are needed to achieve playable frame rates. As of this version, Linux and Mac OS X binaries are not provided. Users must compile their own. ========================= 3. Running Supermodel ========================= For now, Supermodel does not include a proper user interface. It is operated entirely from the command line. Run 'supermodel' without any command line arguments for an explanation of supported options. Supermodel uses MAME-compatible ROM sets. It loads from ZIP archives based on file checksums and automatically detects games; therefore, file names are not important. Only one ZIP file can be specified on the command line. For example: supermodel scud.zip -fullscreen This will load 'scud.zip' (Scud Race) and run it in full screen mode. Initially, inputs are assigned according to the settings in 'Supermodel.ini', located in the 'Config' subdirectory. Note that there is no user interface and all messages are printed to the command prompt. In full screen mode, they will not be visible. ========================= 4. Game Compatibility ========================= Supermodel recognizes all known Model 3 ROM sets but not all of them are playable. Below is a compatibility matrix. The most obvious problem with each ROM set is reported. ROM Set Title Playable? Comments +-----------+-----------------------------------------+-----+-----------------+ | bass | Sega Bass Fishing | No | No controls. | +-----------+-----------------------------------------+-----+-----------------+ | daytona2 | Daytona USA 2 Battle on the Edge | Yes | Minor graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | dayto2pe | Daytona USA 2 Power Edition | Yes | Minor graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | dirtdvls | Dirt Devils | Yes | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | dirtdvlsa | Dirt Devils (Alternate) | Yes | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | eca | Emergency Call Ambulance | No | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | ecax | Emergency Call Ambulance (Export) | No | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | fvipers2 | Fighting Vipers 2 | Yes | Slow. | +-----------+-----------------------------------------+-----+-----------------+ | getbass | Get Bass | No | Does not boot. | +-----------+-----------------------------------------+-----+-----------------+ | harley | Harley Davidson & L.A. Riders | No | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | harleyb | Harley Davidson & L.A. Riders (Rev. B) | No | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | lamachin | L.A. Machineguns | No | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | lemans24 | Le Mans 24 | Yes | Some texture | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | lostwsga | The Lost World | Yes | Some texture | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | magtruck | Magical Truck Adventure | No | Does not boot. | +-----------+-----------------------------------------+-----+-----------------+ | oceanhun | The Ocean Hunter | No | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | scud | Scud Race (Australia) | Yes | Minor shading | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | scuda | Scud Race (Export) | Yes | Minor shading | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | scudj | Scud Race (Japan) | Yes | Mis-colored 2D | | | | | graphics. | +-----------+-----------------------------------------+-----+-----------------+ | scudp | Scud Race Plus | Yes | Minor shading | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | skichamp | Ski Champ | No | Severe graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | spikeofe | Spikeout Final Edition | Yes | Some texture | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | spikeout | Spikeout | Yes | Some texture | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | srally2 | Sega Rally 2 | Yes | Major graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | srally2x | Sega Rally 2 DX | No | Does not boot. | +-----------+-----------------------------------------+-----+-----------------+ | swtrilgy | Star Wars Trilogy (Rev. A) | Yes | Some graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | swtrilgya | Star Wars Trilogy | No | Does not boot. | +-----------+-----------------------------------------+-----+-----------------+ | vf3 | Virtua Fighter 3 | Yes | Major graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | vf3a | Virtua Fighter 3 (Rev. A) | Yes | Major graphics | | | | | problems. | +-----------+-----------------------------------------+-----+-----------------+ | vf3tb | Virtua Fighter 3 Team Battle | No | Cannot coin up. | +-----------+-----------------------------------------+-----+-----------------+ | von2 | Virtual On Oratorio Tangram | Yes | Encrypted 2D | | | | | graphics. | +-----------+-----------------------------------------+-----+-----------------+ | von254g | Virtual On Oratorio Tangram (Ver. 5.4g) | Yes | Encrypted 2D | | | | | graphics. | +-----------+-----------------------------------------+-----+-----------------+ | vs2 | Virtua Striker 2 (Step 2.0) | Yes | Slow. | +-----------+-----------------------------------------+-----+-----------------+ | vs215 | Virtua Striker 2 (Step 1.5) | Yes | Slow. | +-----------+-----------------------------------------+-----+-----------------+ | vs298 | Virtua Striker 2 '98 (Step 2.0) | Yes | Slow. | +-----------+-----------------------------------------+-----+-----------------+ | vs29815 | Virtua Striker 2 '98 (Step 1.5) | Yes | Slow. | +-----------+-----------------------------------------+-----+-----------------+ | vs299 | Virtua Striker 2 '99 | No | PowerPC error. | +-----------+-----------------------------------------+-----+-----------------+ | vs299a | Virtua Striker 2 '99 (Rev. A) | No | PowerPC error. | +-----------+-----------------------------------------+-----+-----------------+ | vs299b | Virtua Striker 2 '99 (Rev. B) | No | PowerPC error. | +-----------+-----------------------------------------+-----+-----------------+ | vs2v991 | Virtua Striker 2 '99.1 | No | PowerPC error. | +-----------+-----------------------------------------+-----+-----------------+ Most ROM sets suffering from severe graphical problems are categorized as non- playable when in fact many are partially playable. Controls may not be fully functional, however, and none have been tested thoroughly. ===================== 5. Video Settings ===================== Supermodel may be run in either windowed (default) or full screen mode. It automatically adjusts the display area to retain the aspect ratio of the Model 3's native (and Supermodel's default) resolution, 496x384. Currently, this cannot be overriden. Changing video modes at run-time is not yet supported. By default, Supermodel limits the frame rate to 60 frames per second. This has no impact on performance except when the frame rate exceeds 60 FPS on fast systems. Frame rate limiting can be disabled with the '-no-throttle' option. Some video drivers may continue to lock to the refresh rate. To change the resolution, use the '-res' command line option. For full screen mode, use '-fullscreen'. For example, to set a full screen 1920x1080 mode, try: supermodel game.zip -res=1920,1080 -fullscreen Video settings may also be specified globally or on a per-game basis in the configuration file, described elsewhere in this manual. ===================== 6. Audio Settings ===================== All Model 3 games have a sound board that is used for sound effects and, in some games, background music. A few games use additional Digital Sound Boards (DSB) for MPEG music. 'Music' in Supermodel refers exclusively to MPEG music produced by the DSB and 'sound' refers to both the sound effects and background music produced by the regular sound board. Model 3 sound and MPEG music are generated separately and then mixed by an amplifier. The relative signal levels are not known, so Supermodel simply outputs all audio at full volume. This causes the MPEG music to be too quiet in some games ('Scud Race', 'Daytona USA 2') and too loud in others ('Star Wars Trilogy'). The '-sound-volume' and '-music-volume' options can be used to change the volume. As arguments, they take a volume level in percent ranging from 0 (muted) to 200% (maximum, doubled amplitude). For example: supermodel game.zip -sound-volume=50 -music-volume=170 This command line cuts the sound volume in half and increases the music volume by 70%. The F9 and F10 keys can be used to adjust music volume during run-time, while F11 and F12 control sound volume. Clipping and distortion will occur if the combined sound and music volume levels become too high. To disable sound and music board emulation altogether, use the '-no-sound' and '-no-dsb' options. These will not merely mute the corresponding audio channels but will prevent the audio co-processors from being emulated altogether. Save states generated with these settings may not be able to properly restore audio when loaded after emulation is re-enabled. Audio settings may also be specified globally or on a per-game basis in the configuration file, described elsewhere in this document. Please keep in mind that MPEG music emulation is preliminary and the decoder is buggy. Periodic squeaks and pops occur on many music tracks. The Sega Custom Sound Processor (SCSP) emulator, used for sound emulation, is an older version of ElSemi's code and also quite buggy. Sound glitches are known to occur now and then, and many sounds and tunes do not sound quite correct yet. =============== 7. Controls =============== Game controls are fully configurable and can be mapped to keyboards, mice, and game controllers. Emulator functions, on the other hand, cannot be changed and are listed below. Function Key Assignment -------- -------------- Exit Escape Pause Alt-P Reset Alt-R Clear NVRAM Alt-N Crosshairs (for light gun games) Alt-I Toggle 60 Hz Frame Limiting Alt-T Save State F5 Load State F7 Change Save Slot F6 Decrease Music Volume F9 Increase Music Volume F10 Decrease Sound Volume F11 Increase Sound Volume F12 Learning and Configuring Game Controls -------------------------------------- Settings for game controls are stored in 'Supermodel.ini'. To learn the current configuration, use the '-print-inputs' command line option. 