mirror of
https://github.com/RetroDECK/components-archive.git
synced 2026-09-22 14:36:38 +00:00
supermodel
This commit is contained in:
parent
3fc221c7a7
commit
6d2d9ba5d8
44
archive_later/supermodel/component_functions.sh
Executable file
44
archive_later/supermodel/component_functions.sh
Executable file
|
|
@ -0,0 +1,44 @@
|
|||
#!/bin/bash
|
||||
|
||||
# Supermodel all config folders and files needs to be next to the roms.
|
||||
|
||||
export supermodel_config="$XDG_CONFIG_HOME/supermodel/Config/Supermodel.ini"
|
||||
|
||||
_prepare_component::supermodel() {
|
||||
|
||||
local action="$1"
|
||||
shift
|
||||
|
||||
local component_config="$(get_own_component_path)/rd_config"
|
||||
|
||||
case "$action" in
|
||||
|
||||
reset)
|
||||
log i "----------------------"
|
||||
log i "Resetting Supermodel"
|
||||
log i "----------------------"
|
||||
|
||||
cp -fr "$component_config/"* "$roms_path/model3/"
|
||||
|
||||
dir_prep "$logs_path/supermodel/Analysis" "$roms_path/model3/Analysis"
|
||||
dir_prep "$logs_path/supermodel/Logs" "$roms_path/model3/Logs"
|
||||
dir_prep "$saves_path/model3/supermodel/Saves" "$roms_path/model3/Saves"
|
||||
dir_prep "$roms_path/model3/Config" "$XDG_CONFIG_HOME/supermodel/Config"
|
||||
|
||||
;;
|
||||
|
||||
postmove)
|
||||
log i "----------------------"
|
||||
log i "Post-moving Supermodel"
|
||||
log i "----------------------"
|
||||
|
||||
dir_prep "$logs_path/supermodel/Analysis" "$roms_path/model3/Analysis"
|
||||
dir_prep "$logs_path/supermodel/Logs" "$roms_path/model3/Logs"
|
||||
dir_prep "$saves_path/model3/supermodel/Saves" "$roms_path/model3/Saves"
|
||||
dir_prep "$roms_path/model3/Config" "$XDG_CONFIG_HOME/supermodel/Config"
|
||||
|
||||
;;
|
||||
|
||||
esac
|
||||
|
||||
}
|
||||
20
archive_later/supermodel/component_launcher.sh
Executable file
20
archive_later/supermodel/component_launcher.sh
Executable file
|
|
@ -0,0 +1,20 @@
|
|||
#!/bin/bash
|
||||
|
||||
source /app/libexec/launcher_functions.sh
|
||||
|
||||
# Wayland fix
|
||||
|
||||
WAYLAND_DISPLAY=""
|
||||
|
||||
# Setting component name and path based on the directory name
|
||||
component_name="$(basename "$(dirname "$(readlink -f "${BASH_SOURCE[0]}")")")"
|
||||
component_path="$(cd "$(dirname "${BASH_SOURCE[0]}" )" && pwd)"
|
||||
|
||||
# Set LD_LIBRARY_PATH
|
||||
export LD_LIBRARY_PATH="$component_path/lib:${DEFAULT_LD_LIBRARY_PATH}"
|
||||
|
||||
log i "RetroDECK is now launching $component_name"
|
||||
log d "Library path is: $LD_LIBRARY_PATH"
|
||||
|
||||
# Launch
|
||||
exec "$component_path/bin/supermodel" "$@"
|
||||
52
archive_later/supermodel/component_manifest.json
Normal file
52
archive_later/supermodel/component_manifest.json
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
{
|
||||
"supermodel": {
|
||||
"name": "Supermodel",
|
||||
"core_framework_compatibility": "1",
|
||||
"component_version": "1.0.0",
|
||||
"capabilities": [
|
||||
"reset",
|
||||
"open"
|
||||
],
|
||||
"url_rdwiki": "https://retrodeck.readthedocs.io/en/latest/wiki_emulator_guides/supermodel3/supermodel3-guide/",
|
||||
"url_webpage": "https://www.supermodel3.com/",
|
||||
"url_donation_purchase": "",
|
||||
"url_source": "https://github.com/trzy/Supermodel",
|
||||
