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                       A Sega Model 3 Arcade Emulator.
                Copyright 2011 Bart Trzynadlowski, Nik Henson


                   USER MANUAL FOR SUPERMODEL VERSION 0.2A


================
  Introduction
================

Supermodel emulates the Sega Model 3 arcade platform.  It uses OpenGL 2.1 and
SDL, and can run on Windows, Linux, and Mac OS X.  In order to use it, you must
legally possess ROM images of Model 3 games.  Learning to operate Supermodel 
will come with a steep learning curve for most people.  Before seeking out 
help, please read this user manual carefully.

Supermodel is distributed as free software under the terms of the GNU General
Public License, included in LICENSE.txt.  Additional copyright information for
software included within Supermodel is located at the bottom of this file.

The source code may be obtained from the official Supermodel web site:

    http://www.Supermodel3.com


==============
  Disclaimer
==============

This is an early public release of Supermodel.  It is very much preliminary,
alpha version software (hence the 'a' in the version number).  Development 
began in January of 2011 and has focused on reverse engineering aspects of the
Model 3 that are still unknown.  Consequently, many important features, such as
a proper user interface, are not yet implemented and game compatibility is
still low.


=====================
  Table of Contents
=====================

    --- Introduction
    --- Disclaimer
    --- Table of Conents
     1. Revision History
     2. Installing Supermodel
     3. Running Supermodel
     4. Game Compatibility
     5. Video Settings
     6. Audio Settings
     7. Controls
     8. Force Feedback
     9. Save States and NVRAM
    10. Game-Specific Comments and Tips
    11. Merging Split ROM Sets
    12. The Configuration File
    13. Index of Command Line Options
    14. Index of Configuration File Settings
    15. Compiling the Source Code
    16. Contact Information
    17. Acknowledgments
    

=======================
  1. Revision History
=======================

    Version 0.2a (September 24, 2011)
        - New, fully customizable input system.  Supports any combination of 
          keyboards, mice, and analog and digital controllers.  [Nik Henson]
        - Texture offsets.  Fixes models in 'Fighting Vipers 2', 'Virtual On',
          cars in the 'Scud Race' and 'Daytona USA 2' selection screens, etc.
        - Fixed a 2D palette bug that would cause black pixels to occasionally
          turn transparent.
        - Added all remaining ROM sets.  [krom]
        - Got some new games to boot: 'Spikeout', 'Ski Champ', 'Sega Bass 
          Fishing', 'Dirt Devils', etc.
        - Sound support.  Special thanks to ElSemi for contributing his SCSP
          emulator and Karl Stenerud for allowing us to use his 68K emulator.
        - Multi-threading support.  Sound and drive board emulation are off-
          loaded to separate threads, substantially enhancing performance. 
          [Nik Henson]
        - Z80 emulation based on code by Frank D. Cringle and YAZE-AG by 
          Andreas Gerlich.
        - Digital Sound Board (MPEG music) emulation courtesy of R. Belmont and
          the MPEG decoder library by Tomislav Uzelac.
        - Improved ROM loader.  It should no longer be as easily confused by
          combined ROM sets as long as unused files are removed.
        - Configuration file now supports more settings and allows game-
          specific customization.
        - Added light gun crosshairs ('The Lost World'), enabled by default in
          full screen mode and selectable by pressing Alt-I.
        - Drive board and force feedback emulation for 'Scud Race', 'Daytona
          USA 2', and 'Sega Rally 2'.  [Nik Henson]
        - Viewable display area properly clipped.  Ghost artifacts no longer
          appear in border regions when the resolution exceeds the display 
          area.
        - Changed gear shifting: added a dedicated neutral gear and sequential
          shifting.
        - Console-based debugger (not enabled by default, must be
          enabled during compile-time).  [Nik Henson]
        - Source code and Makefile cleanup.

    Version 0.1.2a (April 3, 2011)
        - Included missing GLEW files.

    Version 0.1.1a (April 2, 2011)
        - Minor source code update.
        - Set Render3D to NULL in the CReal3D constructor.  Fixes crashes that
          occur on some builds. [Nik Henson]
        - Cleaned up UNIX Makefile and added OS X Makefile.  [R. Belmont]
        - Small changes to ppc_ops.cpp for C++0x compliance.  [R. Belmont]
        - Included glew.h into the source tree.  [R. Belmont]
        - Changed WIN32 definition to SUPERMODEL_WIN32.
        
