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https://github.com/RetroDECK/components-archive.git
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supermodel
This commit is contained in:
parent
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commit
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44
archive_later/supermodel/component_functions.sh
Executable file
44
archive_later/supermodel/component_functions.sh
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#!/bin/bash
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# Supermodel all config folders and files needs to be next to the roms.
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export supermodel_config="$XDG_CONFIG_HOME/supermodel/Config/Supermodel.ini"
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_prepare_component::supermodel() {
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local action="$1"
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shift
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local component_config="$(get_own_component_path)/rd_config"
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case "$action" in
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reset)
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log i "----------------------"
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log i "Resetting Supermodel"
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log i "----------------------"
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cp -fr "$component_config/"* "$roms_path/model3/"
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dir_prep "$logs_path/supermodel/Analysis" "$roms_path/model3/Analysis"
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dir_prep "$logs_path/supermodel/Logs" "$roms_path/model3/Logs"
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dir_prep "$saves_path/model3/supermodel/Saves" "$roms_path/model3/Saves"
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dir_prep "$roms_path/model3/Config" "$XDG_CONFIG_HOME/supermodel/Config"
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;;
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postmove)
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log i "----------------------"
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log i "Post-moving Supermodel"
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log i "----------------------"
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dir_prep "$logs_path/supermodel/Analysis" "$roms_path/model3/Analysis"
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dir_prep "$logs_path/supermodel/Logs" "$roms_path/model3/Logs"
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dir_prep "$saves_path/model3/supermodel/Saves" "$roms_path/model3/Saves"
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dir_prep "$roms_path/model3/Config" "$XDG_CONFIG_HOME/supermodel/Config"
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;;
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esac
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}
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20
archive_later/supermodel/component_launcher.sh
Executable file
20
archive_later/supermodel/component_launcher.sh
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#!/bin/bash
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source /app/libexec/launcher_functions.sh
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# Wayland fix
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WAYLAND_DISPLAY=""
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# Setting component name and path based on the directory name
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component_name="$(basename "$(dirname "$(readlink -f "${BASH_SOURCE[0]}")")")"
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component_path="$(cd "$(dirname "${BASH_SOURCE[0]}" )" && pwd)"
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# Set LD_LIBRARY_PATH
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export LD_LIBRARY_PATH="$component_path/lib:${DEFAULT_LD_LIBRARY_PATH}"
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log i "RetroDECK is now launching $component_name"
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log d "Library path is: $LD_LIBRARY_PATH"
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# Launch
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exec "$component_path/bin/supermodel" "$@"
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52
archive_later/supermodel/component_manifest.json
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52
archive_later/supermodel/component_manifest.json
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{
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"supermodel": {
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"name": "Supermodel",
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"core_framework_compatibility": "1",
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"component_version": "1.0.0",
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"capabilities": [
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"reset",
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"open"
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],
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"url_rdwiki": "https://retrodeck.readthedocs.io/en/latest/wiki_emulator_guides/supermodel3/supermodel3-guide/",
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"url_webpage": "https://www.supermodel3.com/",
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"url_donation_purchase": "",
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"url_source": "https://github.com/trzy/Supermodel",
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"description": "SEGA Model 3 arcade emulator for playing Model 3 arcade games.",
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"system_friendly_name": "Sega Model 3",
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"system": "model3",
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"es_de_config": {
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"es_find_rules": {
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"emulators": [
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{
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"name": "SUPERMODEL",
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"description": "Sega Model 3 emulator Supermodel",
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"rules": [
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{
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"type": "staticpath",
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"entries": [
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"%COMPONENT_PATH%/component_launcher.sh"
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]
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}
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]
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}
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]
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},
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"es_systems": [
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{
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"name": "model3",
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"fullname": "model3",
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"path": "%ROMPATH%/model3",
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"extension": ".7z .zip",
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"commands": [
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{
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"label": "Supermodel (Standalone)",
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"command": "%STARTDIR%=%GAMEDIR% %EMULATOR_SUPERMODEL% -fullscreen -game-xml-file=%GAMEDIR%/Config/Games.xml -log-output=%GAMEDIR%/Config/Supermodel.log -force-feedback %INJECT%=%BASENAME%.commands %ROM%"
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}
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],
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"platform": "arcade",
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"theme": "model3"
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}
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]
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}
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}
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}
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60
archive_later/supermodel/component_recipe.json
Executable file
60
archive_later/supermodel/component_recipe.json
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{
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"supermodel": [
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{
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"source_url": "com.supermodel3.Supermodel",
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"source_type": "flatpak_id",
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"version": "$SUPERMODEL_DESIRED_VERSION",
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"dest": "user",
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"extraction_type": "flatpak",
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"assets": [
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{
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"type": "file",
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"source": "bin/supermodel",
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"dest": "bin"
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},
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{
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"type": "file",
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"source": "bin/Docs/LICENSE.txt",
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"dest": "docs"
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},
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{
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"type": "create",
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"dest": "component_version",
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"contents": "$SOURCE_VERSION"
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},
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{
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"type": "dir",
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"source": "$REPO_ROOT/$COMPONENT_NAME/rd_assets/rd_config",
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"dest": "rd_config"
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},
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{
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"type": "file",
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"source": "$REPO_ROOT/$COMPONENT_NAME/component_functions.sh",
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"dest": "$COMPONENT_ARTIFACT_ROOT"
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},
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{
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"type": "file",
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"source": "$REPO_ROOT/$COMPONENT_NAME/component_launcher.sh",
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"dest": "$COMPONENT_ARTIFACT_ROOT"
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},
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{
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"type": "file",
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"source": "$REPO_ROOT/$COMPONENT_NAME/component_manifest.json",
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"dest": "$COMPONENT_ARTIFACT_ROOT"
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},
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{
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"type": "file",
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"source": "$REPO_ROOT/$COMPONENT_NAME/component_recipe.json",
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"dest": "$COMPONENT_ARTIFACT_ROOT"
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}
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],
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"libs": [
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{
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"library": "libGLU.so.1",
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"source": "lib",
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"dest": "lib"
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}
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]
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}
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]
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}
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After Width: | Height: | Size: 289 KiB |
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After Width: | Height: | Size: 289 KiB |
3260
archive_later/supermodel/rd_assets/rd_config/Config/Games.xml
Normal file
3260
archive_later/supermodel/rd_assets/rd_config/Config/Games.xml
Normal file
File diff suppressed because it is too large
Load diff
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<!--
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Supermodel
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A Sega Model 3 Arcade Emulator.