"description": "SEGA Model 3 arcade emulator for playing Model 3 arcade games.",
|
||||
"system_friendly_name": "Sega Model 3",
|
||||
"system": "model3",
|
||||
"es_de_config": {
|
||||
"es_find_rules": {
|
||||
"emulators": [
|
||||
{
|
||||
"name": "SUPERMODEL",
|
||||
"description": "Sega Model 3 emulator Supermodel",
|
||||
"rules": [
|
||||
{
|
||||
"type": "staticpath",
|
||||
"entries": [
|
||||
"%COMPONENT_PATH%/component_launcher.sh"
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
"es_systems": [
|
||||
{
|
||||
"name": "model3",
|
||||
"fullname": "model3",
|
||||
"path": "%ROMPATH%/model3",
|
||||
"extension": ".7z .zip",
|
||||
"commands": [
|
||||
{
|
||||
"label": "Supermodel (Standalone)",
|
||||
"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%"
|
||||
}
|
||||
],
|
||||
"platform": "arcade",
|
||||
"theme": "model3"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
60
archive_later/supermodel/component_recipe.json
Executable file
60
archive_later/supermodel/component_recipe.json
Executable file
|
|
@ -0,0 +1,60 @@
|
|||
{
|
||||
"supermodel": [
|
||||
{
|
||||
"source_url": "com.supermodel3.Supermodel",
|
||||
"source_type": "flatpak_id",
|
||||
"version": "$SUPERMODEL_DESIRED_VERSION",
|
||||
"dest": "user",
|
||||
"extraction_type": "flatpak",
|
||||
"assets": [
|
||||
{
|
||||
"type": "file",
|
||||
"source": "bin/supermodel",
|
||||
"dest": "bin"
|
||||
},
|
||||
{
|
||||
"type": "file",
|
||||
"source": "bin/Docs/LICENSE.txt",
|
||||
"dest": "docs"
|
||||
},
|
||||
{
|
||||
"type": "create",
|
||||
"dest": "component_version",
|
||||
"contents": "$SOURCE_VERSION"
|
||||
},
|
||||
{
|
||||
"type": "dir",
|
||||
"source": "$REPO_ROOT/$COMPONENT_NAME/rd_assets/rd_config",
|
||||
"dest": "rd_config"
|
||||
},
|
||||
{
|
||||
"type": "file",
|
||||
"source": "$REPO_ROOT/$COMPONENT_NAME/component_functions.sh",
|
||||
"dest": "$COMPONENT_ARTIFACT_ROOT"
|
||||
},
|
||||
{
|
||||
"type": "file",
|
||||
"source": "$REPO_ROOT/$COMPONENT_NAME/component_launcher.sh",
|
||||
"dest": "$COMPONENT_ARTIFACT_ROOT"
|
||||
},
|
||||
{
|
||||
"type": "file",
|
||||
"source": "$REPO_ROOT/$COMPONENT_NAME/component_manifest.json",
|
||||
"dest": "$COMPONENT_ARTIFACT_ROOT"
|
||||
},
|
||||
{
|
||||
"type": "file",
|
||||
"source": "$REPO_ROOT/$COMPONENT_NAME/component_recipe.json",
|
||||
"dest": "$COMPONENT_ARTIFACT_ROOT"
|
||||
}
|
||||
],
|
||||
"libs": [
|
||||
{
|
||||
"library": "libGLU.so.1",
|
||||
"source": "lib",
|
||||
"dest": "lib"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
Binary file not shown.
Binary file not shown.
|
After Width: | Height: | Size: 289 KiB |
Binary file not shown.
|
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
|
|
@ -0,0 +1,96 @@
|
|||
<!--
|
||||
Supermodel
|
||||
A Sega Model 3 Arcade Emulator.
|
||||
Copyright 2003-2026 The Supermodel Team
|
||||
|
||||
Music.xml
|
||||
|
||||
This file defines custom MPEG music tracks to be used in DSB1 and DSB2 games.
|
||||
Make sure to use MP3 files sampled at 32 KHz. Normal sampling rates (e.g. 44.1
|
||||
or 48 KHz) will sound slow.
|
||||
|
||||
The examples below are wrapped in dummy <comment></comment> blocks to render
|
||||
them inactive. Remove these and add your own MP2 or MP3 files.