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 pop-up window rather than the command prompt is selected. This may seem counter-intuitive but inputs are captured by the graphical window while messages are printed to the command prompt. XBox 360 Controllers -------------------- For full XBox 360 controller support, the XInput system must be used on Windows ('-input-system=xinput'). Otherwise, the left and right trigger buttons cannot be mapped individually and force feedback will not work. Please read the section titled 'Input Systems', further below. Mac OS X users can use Colin Munro's XBox 360 controller driver: http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver Analog Controls --------------- Analog controls, such as steering wheels, pedals, and the light gun axes, can be mapped to analog controllers, such as joysticks, wheels, and mice, if available. Under digital control, the analog value will increment or decrement until it reaches its maximum/minimum values. The rate of change can only be set manually in the configuration file. These options are described elsewhere in this document. Most analog inputs, such as the steering wheel, require two settings to be controlled digitally. For example, the steering wheel can be turned left and right by setting 'Steer Left' and 'Steer Right', or it can be mapped to a single analog control ('Full Steering'). Shifting Gears -------------- Racing game gears can be mapped to individual buttons, including one for the neutral position, or can be shifted sequentially. Games which only provide two gears name them 'Up' and 'Down'. These should not be confused with 'Shift Up' and 'Shift Down', the sequential shift commands. Virtual On Twin Joysticks ------------------------- 'Virtual On Oratorio Tangram' features a twin joystick control scheme similar to a tracked vehicle (e.g. a tank). Movement is accomplished by pushing both joysticks in the same direction. Pushing and pulling in opposite directions will turn the robot, while pulling the joysticks apart sideways or pushing them inwards are for jumping and falling back down to the ground, respectively. Supermodel supports mapping the individual joysticks but also provides 'macro' controls by default. These allow all the necessary twin joystick commands to be replicated with individual controls. The mapping is below: Macro Control Twin Joystick Equivalent ------------- ------------------------ Turn Left Left joystick down, right joystick up. Turn Right Left joystick up, right joystick down. Forward Both joysticks up. Reverse Both joysticks down. Strafe Left Both joysticks left. Strafe Right Both joysticks right. Jump Left joystick left, right joystick right. Crouch Left joystick right, right joystick left. Light Guns ---------- Light gun axes can be mapped to mice, analog controls, or even digital buttons. To simulate pointing off-screen (required in order to reload), a 'point off- screen' input is provided which, for as long as it is pressed, will aim the gun off-screen. To reload, hold down this button and then, while holding it, press the trigger. For automatic reloading, the 'InputAutoTrigger' setting can be enabled in the configuration file (described elsewhere in this manual). Crosshairs will be visible in full screen mode and can also be enabled in windowed modes. Use Alt-I to cycle through different crosshair options (enable for a single player, both, or none). For multiple mouse support, allowing two mice or PC light guns to be mapped, Raw Input must be used. This is supported only on Windows and is described below. 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 also configure with XInput ('supermodel -config-inputs -input-system=xinput'). Many settings are not compatible between input systems. A common mistake is to configure inputs using one system and then launch Supermodel with another. ===================== 8. Force Feedback ===================== Force feedback is presently supported in 'Scud Race' (including 'Scud Race Plus'), 'Daytona USA 2' (both editions), and 'Sega Rally 2' on Windows only. To enable it, use the '-force-feedback' option. Drive board ROMs are required. They first appear in the MAME 0.143u6 ROM catalog and at the time of this writing, have not yet widely proliferated. Game Drive Board ROM File Size Checksum (CRC32) ---- -------------------- ---- ---------------- Daytona USA 2 epr-20985.bin 64 KB B139481D Scud Race epr-19338a.bin 64 KB C9FAC464 Sega Rally 2 epr-20512.bin 64 KB CF64350D The sizes