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Copyright 2003-2026 The Supermodel Team
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Music.xml
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This file defines custom MPEG music tracks to be used in DSB1 and DSB2 games.
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Make sure to use MP3 files sampled at 32 KHz. Normal sampling rates (e.g. 44.1
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or 48 KHz) will sound slow.
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The examples below are wrapped in dummy <comment></comment> blocks to render
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them inactive. Remove these and add your own MP2 or MP3 files.
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-->
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<games>
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<!-- Scud Race (Australian version)-->
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<!-- Works for all versions of Scud Race. Copy this and change game name
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accordingly (e.g., "scudplus", "scuddx", etc.) -->
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<comment> <!-- Remove this tag -->
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<game name="scudau">
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<track mpeg_rom_start_offset="0x001d4b42" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Day -->
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<track mpeg_rom_start_offset="0x000e7e41" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Night (initial start) -->
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<track mpeg_rom_start_offset="0x00103981" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Night (loop point) -->
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<track mpeg_rom_start_offset="0x00000000" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Medium (initial start) -->
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<track mpeg_rom_start_offset="0x0001caff" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Medium (loop point) -->
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<track mpeg_rom_start_offset="0x0037a4c4" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Expert (initial start) -->
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<track mpeg_rom_start_offset="0x0037fc84" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Expert (loop point) -->
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<track mpeg_rom_start_offset="0x002afa83" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Extra (initial start) -->
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<track mpeg_rom_start_offset="0x002b4943" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Extra (loop point) -->
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<track mpeg_rom_start_offset="0x00463745" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector -->
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</game>
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</comment> <!-- Remove this tag -->
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<!-- Daytona USA 2: Battle on the Edge (daytona2) -->
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<!-- For Power Edition, copy this and change game name to "dayto2pe" -->
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<comment> <!-- Remove this tag -->
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<game name="daytona2">
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<track mpeg_rom_start_offset="0x000109e8" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advertise, Dennis -->
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<track mpeg_rom_start_offset="0x001214aa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Dennis (initial start) -->
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<track mpeg_rom_start_offset="0x00124f2a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Dennis (loop point) -->
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<track mpeg_rom_start_offset="0x002bc7ac" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Dennis (initial start) -->
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<track mpeg_rom_start_offset="0x002edd6c" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Dennis (loop point) -->
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<track mpeg_rom_start_offset="0x003cddae" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Dennis (initial start) -->
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<track mpeg_rom_start_offset="0x003fe3ae" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Dennis (loop point) -->
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<track mpeg_rom_start_offset="0x00d80e02" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advertise, Mitsuyoshi -->
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<track mpeg_rom_start_offset="0x005177b0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Mitsuyoshi (initial start) -->
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<track mpeg_rom_start_offset="0x0051aff0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Mitsuyoshi (loop point) -->
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<track mpeg_rom_start_offset="0x007cd0b4" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Mitsuyoshi (initial start) -->
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<track mpeg_rom_start_offset="0x007fe674" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Mitsuyoshi (loop point) -->
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<track mpeg_rom_start_offset="0x008df436" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Mitsuyoshi (initial start) -->
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<track mpeg_rom_start_offset="0x008df676" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Mitsuyoshi (loop point) -->
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<track mpeg_rom_start_offset="0x00a29978" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- How To (initial start) -->
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<track mpeg_rom_start_offset="0x00a50438" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- How To (loop point) -->
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<track mpeg_rom_start_offset="0x00b1427a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector (initial start) -->
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<track mpeg_rom_start_offset="0x00b2f6fa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector (loop point) -->
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<track mpeg_rom_start_offset="0x00c4213e" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Name Entry -->
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<track mpeg_rom_start_offset="0x00cc9380" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Beginner) -->
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<track mpeg_rom_start_offset="0x006b2ab2" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Advanced) -->
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<track mpeg_rom_start_offset="0x00e8de44" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Expert) -->
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<track mpeg_rom_start_offset="0x00f458c6" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Expert 2) -->
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<track mpeg_rom_start_offset="0x0076ff34" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Beginner) -->
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<track mpeg_rom_start_offset="0x0078c136" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Advanced) -->
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<track mpeg_rom_start_offset="0x007a7c78" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Expert) -->
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</game>
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</comment> <!-- Remove this tag -->
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||||||
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<!-- Sega Rally 2 -->
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<comment> <!-- Remove this tag -->
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<game name="srally2">
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<!--
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Note: Some tracks are played as mono, sourced from a single audio channel.