|
||||
-->
|
||||
<games>
|
||||
<!-- Scud Race (Australian version)-->
|
||||
<!-- Works for all versions of Scud Race. Copy this and change game name
|
||||
accordingly (e.g., "scudplus", "scuddx", etc.) -->
|
||||
<comment> <!-- Remove this tag -->
|
||||
<game name="scudau">
|
||||
<track mpeg_rom_start_offset="0x001d4b42" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Day -->
|
||||
<track mpeg_rom_start_offset="0x000e7e41" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Night (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x00103981" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Night (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x00000000" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Medium (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x0001caff" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Medium (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x0037a4c4" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Expert (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x0037fc84" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Expert (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x002afa83" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Extra (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x002b4943" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Extra (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x00463745" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector -->
|
||||
</game>
|
||||
</comment> <!-- Remove this tag -->
|
||||
|
||||
<!-- Daytona USA 2: Battle on the Edge (daytona2) -->
|
||||
<!-- For Power Edition, copy this and change game name to "dayto2pe" -->
|
||||
<comment> <!-- Remove this tag -->
|
||||
<game name="daytona2">
|
||||
<track mpeg_rom_start_offset="0x000109e8" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advertise, Dennis -->
|
||||
<track mpeg_rom_start_offset="0x001214aa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Dennis (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x00124f2a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Dennis (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x002bc7ac" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Dennis (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x002edd6c" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Dennis (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x003cddae" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Dennis (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x003fe3ae" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Dennis (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x00d80e02" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advertise, Mitsuyoshi -->
|
||||
<track mpeg_rom_start_offset="0x005177b0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Mitsuyoshi (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x0051aff0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Mitsuyoshi (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x007cd0b4" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Mitsuyoshi (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x007fe674" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Mitsuyoshi (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x008df436" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Mitsuyoshi (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x008df676" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Mitsuyoshi (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x00a29978" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- How To (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x00a50438" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- How To (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x00b1427a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x00b2f6fa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x00c4213e" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Name Entry -->
|
||||
<track mpeg_rom_start_offset="0x00cc9380" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Beginner) -->
|
||||
<track mpeg_rom_start_offset="0x006b2ab2" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Advanced) -->
|
||||
<track mpeg_rom_start_offset="0x00e8de44" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Expert) -->
|
||||
<track mpeg_rom_start_offset="0x00f458c6" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Expert 2) -->
|
||||
<track mpeg_rom_start_offset="0x0076ff34" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Beginner) -->
|
||||
<track mpeg_rom_start_offset="0x0078c136" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Advanced) -->
|
||||
<track mpeg_rom_start_offset="0x007a7c78" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Expert) -->
|
||||
</game>
|
||||
</comment> <!-- Remove this tag -->
|
||||
|
||||
<!-- Sega Rally 2 -->
|
||||
<comment> <!-- Remove this tag -->
|
||||
<game name="srally2">
|
||||
<!--
|
||||
Note: Some tracks are played as mono, sourced from a single audio channel.
|
||||
For these, ensure that your audio file contains the appropriate song
|
||||
rendered in mono in the correct stereo channel.
|
||||
-->
|
||||
<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 -->
|
||||
<track mpeg_rom_start_offset="0x00010c28" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_ADV1 (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x001e576a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ADV2 (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x001e59aa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ADV2 (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x003452ac" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_MOUNTAIN (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x003accec" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_MOUNTAIN (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x00a60ff6" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_RESULT -->
|
||||
<track mpeg_rom_start_offset="0x005d1ab0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SNOWY (initial start) -->
|
||||
<track mpeg_rom_start_offset="0x006343f0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SNOWY (loop point) -->
|
||||
<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) -->
|
||||
<track mpeg_rom_start_offset="0x008162b2" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_N_MOUNTAIN -->
|
||||
<track mpeg_rom_start_offset="0x007fe672" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Right channel: BM_RESERVE1 (loop point) -->
|
||||
<track mpeg_rom_start_offset="0x00976934" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ENDING -->
|
||||
<track mpeg_rom_start_offset="0x00ade038" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_DESERT -->
|
||||
<track mpeg_rom_start_offset="0x00cf517a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SELECT -->
|
||||
<track mpeg_rom_start_offset="0x00cf53ba" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SELECT -->
|
||||
<track mpeg_rom_start_offset="0x00d9f87c" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_IGNITION -->
|
||||
<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