and checksums must match those listed above. The file names may be different but will almost certainly contain the same identifying numbers. Ensure that the appropriate drive board ROM files are present in the corresponding games' ZIP archives, otherwise Supermodel will silently proceed without force feedback. Force feedback will only work with the DirectInput (the default on Windows) and XInput input systems. XInput is intended only for XBox 360 controllers, which do not support force feedback through DirectInput. Tuning Force Feedback --------------------- Force feedback can be enabled and tuned in the configuration file. Setting 'ForceFeedback' to 1 enables it: ForceFeedback = 1 There are four DirectInput effects: constant force, self centering, friction, and vibration. The strength of each can be tuned with the following settings: DirectInputConstForceMax = 100 DirectInputSelfCenterMax = 100 DirectInputFrictionMax = 100 DirectInputVibrateMax = 100 They are given as percentages and represent the maximum strength for each effect. A setting of 0 disables them entirely. Values above 100% are accepted but may clip or distort the effect (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 to achieve the best feel. ============================ 9. Save States and NVRAM ============================ Save states are saved and restored by pressing F5 and F7, respectively. Up to 10 different save slots can be selected with F6. All files are written to the Saves/ directory, which must exist beforehand. If you extracted the Supermodel ZIP file correctly, it will have been created automatically. If a Model 3 co-processor (ie. sound board, DSB, drive board) is disabled when a save state is taken, it will not resume normal operation when the state is loaded, even if Supermodel is running with the co-processor re-enabled. The drive board (and consequently, force feedback effects) is explicitly disabled for the remainder of the session if a save state with an inactive drive board is loaded. Audio co-processors are not, and therefore audio playback may eventually resume after the audio boards have booted themselves up. Non-volatile memory (NVRAM) consists of battery-backed backup RAM and an EEPROM chip. The former is used for high score data and statistics whereas the latter stores machine settings (often accessed using the Test buttons). NVRAM is automatically saved each time Supermodel exits and is loaded at start-up. It can be cleared by deleting the NVRAM files or pressing Alt-N. ======================================= 10. Game-Specific Comments and Tips ======================================= Daytona USA 2 and Daytona USA 2 Power Edition --------------------------------------------- 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. By default, the 'Power Edition' ROM set features remixed music lyrics by Takenobu Mitsuyoshi. These can be changed back to the Dennis St. James version in the Test Menu, under 'Game Assignments'. 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. Spikeout and Spikeout Final Edition ----------------------------------- These games can be played all the way through but may lock up during the attract mode. There are periodic texture glitches due to Supermodel's inadequate texture caching system and possibly also due to a texture offset bug. The Lost World -------------- To reload, the light gun must be pointed off-screen by pressing (and holding) the 'off-screen' button and, simultaneously, pressing the trigger to shoot. This behavior can be changed with the 'InputAutoTrigger' setting in the configuration file. 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 Virtua Striker games all run very slowly for an unknown reason. 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. ============================== 11. 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'). ============================== 12. The Configuration File ============================== Supermodel reads configuration settings from 'Supermodel.ini' located in the 'Config' subdirectory. If Supermodel was installed properly, a default file should have been created. When starting up, Supermodel parses settings in the following order: 1. Global settings are read from 'Supermodel.ini'. These include input mappings and apply to all games. 2. If the ROM set was loaded correctly, game-specific settings are read from 'Supermodel.ini', overriding settings from step 1. 