    Version 0.1a (April 1, 2011)
        - Initial public alpha release.
        
        
============================
  2. Installing Supermodel
============================

To install Supermodel on Windows, extract the ZIP archive containing the
Supermodel executable to a folder of your choice.  The following files and
directories should be created:

    Name                    Description
    ----                    -----------
    Supermodel.exe          Supermodel program.  Run this.
    SDL.dll                 The SDL library.  Use the bundled DLL file.
    README.txt              This text file.
    LICENSE.txt             Supermodel license and terms of use.
    Config/                 Directory where the configuration file is stored.
    Config/Supermodel.ini   Configuration file containing default input 
                            settings.
    NVRAM/                  Directory where NVRAM contents will be saved.
    Saves/                  Directory where save states will be saved.
    
Supermodel requires OpenGL 2.1 and a substantial amount of both video and
system memory.  A very fast CPU and GPU are needed to achieve playable frame
rates.

As of this version, Linux and Mac OS X binaries are not provided.  Users must
compile their own.


=========================
  3. Running Supermodel
=========================

For now, Supermodel does not include a proper user interface.  It is operated
entirely from the command line.  Run 'supermodel' without any command line 
arguments for an explanation of supported options.

Supermodel uses MAME-compatible ROM sets.  It loads from ZIP archives based on
file checksums and automatically detects games; therefore, file names are not
important.  Only one ZIP file can be specified on the command line. For
example:

    supermodel scud.zip -fullscreen

This will load 'scud.zip' (Scud Race) and run it in full screen mode.

Initially, inputs are assigned according to the settings in 'Supermodel.ini',
located in the 'Config' subdirectory.

Note that there is no user interface and all messages are printed to the 
command prompt.  In full screen mode, they will not be visible. 


=========================
  4. Game Compatibility
=========================

Supermodel recognizes all known Model 3 ROM sets but not all of them are 
playable.  Below is a compatibility matrix.  The most obvious problem with each
ROM set is reported.

   ROM Set                    Title                  Playable?   Comments
+-----------+-----------------------------------------+-----+-----------------+
| bass      | Sega Bass Fishing                       | No  | No controls.    |
+-----------+-----------------------------------------+-----+-----------------+
| daytona2  | Daytona USA 2 Battle on the Edge        | Yes | Minor graphics  |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| dayto2pe  | Daytona USA 2 Power Edition             | Yes | Minor graphics  |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| dirtdvls  | Dirt Devils                             | Yes | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| dirtdvlsa | Dirt Devils (Alternate)                 | Yes | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| eca       | Emergency Call Ambulance                | No  | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| ecax      | Emergency Call Ambulance (Export)       | No  | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| fvipers2  | Fighting Vipers 2                       | Yes | Slow.           |
+-----------+-----------------------------------------+-----+-----------------+
| getbass   | Get Bass                                | No  | Does not boot.  |
+-----------+-----------------------------------------+-----+-----------------+
| harley    | Harley Davidson & L.A. Riders           | No  | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| harleyb   | Harley Davidson & L.A. Riders (Rev. B)  | No  | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| lamachin  | L.A. Machineguns                        | No  | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| lemans24  | Le Mans 24                              | Yes | Some texture    |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| lostwsga  | The Lost World                          | Yes | Some texture    |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| magtruck  | Magical Truck Adventure                 | No  | Does not boot.  |
+-----------+-----------------------------------------+-----+-----------------+
| oceanhun  | The Ocean Hunter                        | No  | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| scud      | Scud Race (Australia)                   | Yes | Minor shading   |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| scuda     | Scud Race (Export)                      | Yes | Minor shading   |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| scudj     | Scud Race (Japan)                       | Yes | Mis-colored 2D  |
|           |                                         |     | graphics.       |
+-----------+-----------------------------------------+-----+-----------------+
| scudp     | Scud Race Plus                          | Yes | Minor shading   |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| skichamp  | Ski Champ                               | No  | Severe graphics |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| spikeofe  | Spikeout Final Edition                  | Yes | Some texture    |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| spikeout  | Spikeout                                | Yes | Some texture    |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| srally2   | Sega Rally 2                            | Yes | Major graphics  |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| srally2x  | Sega Rally 2 DX                         | No  | Does not boot.  |
+-----------+-----------------------------------------+-----+-----------------+
| swtrilgy  | Star Wars Trilogy (Rev. A)              | Yes | Some graphics   |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| swtrilgya | Star Wars Trilogy                       | No  | Does not boot.  |
+-----------+-----------------------------------------+-----+-----------------+
| vf3       | Virtua Fighter 3                        | Yes | Major graphics  |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| vf3a      | Virtua Fighter 3 (Rev. A)               | Yes | Major graphics  |
|           |                                         |     | problems.       |
+-----------+-----------------------------------------+-----+-----------------+
| vf3tb     | Virtua Fighter 3 Team Battle            | No  | Cannot coin up. |
+-----------+-----------------------------------------+-----+-----------------+
| von2      | Virtual On Oratorio Tangram             | Yes | Encrypted 2D    |
|           |                                         |     | graphics.       |
+-----------+-----------------------------------------+-----+-----------------+
| von254g   | Virtual On Oratorio Tangram (Ver. 5.4g) | Yes | Encrypted 2D    |
|           |                                         |     | graphics.       |
+-----------+-----------------------------------------+-----+-----------------+
| vs2       | Virtua Striker 2 (Step 2.0)             | Yes | Slow.           |
+-----------+-----------------------------------------+-----+-----------------+
| vs215     | Virtua Striker 2 (Step 1.5)             | Yes | Slow.           |
+-----------+-----------------------------------------+-----+-----------------+
| vs298     | Virtua Striker 2 '98 (Step 2.0)         | Yes | Slow.           |
+-----------+-----------------------------------------+-----+-----------------+
| vs29815   | Virtua Striker 2 '98 (Step 1.5)         | Yes | Slow.           |
+-----------+-----------------------------------------+-----+-----------------+
| vs299     | Virtua Striker 2 '99                    | No  | PowerPC error.  |
+-----------+-----------------------------------------+-----+-----------------+
| vs299a    | Virtua Striker 2 '99 (Rev. A)           | No  | PowerPC error.  |
+-----------+-----------------------------------------+-----+-----------------+
| vs299b    | Virtua Striker 2 '99 (Rev. B)           | No  | PowerPC error.  |
+-----------+-----------------------------------------+-----+-----------------+
| vs2v991   | Virtua Striker 2 '99.1                  | No  | PowerPC error.  |
+-----------+-----------------------------------------+-----+-----------------+