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For these, ensure that your audio file contains the appropriate song
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rendered in mono in the correct stereo channel.
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-->
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<track mpeg_rom_start_offset="0x000109e8" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_ADV1 (initial start), Right channel: BM_RESERVE2 -->
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<track mpeg_rom_start_offset="0x00010c28" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_ADV1 (loop point) -->
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<track mpeg_rom_start_offset="0x001e576a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ADV2 (initial start) -->
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<track mpeg_rom_start_offset="0x001e59aa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ADV2 (loop point) -->
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<track mpeg_rom_start_offset="0x003452ac" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_MOUNTAIN (initial start) -->
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<track mpeg_rom_start_offset="0x003accec" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_MOUNTAIN (loop point) -->
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<track mpeg_rom_start_offset="0x00a60ff6" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_RESULT -->
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<track mpeg_rom_start_offset="0x005d1ab0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SNOWY (initial start) -->
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<track mpeg_rom_start_offset="0x006343f0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SNOWY (loop point) -->
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<track mpeg_rom_start_offset="0x007b22f2" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_N_MOUNTAIN (initial start), Right channel: BM_RESERVE1 (initial start) -->
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<track mpeg_rom_start_offset="0x008162b2" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_N_MOUNTAIN -->
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<track mpeg_rom_start_offset="0x007fe672" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Right channel: BM_RESERVE1 (loop point) -->
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<track mpeg_rom_start_offset="0x00976934" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ENDING -->
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<track mpeg_rom_start_offset="0x00ade038" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_DESERT -->
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<track mpeg_rom_start_offset="0x00cf517a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SELECT -->
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<track mpeg_rom_start_offset="0x00cf53ba" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SELECT -->
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<track mpeg_rom_start_offset="0x00d9f87c" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_IGNITION -->
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||||||
|
<track mpeg_rom_start_offset="0x00f95fbe" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_GAMEOVER -->
|
||||||
|
</game>
|
||||||
|
</comment> <!-- Remove this tag -->
|
||||||
|
|
||||||
|
</games>
|
||||||
|
|
@ -0,0 +1,825 @@
|
||||||
|
[ Global ]
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; RetroDECK Supermodel Config
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; GRAPHICS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Enable Supermodel's newer 3D rendering engine.
|
||||||
|
New3DEngine = 1
|
||||||
|
|
||||||
|
; Enable quad rendering.
|
||||||
|
QuadRendering = 1
|
||||||
|
|
||||||
|
; Widescreen rendering.
|
||||||
|
WideScreen = 0
|
||||||
|
|
||||||
|
; Stretch the image to fill the display.
|
||||||
|
Stretch = 0
|
||||||
|
|
||||||
|
; Extend the background when using widescreen.
|
||||||
|
WideBackground = 0
|
||||||
|
|
||||||
|
; Supersampling level.
|
||||||
|
Supersampling = 1
|
||||||
|
|
||||||
|
; CRT-like color adaption: 0=none, 1=ARI/D93 (recommended for all JP developed games),
|
||||||
|
; 2=PVM_20M2U/D93, 3=BT601_525/D93, 4=BT601_525/D65 (recommended for all US developed games)
|
||||||
|
; 5=BT601_625/D65 (recommended for all EUR/AUS developed games)
|
||||||
|
CRTcolors = 0
|
||||||
|
|
||||||
|
; Upscale filter used for the 2D layers: 0=none/sharp pixels, 1=biquintic,
|
||||||
|
; 2=bilinear, 3=bicubic
|
||||||
|
UpscaleMode = 2
|
||||||
|
|
||||||
|
; Output resolution.
|
||||||
|
XResolution = 0
|
||||||
|
YResolution = 0
|
||||||
|
|
||||||
|
; Fullscreen mode.
|
||||||
|
FullScreen = 1
|
||||||
|
|
||||||
|
; Borderless window mode.
|
||||||
|
BorderlessWindow = 1
|
||||||
|
|
||||||
|
; Vertical synchronization.
|
||||||
|
VSync = 1
|
||||||
|
|
||||||
|
; Frame-rate throttling.
|
||||||
|
Throttle = 1
|
||||||
|
|
||||||
|
; Refresh rate in Hz.
|
||||||
|
; Actual Model 3 refresh rate is 57.524 Hz, but this can cause judder
|
||||||
|
; so 60 Hz is used by default.
|
||||||
|
RefreshRate = 60
|
||||||
|
|
||||||
|
; Display the current frame rate.
|
||||||
|
ShowFrameRate = 0
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; AUDIO
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Sound emulation.
|
||||||
|
EmulateSound = 1
|
||||||
|
|
||||||
|
; Digital Sound Board emulation.
|
||||||
|
EmulateDSB = 1
|
||||||
|
|
||||||
|
; Number of sound channels.
|
||||||
|
NbSoundChannels = 4
|
||||||
|
|
||||||
|
; Model 3 sound frequency.
|
||||||
|
SoundFreq = 57.5242
|
||||||
|
|
||||||
|
; Overall audio balance.
|
||||||
|
Balance = 0
|
||||||
|
|
||||||
|
; Left/right audio balance.
|
||||||
|
BalanceLeftRight = 0
|
||||||
|
|
||||||
|
; Front/rear audio balance.
|
||||||
|
BalanceFrontRear = 0
|
||||||
|
|
||||||
|
; Overall sound volume.
|
||||||
|
SoundVolume = 100
|
||||||
|
|
||||||
|
; Music volume.