3. Command line options are applied, overriding settings from the previous steps. In other words, command line options have the highest precedence, followed by game-specific settings, and lastly, global settings. An index of all allowed settings is provided further below in this document. NOTE: Type carefully! Supermodel will not report syntax errors nor detect typos. Carefully read the discussion of the file syntax below. To verify that your intended settings are taking effect, check the 'error.log' file that is produced by Supermodel during each run. File Structure and Syntax ------------------------- The configuration file is a list of settings grouped by sections. All setting names and their arguments are case sensitive. They take the form: Name = Argument Only one setting per line is allowed. Only two types of arguments are allowed: integers and strings. The choice of which to use is determined by the setting. Integers 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. Global and Game-Specific Sections --------------------------------- Sections determine whether settings are applied globally, to all games, or to specific games. Game-specific settings will override global settings and can be used to tune Supermodel on a game-by-game basis. Global settings must be placed in the 'Global' section and game-specific settings in sections named after the ROM sets. ROM sets must be typed in lower case and use the MAME (http://www.mamedev.org) naming convention. They can be obtained by running 'supermodel -print-games'. Input mappings are special. They are only read from the 'Global' section! In the example below, custom configurations are created for 'Scud Race' and 'The Lost World'. All other games will use the global settings. [ Global ] ; Run full screen at 1024x768 XResolution = 1024 YResolution = 768 FullScreen = 1 ; Scud Race [ scud ] ; Run at 1080p XResolution = 1920 YResolution = 1080 ; Music is too quiet by default SoundVolume = 50 MusicVolume = 200 ; The Lost World [ lostwsga ] PowerPCFrequency = 25 ; run PowerPC at 25 MHz In this example, only 'Scud Race' will run at 1920x1080. All other games will use 1024x768. 'Scud Race' will also have altered volume settings. 'The Lost World' will be run with a lower PowerPC frequency but all other games will use the default. Input Mappings -------------- Input mappings are specified with strings that have their own internal syntax. They may only be specified in the 'Global' section and are ignored elsewhere. ... 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'. ===================================== 13. Index of Command Line Options ===================================== All valid command line settings are listed here, ordered by category. Defaults are given under the assumption that they have not been changed in the configuration file. Square brackets ('[' and ']') indicate optional parameters. Angled brackets ('<' and '>') indicate mandatory parameters. Do not type the brackets. No spaces may appear inside of an option. For example, 'supermodel game.zip -ppc-frequency=25' is correct but 'supermodel game.zip -ppc-frequency = 25' is not. All options are case sensitive. Option: -? -h Description: Prints a message with an overview of the command line options and how to run Supermodel. ---------------- Option: -print-games Description: Lists all supported ROM sets. Not all supported ROM sets are playable yet. ---------------- Option: -no-threads Description: Disables multi-threading. When enabled (the default), the PowerPC, graphics rendering, and user interface are run in one thread, sound emulation in a second thread, and the drive board in a third. It is enabled by default. On single-core systems, multi-threading adds overhead and slows Supermodel down but can make audio sound a bit smoother. ---------------- Option: -ppc-frequency=<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 and jerky performance. The optimum frequency will vary from game to game and system to system. Valid values for <f> are 1 to 1000. ---------------- Option: -fullscreen Description: Runs in full screen mode. The default is to run in a window. ---------------- Option: -no-throttle Description: Disables 60 FPS throttling. The Model 3 runs at a 60 Hz refresh rate, which Supermodel enforces if this option is omitted. Unthrottled operation may not work on some systems because graphics drivers may lock the refresh rate on their own. ---------------- Option: -print-gl-info Description: Prints OpenGL driver information and quits. ---------------- Option: -res=<x>,<y> Description: Resolution of the display in pixels, with <x> being width and <y> being height. The default is 496x384, the Model 3's native resolution. ---------------- Option: -show-fps Description: Shows the frame rate in the window title bar. ---------------- Option: -frag-shader=<file> -vert-shader=<file> Description: Allows external fragment and vertex shaders to be used for 3D rendering. <file> is the file path. Files should be ASCII text files containing GLSL source code. The file extension is not important. By default, Supermodel's internal shader programs are used. These options are intended for future extensibility and for use by developers. ---------------- Option: -flip-stereo Description: Swaps the left and right audio channels. ---------------- Option: -no-dsb Description: Disables Digital Sound Board (MPEG music) emulation. See the section