Most ROM sets suffering from severe graphical problems are categorized as non-
playable when in fact many are partially playable.  Controls may not be fully 
functional, however, and none have been tested thoroughly.


=====================
  5. Video Settings
=====================

Supermodel may be run in either windowed (default) or full screen mode.  It 
automatically adjusts the display area to retain the aspect ratio of the Model
3's native (and Supermodel's default) resolution, 496x384.  Currently, this
cannot be overriden.  Changing video modes at run-time is not yet supported.

By default, Supermodel limits the frame rate to 60 frames per second.  This has
no impact on performance except when the frame rate exceeds 60 FPS on fast 
systems.  Frame rate limiting can be disabled with the '-no-throttle' option.
Some video drivers may continue to lock to the refresh rate.

To change the resolution, use the '-res' command line option.  For full screen
mode, use '-fullscreen'.  For example, to set a full screen 1920x1080 mode,
try:

    supermodel game.zip -res=1920,1080 -fullscreen

Video settings may also be specified globally or on a per-game basis in the
configuration file, described elsewhere in this manual.


=====================
  6. Audio Settings
=====================

All Model 3 games have a sound board that is used for sound effects and, in
some games, background music.  A few games use additional Digital Sound Boards
(DSB) for MPEG music.  'Music' in Supermodel refers exclusively to MPEG music
produced by the DSB and 'sound' refers to both the sound effects and background
music produced by the regular sound board.

Model 3 sound and MPEG music are generated separately and then mixed by an 
amplifier.  The relative signal levels are not known, so Supermodel simply
outputs all audio at full volume.  This causes the MPEG music to be too quiet
in some games ('Scud Race', 'Daytona USA 2') and too loud in others ('Star Wars
Trilogy').  The '-sound-volume' and '-music-volume' options can be used to 
change the volume.  As arguments, they take a volume level in percent ranging
from 0 (muted) to 200% (maximum, doubled amplitude).  For example:

    supermodel game.zip -sound-volume=50 -music-volume=170
    
This command line cuts the sound volume in half and increases the music volume
by 70%.

The F9 and F10 keys can be used to adjust music volume during run-time, while
F11 and F12 control sound volume.