|
||||||
|
MusicVolume = 100
|
||||||
|
|
||||||
|
; Legacy SCSP DSP implementation for games that do not play well with the newer
|
||||||
|
; one (e.g., Fighting Vipers 2).
|
||||||
|
LegacySoundDSP = 0
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; EMULATION
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Optional game XML file.
|
||||||
|
GameXMLFile =
|
||||||
|
|
||||||
|
; Optional initial state file.
|
||||||
|
InitStateFile =
|
||||||
|
|
||||||
|
; PowerPC emulation frequency.
|
||||||
|
PowerPCFrequency = 0
|
||||||
|
|
||||||
|
; Multi-threaded emulation.
|
||||||
|
MultiThreaded = 1
|
||||||
|
|
||||||
|
; Multi-threaded GPU processing.
|
||||||
|
GPUMultiThreaded = 1
|
||||||
|
|
||||||
|
; Multi-texturing.
|
||||||
|
MultiTexture = 0
|
||||||
|
|
||||||
|
; Custom vertex shader.
|
||||||
|
VertexShader =
|
||||||
|
|
||||||
|
; Custom fragment shader.
|
||||||
|
FragmentShader =
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; FORCE FEEDBACK
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Force feedback.
|
||||||
|
ForceFeedback = 0
|
||||||
|
|
||||||
|
; Maximum constant-force strength.
|
||||||
|
SDLConstForceMax = 100
|
||||||
|
|
||||||
|
; Maximum self-centering strength.
|
||||||
|
SDLSelfCenterMax = 100
|
||||||
|
|
||||||
|
; Maximum friction strength.
|
||||||
|
SDLFrictionMax = 100
|
||||||
|
|
||||||
|
; Maximum vibration strength.
|
||||||
|
SDLVibrateMax = 100
|
||||||
|
|
||||||
|
; Constant-force activation threshold.
|
||||||
|
SDLConstForceThreshold = 30
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; DISPLAY / GAME EFFECTS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Crosshair display.
|
||||||
|
Crosshairs = 0
|
||||||
|
|
||||||
|
; Crosshair rendering style.
|
||||||
|
CrosshairStyle = vector
|
||||||
|
|
||||||
|
; Suppress the white-screen flash effect.
|
||||||
|
NoWhiteFlash = 0
|
||||||
|
|
||||||
|
; Reverse left/right stereo channels.
|
||||||
|
FlipStereo = 0
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; INPUT
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Input system.
|
||||||
|
InputSystem = sdl
|
||||||
|
|
||||||
|
; Digital input sensitivity.
|
||||||
|
InputDigitalSensitivity = 25
|
||||||
|
|
||||||
|
; Digital input decay speed.
|
||||||
|
InputDigitalDecaySpeed = 50
|
||||||
|
|
||||||
|
; Keyboard input sensitivity.
|
||||||
|
InputKeySensitivity = 25
|
||||||
|
|
||||||
|
; Keyboard input decay speed.
|
||||||
|
InputKeyDecaySpeed = 50
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; MOUSE
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Horizontal mouse dead zone.
|
||||||
|
InputMouseXDeadZone = 0
|
||||||
|
|
||||||
|
; Vertical mouse dead zone.
|
||||||
|
InputMouseYDeadZone = 0
|
||||||
|
|
||||||
|
; Mouse wheel/Z-axis dead zone.
|
||||||
|
InputMouseZDeadZone = 0
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; NETWORK
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Network emulation.
|
||||||
|
Network = 0
|
||||||
|
|
||||||
|
; Simulated network.
|
||||||
|
SimulateNet = 1
|
||||||
|
|
||||||
|
; Incoming network port.
|
||||||
|
PortIn = 1970
|
||||||
|
|
||||||
|
; Outgoing network port.
|
||||||
|
PortOut = 1971
|
||||||
|
|
||||||
|
; Network output address.
|
||||||
|
AddressOut = 127.0.0.1
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; EXTERNAL OUTPUTS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; External output mode.
|
||||||
|
Outputs = none
|
||||||
|
|
||||||
|
; Low-frequency external outputs.
|
||||||
|
OutputsWithLF = 0
|
||||||
|
|
||||||
|
; TCP output port.
|
||||||
|
OutputsTCPPort = 8000
|
||||||
|
|
||||||
|
; UDP broadcast output port.
|
||||||
|
OutputsUDPBroadcastPort = 8001
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; DEBUG / DUMPING
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Dump emulated memory.
|
||||||
|
DumpMemory = 0
|
||||||
|
|
||||||
|
; Dump textures.
|
||||||
|
DumpTextures = 0
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; COMMON CONTROLS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Start buttons.
|
||||||
|
InputStart1 = "KEY_1,JOY1_BUTTON9"
|
||||||
|
InputStart2 = "KEY_2,JOY2_BUTTON9"
|
||||||
|
|
||||||
|
; Coin buttons.
|
||||||
|
InputCoin1 = "KEY_3,JOY1_BUTTON10"
|
||||||
|
InputCoin2 = "KEY_4,JOY2_BUTTON10"
|
||||||
|
|
||||||
|
; Service buttons.
|
||||||
|
InputServiceA = "KEY_5"
|
||||||
|
InputServiceB = "KEY_7"
|
||||||
|
|
||||||
|
; Test buttons.
|
||||||
|
InputTestA = "KEY_6"
|
||||||
|
InputTestB = "KEY_8"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; DIGITAL JOYSTICKS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Player 1 four-way digital joystick.