on audio settings for more information. ---------------- Option: -no-sound Description: Disables sound board (sound effects) emulation. See the section on audio settings for more information. ---------------- Option: -music-volume=<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 of <v> is 0 (muted) to 200. See the section on audio settings for more information. ---------------- Option: -config-inputs Description: Launches the interacive input configuration utility in the command prompt window. Allows controls to be remapped. See the section on controls for more information. ---------------- Option: -force-feedback Description: Enables force feedback. Force feedback is only supported in a few games (see the section on force feedback for more details). Available only on Windows. ---------------- Option: -input-system=<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 choices for <s> 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. ============================================ 14. Index of Configuration File Settings ============================================ All valid configuration file settings are listed here, ordered by category. Please read the section describing the configuration file for more information. All settings are case sensitive. Name: MultiThreaded Argument: Integer. Description: If set to 1, enables multi-threading; if set to 0, runs all emulation in a single thread. Read the description of the '-no-threads' command line option for more information. ---------------- Name: PowerPCFrequency Argument: Integer. Description: The PowerPC frequency in MHz. The default is 50. Equivalent to the '-ppc-frequency' command line option. ---------------- Name: FullScreen Argument: Integer. Description: If set to 1, runs in full screen mode; if set to 0, runs in a window. Disabled by default. Equivalent to the '-fullscreen' command line option. ---------------- Name: ShowFrameRate Argument: Integer. Description: Shows the frame rate in the window title bar when set to 1. If set to 0, the frame rate is not computed. Disabled by default. Equivalent to the '-show-fps' command line option. ---------------- Name: Throttle Argument: Integer. Description: Controls 60 FPS throttling. It is enabled by setting to 1 and disabled by setting to 0. For more information, read the description of the '-no-throttle' command line option. ---------------- Name: XResolution YResolution Argument: Integer. Description: Resolution of the display in pixels. The default is 496x384, the Model 3's native resolution. Equivalent to the '-res' command line option. ---------------- Name: FragmentShader VertexShader Argument: String. Description: Path to the external fragment or vertex shader file to use for 3D rendering. By default, these are not set and the internal default shaders are used. These are equivalent to the '-frag-shader' and '-vert-shader' command line options. ---------------- Name: EmulateDSB Argument: Integer. Description: Emulates the Digital Sound Board if set to 1, disables it if set to 0. See the section on audio settings for more information. A setting of 0 is equivalent to the '-no-dsb' command line option. ---------------- Name: EmulateSound Argument: Integer. Description: Emulates the sound board and its two Sega Custom Sound Processors if set to 1, disables it if set to 0. See the section on audio settings for more information. A setting of 0 is equivalent to the '-no-sound' command line option. ---------------- Name: FlipStereo Argument: Integer. Description: Swaps the left and right stereo channels if set to 1. If set to 0, outputs the channels normally. Disabled by default. A setting of 1 is equivalent to using the '-flip-stereo' command line option. ---------------- Name: MusicVolume SoundVolume Argument: Integer. Description: Specifies the volume of MPEG music produced by the Digital Sound Board and the audio produced by the sound board in percent. The default is 100, which is full volume, and the valid range is 0 (muted) to 200%. See the section on audio settings for more information. The equivalent command line options are '-music-volume' and '-sound-volume'. ---------------- Name: ForceFeedback Argument: Integer. Description: If set to 1, enables force feedback emulation; if set to 0, disables it (the default behavior). Equivalent to the '-force-feedback' command line option. Available only on Windows. ---------------- Name: DirectInputConstForceMax DirectInputFrictionMax DirectInputSelfCenterMax DirectInputVibrateMax Argument: Integer value. Description: Sets strength of the four DirectInput force feedback effects in percent. Default is 100, indicating full strength. Values exceeding 100% will distort the effects and may damage your controller. Available only on Windows. ---------------- Name: XInputConstForceMax XInputVibrateMax Argument: Integer value. Description: Sets strength of XInput force feedback effects in percent. Default