Clipping and distortion will occur if the combined sound and music volume
levels become too high.

To disable sound and music board emulation altogether, use the '-no-sound' and
'-no-dsb' options.  These will not merely mute the corresponding audio channels
but will prevent the audio co-processors from being emulated altogether and
may slightly improve performance, especially on single-core systems.  Save
states generated with these settings may not be able to properly restore audio
when loaded after emulation is re-enabled.

Audio settings may also be specified globally or on a per-game basis in the
configuration file, described elsewhere in this document.

Please keep in mind that MPEG music emulation is preliminary and the decoder is
buggy.  Periodic squeaks and pops occur on many music tracks.  The Sega Custom
Sound Processor (SCSP) emulator, used for sound emulation, is also still quite 
buggy.  Sound glitches are known to occur now and then, and many sounds and 
tunes do not sound quite correct yet.


===============
  7. Controls
===============

Game controls are fully configurable and can be mapped to keyboards, mice, and
game controllers.  Emulator functions, on the other hand, cannot be changed and
are listed below.

    Function                                Key Assignment
    --------                                --------------
    Exit                                    Escape
    Pause                                   Alt-P
    Reset                                   Alt-R
    Clear NVRAM                             Alt-N
    Crosshairs (for light gun games)        Alt-I
    Toggle 60 Hz Frame Limiting             Alt-T
    Save State                              F5
    Load State                              F7
    Change Save Slot                        F6
    Decrease Music Volume                   F9
    Increase Music Volume                   F10
    Decrease Sound Volume                   F11
    Increase Sound Volume                   F12


Learning and Configuring Game Controls
--------------------------------------

Settings for game controls are stored in 'Supermodel.ini'.  To learn the
current configuration, use the '-print-inputs' command line option.  

    supermodel -print-inputs

If you delete 'Supermodel.ini', all inputs will become unmapped and will have
to be reconfigured!
    
To reconfigure the inputs, use the '-config-inputs' option.  A blank window
will open up and instructions will be printed to the command prompt.  Read them
carefully!  Pressing the Escape key exits without saving changes.  Pressing 'q'
will save changes to 'Supermodel.ini'.  You can choose which input to configure
using the Up and Down arrow keys.  Clearing an input means it will be unusable.

If the configuration dialog is not responding to your key presses or mouse and
joystick movements, make sure that the blank pop-up window rather than the 
command prompt is selected.  This may seem counter-intuitive but inputs are 
captured by the graphical window while messages are printed to the command 
prompt.


Calibrating Controls
--------------------

Some controls, in particular the accelerator and brake pedals of steering
wheels, may need calibrating before they will function properly with
Supermodel.

In order to calibrate a control, press 'b' when configuring the inputs and
follow the on-screen instructions carefully.

NOTE: After calibration, you must remap the control again or it will not 
function properly!

Several input-related settings are stored in the configuration file.  Refer to
the section discussing the configuration file for more details.


XBox 360 Controllers
--------------------

For full XBox 360 controller support, the XInput system must be used on Windows
('-input-system=xinput').  Otherwise, the left and right trigger buttons cannot
be mapped individually and force feedback will not work.  Please read the
section titled 'Input Systems', further below.

Mac OS X users can use Colin Munro's XBox 360 controller driver:
http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver


Analog Controls
---------------

Analog controls, such as steering wheels, pedals, and the light gun axes, can
be mapped to analog controllers, such as joysticks, wheels, and mice, if
available.  Under digital control, the analog value will increment or decrement
until it reaches its maximum/minimum values.  The rate of change can only be
set manually in the configuration file.  These options are described elsewhere
in this document.

Most analog inputs, such as the steering wheel, require two settings to be 
controlled digitally.  For example, the steering wheel can be turned left and
right by setting 'Steer Left' and 'Steer Right', or it can be mapped to a
single analog control ('Full Steering').


Shifting Gears
--------------

Racing game gears can be mapped to individual buttons, including one for the
neutral position, or can be shifted sequentially.  Games which only provide two
gears name them 'Up' and 'Down'.  These should not be confused with 'Shift Up'
and 'Shift Down', the sequential shift commands.


Virtual On Twin Joysticks
-------------------------

'Virtual On Oratorio Tangram' features a twin joystick control scheme similar
to a tracked vehicle (e.g. a tank).  Movement is accomplished by pushing both
joysticks in the same direction.  Pushing and pulling in opposite directions
will turn the robot, while pulling the joysticks apart sideways or pushing them
inwards are for jumping and falling back down to the ground, respectively.