|
||||||
|
InputJoyUp = "KEY_UP,JOY1_UP"
|
||||||
|
InputJoyDown = "KEY_DOWN,JOY1_DOWN"
|
||||||
|
InputJoyLeft = "KEY_LEFT,JOY1_LEFT"
|
||||||
|
InputJoyRight = "KEY_RIGHT,JOY1_RIGHT"
|
||||||
|
|
||||||
|
; Player 2 four-way digital joystick.
|
||||||
|
InputJoyUp2 = "JOY2_UP"
|
||||||
|
InputJoyDown2 = "JOY2_DOWN"
|
||||||
|
InputJoyLeft2 = "JOY2_LEFT"
|
||||||
|
InputJoyRight2 = "JOY2_RIGHT"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; FIGHTING GAMES
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Player 1 fighting controls.
|
||||||
|
InputPunch = "KEY_A,JOY1_BUTTON1"
|
||||||
|
InputKick = "KEY_S,JOY1_BUTTON2"
|
||||||
|
InputGuard = "KEY_D,JOY1_BUTTON3"
|
||||||
|
InputEscape = "KEY_F,JOY1_BUTTON4"
|
||||||
|
|
||||||
|
; Player 2 fighting controls.
|
||||||
|
InputPunch2 = "JOY2_BUTTON1"
|
||||||
|
InputKick2 = "JOY2_BUTTON2"
|
||||||
|
InputGuard2 = "JOY2_BUTTON3"
|
||||||
|
InputEscape2 = "JOY2_BUTTON4"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; SPIKEOUT
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
InputShift = "KEY_A,JOY1_BUTTON1"
|
||||||
|
InputBeat = "KEY_S,JOY1_BUTTON2"
|
||||||
|
InputCharge = "KEY_D,JOY1_BUTTON3"
|
||||||
|
InputJump = "KEY_F,JOY1_BUTTON4"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; VIRTUA STRIKER
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Player 1 controls.
|
||||||
|
InputShortPass = "KEY_A,JOY1_BUTTON1"
|
||||||
|
InputLongPass = "KEY_S,JOY1_BUTTON2"
|
||||||
|
InputShoot = "KEY_D,JOY1_BUTTON3"
|
||||||
|
|
||||||
|
; Player 2 controls.
|
||||||
|
InputShortPass2 = "JOY2_BUTTON1"
|
||||||
|
InputLongPass2 = "JOY2_BUTTON2"
|
||||||
|
InputShoot2 = "JOY2_BUTTON3"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; STEERING WHEEL
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Digital steering controls.
|
||||||
|
InputSteeringLeft = "KEY_LEFT"
|
||||||
|
InputSteeringRight = "KEY_RIGHT"
|
||||||
|
|
||||||
|
; Analog steering axis.
|
||||||
|
InputSteering = "JOY1_XAXIS"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; PEDALS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Accelerator and brake.
|
||||||
|
InputAccelerator = "KEY_UP,JOY1_UP"
|
||||||
|
InputBrake = "KEY_DOWN,JOY1_DOWN"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; MANUAL TRANSMISSION
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Sequential transmission controls used by racers.
|
||||||
|
InputGearShiftUp = "KEY_Y"
|
||||||
|
InputGearShiftDown = "KEY_H"
|
||||||
|
|
||||||
|
; 4-speed manual transmission.
|
||||||
|
; Used by Daytona 2, Sega Rally 2 and Scud Race.
|
||||||
|
InputGearShift1 = "KEY_Q,JOY1_BUTTON5"
|
||||||
|
InputGearShift2 = "KEY_W,JOY1_BUTTON6"
|
||||||
|
InputGearShift3 = "KEY_E,JOY1_BUTTON7"
|
||||||
|
InputGearShift4 = "KEY_R,JOY1_BUTTON8"
|
||||||
|
InputGearShiftN = "KEY_T"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; VIEW CHANGE
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Four-view selection used by Daytona 2, Le Mans 24 and Scud Race.
|
||||||
|
InputVR1 = "KEY_A,JOY1_BUTTON1"
|
||||||
|
InputVR2 = "KEY_S,JOY1_BUTTON2"
|
||||||
|
InputVR3 = "KEY_D,JOY1_BUTTON3"
|
||||||
|
InputVR4 = "KEY_F,JOY1_BUTTON4"
|
||||||
|
|
||||||
|
; Single-button view change used by Dirt Devils, ECA,
|
||||||
|
; Harley-Davidson and Sega Rally 2.
|
||||||
|
InputViewChange = "KEY_A,JOY1_BUTTON1"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; HANDBRAKE
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Sega Rally 2 handbrake.
|
||||||
|
InputHandBrake = "KEY_S,JOY1_BUTTON2"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; HARLEY-DAVIDSON
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
InputRearBrake = "KEY_S,JOY1_BUTTON2"
|
||||||
|
InputMusicSelect = "KEY_D,JOY1_BUTTON3"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; VIRTUAL ON
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Twin-stick movement macros.
|
||||||
|
InputTwinJoyTurnLeft = "KEY_Q,JOY1_RXAXIS_NEG"
|
||||||
|
InputTwinJoyTurnRight = "KEY_W,JOY1_RXAXIS_POS"
|
||||||
|
InputTwinJoyForward = "KEY_UP,JOY1_YAXIS_NEG"
|
||||||
|
InputTwinJoyReverse = "KEY_DOWN,JOY1_YAXIS_POS"
|
||||||
|
InputTwinJoyStrafeLeft = "KEY_LEFT,JOY1_XAXIS_NEG"
|
||||||
|
InputTwinJoyStrafeRight = "KEY_RIGHT,JOY1_XAXIS_POS"
|
||||||
|
|
||||||
|
; Twin-stick jump and crouch.