is 100, indicating full strength. Values exceeding 100% will distort the effects and may damage your controller. The constant force effect is simulated using vibration. Available only on Windows. ---------------- Name: XInputConstForceThreshold Argument: Integer value. Description: Minimum strength above which a Model 3 constant force command will be simulated on an XInput device. XInputConstForceMax determines the vibration strength for this effect. The default value is 30. Available only on Windows. ---------------- Names: InputStart1 InputStart2 InputCoin1 InputCoin2 InputServiceA InputServiceB InputTestA InputTestB Argument: String. Description: Mappings for common inputs: player 1 and 2 Start buttons, both coin slots, and both Service and Test buttons. Can only be set in the 'Global' section. ---------------- Names: InputJoyDown InputJoyDown2 InputJoyLeft InputJoyLeft2 InputJoyRight InputJoyRight2 InputJoyUp InputJoyUp2 Argument: String. Description: Mappings for 4-way digital joysticks (players 1 and 2). These controls appear in 'Virtua Fighter 3', 'Fighting Vipers 2', 'Spikeout', etc. Can only be set in the 'Global' section. ---------------- Names: InputEscape InputEscape2 InputGuard InputGuard2 InputKick InputKick2 InputPunch InputPunch2 Argument: String. Description: Mappings for fighting game buttons (players 1 and 2). Can only be set in the 'Global' section. ---------------- Names: InputBeat InputCharge InputJump InputShift Argument: String. Description: Mappings for 'Spikeout' and 'Spikeout Final Edition' buttons. Can only be set in the 'Global' section. ---------------- Name: InputLongPass InputLongPass2 InputShortPass InputShortPass2 InputShoot InputShoot2 Argument: String. Description: Mappings for the 'Virtua Striker 2' series of games (players 1 and 2). Can only be set in the 'Global' section. ---------------- Name: InputSteering Argument: String. Description: Mapping for the analog steering wheel axis, used in all driving games. Can only be set in the 'Global' section. ---------------- Name: InputSteeringLeft InputSteeringRight Argument: String. Description: Mappings for digital control of the steering wheel, intended for users who do not have an analog controller. Can only be set in the 'Global' section. ---------------- Name: InputBrake InputAccelerator Argument: String. Description: Mappings for brake and accelerator pedals used in driving games. These are analog axes but can also be mapped to digital inputs if needed. Can only be set in the 'Global' section. ---------------- Name: InputGearShift1 InputGearShift2 InputGearShift3 InputGearShift4 InputGearShiftN Argument: String. Description: Mappings for the gear box used in driving games. In games with only two gears (e.g. 'Le Mans 24'), InputGearShift1 maps to 'Up' and InputGearShift2 to 'Down'. A neutral position can also be selected. Can only be set in the 'Global' section. ---------------- Name: InputGearShiftDown InputGearShiftUp Argument: String. Description: Mappings for sequential shifting. These allow gears to be selected sequentially: N, 1, 2, 3, 4. Can only be set in the 'Global' section. ---------------- Name: InputVR1 InputVR2 InputVR3 InputVR4 Argument: String. Description: Mappings for the 'VR' (color-coded view select) buttons in racing games (e.g. 'Scud Race', 'Daytona USA 2', etc.) Can only be set in the 'Global' section. ---------------- Name: InputViewChange Argument: String. Description: Mapping for the view change button used in 'Sega Rally 2', 'Dirt Devils', and 'Emergency Car Ambulance'. Can only be set in the 'Global' section. ---------------- Name: InputHandBrake Argument: String. Description: Mapping for the hand brake button used in 'Sega Rally 2'. Can only be set in the 'Global' section. ---------------- Name: InputTwinJoyCrouch InputTwinJoyForward InputTwinJoyJump InputTwinJoyReverse InputTwinJoyStrafeLeft InputTwinJoyStrafeRight InputTwinJoyTurnLeft InputTwinJoyTurnRight Argument: String. Description: Mappings for 'macro' commands for 'Virtual On Oratorio Tangram'. These allow movements to be mapped to single digital inputs and do not require the use of two joysticks. Can only be set in the 'Global' section. ---------------- Name: InputTwinJoyDown1 InputTwinJoyDown2 InputTwinJoyLeft1 InputTwinJoyLeft2 InputTwinJoyRight1 InputTwinJoyRight2 InputTwinJoyUp1 InputTwinJoyUp2 Argument: String. Description: Mappings for the individual joysticks used by 'Virtual On Oratorio Tangram'. The left stick is stick #1 and the right stick is #2. Can only be set in the 'Global' section. ---------------- Name: InputTwinJoyShot1 InputTwinJoyShot2 InputTwinJoyTurbo1 InputTwinJoyTurbo2 Argument: String. Description: Mappings for the shot (trigger) and turbo buttons located on the left (1) and right (2) joysticks in 'Virtual On Oratorio Tangram'. Can only be set in the 'Global' section. ---------------- Name: InputAnalogJoyDown InputAnalogJoyLeft InputAnalogJoyRight