|
||||||
|
InputTwinJoyJump = "KEY_E,JOY1_BUTTON1"
|
||||||
|
InputTwinJoyCrouch = "KEY_R,JOY1_BUTTON2"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; VIRTUAL ON - INDIVIDUAL JOYSTICK MAPPING
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
InputTwinJoyLeft1 = "NONE"
|
||||||
|
InputTwinJoyLeft2 = "NONE"
|
||||||
|
InputTwinJoyRight1 = "NONE"
|
||||||
|
InputTwinJoyRight2 = "NONE"
|
||||||
|
InputTwinJoyUp1 = "NONE"
|
||||||
|
InputTwinJoyUp2 = "NONE"
|
||||||
|
InputTwinJoyDown1 = "NONE"
|
||||||
|
InputTwinJoyDown2 = "NONE"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; VIRTUAL ON - BUTTONS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
InputTwinJoyShot1 = "KEY_A,JOY1_BUTTON5"
|
||||||
|
InputTwinJoyShot2 = "KEY_S,JOY1_BUTTON6"
|
||||||
|
InputTwinJoyTurbo1 = "KEY_Z,JOY1_BUTTON7"
|
||||||
|
InputTwinJoyTurbo2 = "KEY_X,JOY1_BUTTON8"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; ANALOG JOYSTICK
|
||||||
|
; STAR WARS TRILOGY
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Digital movement controls.
|
||||||
|
InputAnalogJoyLeft = "KEY_LEFT"
|
||||||
|
InputAnalogJoyRight = "KEY_RIGHT"
|
||||||
|
InputAnalogJoyUp = "KEY_UP"
|
||||||
|
InputAnalogJoyDown = "KEY_DOWN"
|
||||||
|
|
||||||
|
; Analog movement axes.
|
||||||
|
InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS"
|
||||||
|
InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS"
|
||||||
|
|
||||||
|
; Primary controls.
|
||||||
|
InputAnalogJoyTrigger = "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON"
|
||||||
|
InputAnalogJoyEvent = "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON"
|
||||||
|
|
||||||
|
; Secondary controls.
|
||||||
|
InputAnalogJoyTrigger2 = "KEY_D,JOY_BUTTON2"
|
||||||
|
InputAnalogJoyEvent2 = "NONE"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; LIGHT GUNS
|
||||||
|
; THE LOST WORLD
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Digital gun movement.
|
||||||
|
InputGunLeft = "KEY_LEFT"
|
||||||
|
InputGunRight = "KEY_RIGHT"
|
||||||
|
InputGunUp = "KEY_UP"
|
||||||
|
InputGunDown = "KEY_DOWN"
|
||||||
|
|
||||||
|
; Analog gun movement.
|
||||||
|
InputGunX = "MOUSE_XAXIS,JOY1_XAXIS"
|
||||||
|
InputGunY = "MOUSE_YAXIS,JOY1_YAXIS"
|
||||||
|
|
||||||
|
; Primary gun controls.
|
||||||
|
InputTrigger = "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
|
||||||
|
InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
|
||||||
|
|
||||||
|
; Automatic reload when pointing off-screen.
|
||||||
|
InputAutoTrigger = 0
|
||||||
|
|
||||||
|
; Player 2 digital gun movement.
|
||||||
|
InputGunLeft2 = "NONE"
|
||||||
|
InputGunRight2 = "NONE"
|
||||||
|
InputGunUp2 = "NONE"
|
||||||
|
InputGunDown2 = "NONE"
|
||||||
|
|
||||||
|
; Player 2 analog gun movement.
|
||||||
|
InputGunX2 = "JOY2_XAXIS"
|
||||||
|
InputGunY2 = "JOY2_YAXIS"
|
||||||
|
|
||||||
|
; Player 2 gun controls.
|
||||||
|
InputTrigger2 = "JOY2_BUTTON1"
|
||||||
|
InputOffscreen2 = "JOY2_BUTTON2"
|
||||||
|
InputAutoTrigger2 = 0
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; ANALOG GUNS
|
||||||
|
; OCEAN HUNTER / LA MACHINEGUNS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Digital gun movement.
|
||||||
|
InputAnalogGunLeft = "KEY_LEFT"
|
||||||
|
InputAnalogGunRight = "KEY_RIGHT"
|
||||||
|
InputAnalogGunUp = "KEY_UP"
|
||||||
|
InputAnalogGunDown = "KEY_DOWN"
|
||||||
|
|
||||||
|
; Analog gun movement.
|
||||||
|
InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS"
|
||||||
|
InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS"
|
||||||
|
|
||||||
|
; Primary gun triggers.
|
||||||
|
InputAnalogTriggerLeft = "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
|
||||||
|
InputAnalogTriggerRight = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
|
||||||
|
|
||||||
|
; Player 2 digital gun movement.
|
||||||
|
InputAnalogGunLeft2 = "NONE"
|
||||||
|
InputAnalogGunRight2 = "NONE"
|
||||||
|
InputAnalogGunUp2 = "NONE"
|
||||||
|
InputAnalogGunDown2 = "NONE"
|
||||||
|
|
||||||
|
; Player 2 analog gun movement.
|
||||||
|
InputAnalogGunX2 = "NONE"
|
||||||
|
InputAnalogGunY2 = "NONE"
|
||||||
|
|
||||||
|
; Player 2 gun triggers.
|
||||||
|
InputAnalogTriggerLeft2 = "NONE"
|
||||||
|
InputAnalogTriggerRight2 = "NONE"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; SKI CHAMP
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Digital ski movement.
|
||||||
|
InputSkiLeft = "KEY_LEFT"
|
||||||
|
InputSkiRight = "KEY_RIGHT"
|
||||||
|
InputSkiUp = "KEY_UP"
|
||||||
|
InputSkiDown = "KEY_DOWN"
|
||||||
|
|
||||||
|
; Analog ski movement.
|
||||||
|
InputSkiX = "JOY1_XAXIS"
|
||||||
|
InputSkiY = "JOY1_YAXIS"
|
||||||
|
|
||||||
|
; Ski pole controls.
|
||||||
|
InputSkiPollLeft = "KEY_A,JOY1_BUTTON1"
|
||||||
|
InputSkiPollRight = "KEY_S,JOY1_BUTTON2"
|
||||||
|
|
||||||
|
; Selection controls.
|
||||||
|
InputSkiSelect1 = "KEY_Q,JOY1_BUTTON3"
|
||||||
|
InputSkiSelect2 = "KEY_W,JOY1_BUTTON4"
|
||||||
|
InputSkiSelect3 = "KEY_E,JOY1_BUTTON5"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; MAGICAL TRUCK ADVENTURE
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Player 1 digital lever controls.
|
||||||
|
InputMagicalLeverUp1 = "KEY_UP"
|
||||||
|
InputMagicalLeverDown1 = "KEY_DOWN"
|
||||||
|
|
||||||
|
; Player 2 digital lever controls.
|
||||||
|
InputMagicalLeverUp2 = "NONE"
|
||||||
|
InputMagicalLeverDown2 = "NONE"
|
||||||
|
|
||||||
|
; Analog lever axes.
|
||||||
|
InputMagicalLever1 = "JOY1_YAXIS"
|
||||||
|
InputMagicalLever2 = "JOY2_YAXIS"
|
||||||
|
|
||||||
|
; Pedals.
|
||||||
|
InputMagicalPedal1 = "KEY_A,JOY1_BUTTON1"
|
||||||
|
InputMagicalPedal2 = "KEY_S,JOY2_BUTTON1"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; SEGA BASS FISHING / GET BASS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Fishing rod digital movement.
|
||||||
|
InputFishingRodLeft = "KEY_LEFT"
|
||||||
|
InputFishingRodRight = "KEY_RIGHT"
|
||||||
|
InputFishingRodUp = "KEY_UP"
|
||||||
|
InputFishingRodDown = "KEY_DOWN"
|
||||||
|
|
||||||
|
; Fishing stick digital movement.
|
||||||
|
InputFishingStickLeft = "KEY_A"
|
||||||
|
InputFishingStickRight = "KEY_D"
|
||||||
|
InputFishingStickUp = "KEY_W"
|
||||||
|
InputFishingStickDown = "KEY_S"
|
||||||
|
|
||||||
|
; Fishing rod analog axes.
|
||||||
|
InputFishingRodX = "JOY1_XAXIS"
|
||||||
|
InputFishingRodY = "JOY1_YAXIS"
|
||||||
|
|
||||||
|
; Fishing stick analog axes.
|
||||||
|
InputFishingStickX = "JOY1_RXAXIS"
|
||||||
|
InputFishingStickY = "JOY1_RYAXIS"
|
||||||
|
|
||||||
|
; Reel control.
|
||||||
|
InputFishingReel = "KEY_SPACE,JOY1_ZAXIS_POS"
|
||||||
|
|
||||||
|
; Cast and selection controls.
|
||||||
|
InputFishingCast = "KEY_Z,JOY1_BUTTON1"
|
||||||
|
InputFishingSelect = "KEY_X,JOY1_BUTTON2"
|
||||||
|
|
||||||
|
; Fishing line tension control.