InputAnalogJoyUp Argument: String. Description: Mappings for digital control of the analog joystick used in 'Star Wars Trilogy'. Two inputs are provided for the two directions available on each axis. Can only be set in the 'Global' section. ---------------- Name: InputAnalogJoyX InputAnalogJoyY Argument: String. Description: Mappings for X and Y axes of the analog joystick in 'Star Wars Trilogy'. Can only be set in the 'Global' section. ---------------- Name: InputAnalogJoyTrigger InputAnalogJoyEvent Argument: String. Description: Mappings for the trigger and Event button in 'Star Wars Trilogy'. Can only be set in the 'Global' section. ---------------- Name: InputGunDown InputGunDown2 InputGunLeft InputGunLeft2 InputGunRight InputGunRight2 InputGunUp InputGunUp2 Argument: String. Description: Mappings for digital control of the light guns in 'The Lost World'. Inputs for motion in each direction are provided. Can only be set in the 'Global' section. ---------------- Name: InputGunX InputGunX2 InputGunY InputGunY2 Argument: String. Description: Mappings for both analog axes of the light guns in 'The Lost World'. Can only be set in the 'Global' section. ---------------- Name: InputOffscreen InputOffscreen2 InputTrigger InputTrigger2 Argument: String. Description: Mappings for the light gun triggers and off-screen controls in 'The Lost World'. The off-screen button aims the light gun off-screen while it is pressed, which makes re-loading possible. Can only be set in the 'Global' section. ---------------- Name: InputAutoTrigger InputAutoTrigger2 Argument: Integer. Description: When set to 1, the off-screen button will also automatically reload (no need to pull the trigger). Can only be set in the 'Global' section. ================================= 15. Compiling the Source Code ================================= First, ensure that OpenGL, SDL (http://www.libsdl.org), and zlib (http://zlib.net) are installed. GLEW (http://glew.sourceforge.net) is included in the source tree and does not need to be installed separately. Next, extract the Supermodel source code and copy the appropriate Makefile from the Makefiles/ directory to the base directory (that is, the one above Src/ and Makefiles/). Makefiles for 32-bit Windows (Microsoft Visual C++ 2008), Linux/UNIX (GCC), and Mac OS X (GCC) are provided, all requiring GNU Make. For Windows developers, MinGW (http://www.mingw.org) provides GNU Make. Alternatively, you can write a Makefile compatible with Microsoft Nmake and submit it for inclusion in the next release. ;) Consult the Visual Studio documentation to learn how to configure the Microsoft compiler for command line operation. Edit SDL_LIBPATH and SDL_INCLUDEPATH to reflect the location of the SDL development library and header files. This should only be necessary for Windows. The UNIX and Mac OS X Makefiles should be able to automatically locate SDL if it was installed properly. On Windows, Supermodel is compiled with the multi-threaded, static version of the run-time library (/MT option). However, the SDL and zlib development libraries, and the SDL run-time DLL, are distributed for use with the dynamic run-time (/MD option). They must all be recompiled using /MT to work with Supermodel. Alternatively, Supermodel's Makefile can be edited to use the /MD option. When everything is ready, rename the appropriate Makefile to 'Makefile' and run 'make'. If all goes well it should produce a Supermodel binary. =========================== 16. Contact Information =========================== The official Supermodel web site is: http://www.Supermodel3.com Questions? Comments? Contributions? Your feedback is welcome! A discussion forum is available at the web site and the primary author, Bart Trzynadlowski, can be reached by email at: supermodel.emu@gmail.com We ask that you remain mindful of the following courtesies: - Do NOT ask about ROMs. - Do NOT request features. - Do NOT ask about release dates of future versions. ======================= 17. 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 and the Mac OS X port - krom, for adding in the remaining ROM sets - Andrew Lewis (a.k.a. Andy Geezer), for dumping the drive board ROMs and providing region codes - The Guru, for his efforts in dumping Model 3 ROM sets - Abelardo Vidal Martos, for providing extremely useful video recordings of actual Model 3 games - Andrew Gardner, for fruitful discussion - Chad Reker, Alex Corrigan, pcvideogamer, and Groni, for being especially thorough play-testers - Charles MacDonald, for his helpful description of the System 24 tile generator - 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 - YAZE-AG: http://www.mathematik.uni-ulm.de/users/ag/yaze/ - Amp by Tomislav Uzalec - The OpenGL Extension Wrangler Library (GLEW): http://glew.sourceforge.net The OpenGL Extension Wrangler Library Copyright (C) 2002-2008, Milan Ikits <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.