|
||||||
|
InputFishingTension = "KEY_T,JOY1_ZAXIS_NEG"
|
||||||
|
|
||||||
|
|
||||||
|
; ============================================================================
|
||||||
|
; GAME-SPECIFIC SETTINGS
|
||||||
|
; ============================================================================
|
||||||
|
|
||||||
|
; Daytona USA 2: Battle on the Edge
|
||||||
|
[ daytona2 ]
|
||||||
|
MusicVolume = 120
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = -10
|
||||||
|
InputJoy1XSaturation = 155
|
||||||
|
|
||||||
|
|
||||||
|
; Daytona USA 2: Power Edition
|
||||||
|
[ dayto2pe ]
|
||||||
|
MusicVolume = 120
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = -10
|
||||||
|
InputJoy1XSaturation = 155
|
||||||
|
|
||||||
|
|
||||||
|
; Dirt Devils
|
||||||
|
[ dirtdvls ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 130
|
||||||
|
Balance = -20
|
||||||
|
|
||||||
|
|
||||||
|
; Sega Bass Fishing / Get Bass (US version)
|
||||||
|
[ getbassur ]
|
||||||
|
WideScreen = 0
|
||||||
|
WideBackground = 0
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 110
|
||||||
|
Balance = 10
|
||||||
|
|
||||||
|
|
||||||
|
; Emergency Call Ambulance
|
||||||
|
[ eca ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = -35
|
||||||
|
|
||||||
|
|
||||||
|
; Fighting Vipers 2
|
||||||
|
[ fvipers2 ]
|
||||||
|
LegacySoundDSP = 1
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 170
|
||||||
|
Balance = 10
|
||||||
|
|
||||||
|
|
||||||
|
; Harley-Davidson & L.A. Riders
|
||||||
|
[ harley ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = 10
|
||||||
|
|
||||||
|
|
||||||
|
; L.A. Machineguns
|
||||||
|
[ lamachin ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 115
|
||||||
|
Balance = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Le Mans 24
|
||||||
|
[ lemans24 ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 110
|
||||||
|
Balance = 0
|
||||||
|
InputJoy1XSaturation = 110
|
||||||
|
|
||||||
|
|
||||||
|
; The Lost World: Jurassic Park
|
||||||
|
[ lostwsga ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 105
|
||||||
|
Balance = 20
|
||||||
|
CrosshairStyle = bmp
|
||||||
|
|
||||||
|
|
||||||
|
; Magical Truck Adventure
|
||||||
|
[ magtruck ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = 15
|
||||||
|
|
||||||
|
|
||||||
|
; Magical Truck Adventure: Bad Lands
|
||||||
|
[ mgtrkbad ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = 15
|
||||||
|
|
||||||
|
|
||||||
|
; Ocean Hunter
|
||||||
|
[ oceanhun ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Ocean Hunter: Alternate Version
|
||||||
|
[ oceanhuna ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Scud Race
|
||||||
|
[ scud ]
|
||||||
|
MusicVolume = 200
|
||||||
|
SoundVolume = 60
|
||||||
|
Balance = 0
|
||||||
|
InputJoy1XSaturation = 155
|
||||||
|
|
||||||
|
|
||||||
|
; Scud Race Plus
|
||||||
|
[ scudplus ]
|
||||||
|
MusicVolume = 200
|
||||||
|
SoundVolume = 60
|
||||||
|
Balance = 0
|
||||||
|
InputJoy1XSaturation = 155
|
||||||
|
|
||||||
|
|
||||||
|
; Ski Champ
|
||||||
|
[ skichamp ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 200
|
||||||
|
Balance = 10
|
||||||
|
ForceFeedback = 1
|
||||||
|
|
||||||
|
|
||||||
|
; Spikeout: Final Edition
|
||||||
|
[ spikeofe ]
|
||||||
|
MusicVolume = 120
|
||||||
|
SoundVolume = 120
|
||||||
|
Balance = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Spikeout
|
||||||
|
[ spikeout ]
|
||||||
|
MusicVolume = 90
|
||||||
|
SoundVolume = 90
|
||||||
|
Balance = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Sega Rally 2
|
||||||
|
[ srally2 ]
|
||||||
|
SoundVolume = 155
|
||||||
|
MusicVolume = 140
|
||||||
|
Balance = 15
|
||||||
|
PowerPCFrequency = 75
|
||||||
|
InputJoy1XSaturation = 150
|
||||||
|
|
||||||
|
|
||||||
|
; Star Wars Trilogy
|
||||||
|
[ swtrilgy ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Virtua Fighter 3
|
||||||
|
[ vf3 ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 110
|
||||||
|
Balance = -5
|
||||||
|
|
||||||
|
|
||||||
|
; Virtua Fighter 3tb
|
||||||
|
[ vf3tb ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 110
|
||||||
|
Balance = -5
|
||||||
|
|
||||||
|
|
||||||
|
; Virtual On 2: Oratorio Tangram
|
||||||
|
[ von2 ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 100
|
||||||
|
Balance = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Virtua Striker 2
|
||||||
|
[ vs2 ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 110
|
||||||
|
Balance = -10
|
||||||
|
WideScreen = 0
|
||||||
|
WideBackground = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Virtua Striker 2 Ver. 1998
|
||||||
|
[ vs298 ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 110
|
||||||
|
Balance = -10
|
||||||
|
WideScreen = 0
|
||||||
|
WideBackground = 0
|
||||||
|
|
||||||
|
|
||||||
|
; Virtua Striker 2 Ver. 1999.1
|
||||||
|
[ vs2v991 ]
|
||||||
|
MusicVolume = 100
|
||||||
|
SoundVolume = 110
|
||||||
|
Balance = -10
|
||||||
|
WideScreen = 0
|
||||||
|
WideBackground = 0
|
||||||
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/dayto2pe.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/dayto2pe.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/daytona2.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/daytona2.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/dirtdvls.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/dirtdvls.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/eca.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/eca.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/fvipers2.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/fvipers2.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/getbassur.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/getbassur.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/harley.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/harley.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/lamachin.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/lamachin.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/lemans24.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/lemans24.nv
Normal file
Binary file not shown.
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/lostwsga.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/lostwsga.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/magtruck.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/magtruck.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/mgtrkbad.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/mgtrkbad.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/oceanhun.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/oceanhun.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/oceanhuna.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/oceanhuna.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/scud.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/scud.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/scudplus.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/scudplus.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/skichamp.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/skichamp.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/spikeofe.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/spikeofe.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/spikeout.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/spikeout.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/srally2.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/srally2.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/swtrilgy.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/swtrilgy.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vf3.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vf3.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vf3tb.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vf3tb.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/von2.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/von2.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vs2.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vs2.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vs298.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vs298.nv
Normal file
Binary file not shown.
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vs2v991.nv
Normal file
BIN
archive_later/supermodel/rd_assets/rd_config/NVRAM/vs2v991.nv
Normal file
Binary file not shown.
Loading…
Reference in a new issue