Supermodel supports mapping the individual joysticks but also provides 'macro'
controls by default.  These allow all the necessary twin joystick commands to
be replicated with individual controls.  The mapping is below:

    Macro Control       Twin Joystick Equivalent
    -------------       ------------------------
    Turn Left           Left joystick down, right joystick up.
    Turn Right          Left joystick up, right joystick down.
    Forward             Both joysticks up.
    Reverse             Both joysticks down.
    Strafe Left         Both joysticks left.
    Strafe Right        Both joysticks right.
    Jump                Left joystick left, right joystick right.
    Crouch              Left joystick right, right joystick left.


Light Guns
----------

Light gun axes can be mapped to mice, analog controls, or even digital buttons.
To simulate pointing off-screen (required in order to reload), a 'point off-
screen' input is provided which, for as long as it is pressed, will aim the gun
off-screen.  To reload, hold down this button and then, while holding it, press
the trigger.  For easier reloading, the 'InputAutoTrigger' setting can be
enabled in the configuration file (described elsewhere in this manual).

Crosshairs will be visible in full screen mode and can also be enabled in 
windowed modes.  Use Alt-I to cycle through different crosshair options (enable
for a single player, both, or none).

For multiple mouse support, allowing two mice or PC light guns to be mapped, 
Raw Input must be used.  This is supported only on Windows and is described 
below.


Input Systems
-------------

Supermodel supports multiple input APIs to provide the best possible
compatibility for different input devices and configuration schemes.  On
Windows, the default is DirectInput.  On all other platforms, SDL is the only
option available.

Windows users can select between four different input systems:

    - DirectInput.  Selected with '-input-system=dinput'.  This is the default.
      It provides the best support for PC game controllers and, when emulating
      force feedback, allows all effects (if the controller supports them).
    - XInput.  Selected with '-input-system=xinput'.  This must be used with
      XBox 360 controllers, otherwise some buttons will not function properly
      and force feedback will not work.
    - Raw Input.  Selected with '-input-system=rawinput'.  This is intended for
      use with multiple mice and keyboards but is not recommended otherwise.
    - SDL.  Selected with '-input-system=sdl'.  The standard, cross-platform
      input system intended for non-Windows builds.  It is accessible on
      Windows but does not provide full support for all devices.

When switching input systems with '-input-system', you must also configure your
inputs using the same option.  For example, when running Supermodel with XInput
('supermodel game.zip -input-system=xinput'), you must also configure with 
XInput ('supermodel -config-inputs -input-system=xinput').  Many settings are
not compatible between input systems.

A common mistake is to configure inputs using one system and then launch
Supermodel with another.


Troubleshooting
---------------

Common input-related problems are discussed below.

    
    Problem:    
        No response while configuring inputs.
    
    Solution:   
        Make sure the main window is top window, especially with the SDL input
        system.

    ---------
    
    Problem:
        An attached controller is not recognized at all.
    
    Solution:   
        - On the input configuration screen, press 'I' to see information about
          the input system and check that the required controller is in the
          list.
        - If it is not in the list, check that it is plugged in and visible in
          the operating system.  If a controller is plugged in while Supermodel
          is running, Supermodel will need to be restarted in order for it to 
          recognize the new controller.
        - On Windows, if after checking the above points the controller is 
          still not in the list, try running Supermodel with the SDL input 
          system by specifying '-input-system=sdl' on the command line.
          
    ---------

    Problem:
        Unable to select a particular joysick axis when configuring a mapping.

    Solution:
        This may mean that the joystick axis needs calibrating.  This can be
        done by pressing 'b' on the configuration screen and following the 
        instructions.

    ---------
    
    Problem:
        Steering wheel pedals are not being recognized.
   
    Solution:
        For some steering wheels where the pedals have been configured in a 
        'split axis' mode (ie. not sharing a combined axis), the values that 
        the pedals send are inverted.  This means that without configuration,
        Supermodel will be unable to recognize them.  To fix this, they should
        be calibrated on the calibration screen in the same way as above.
        
    ---------
    
    Problem:
        A control isn't working despite having been calibrated.
   
    Solution:
        After calibration, while still in the configuration dialog, you must
        remap the control again for the new settings to take effect.

    ---------
    
    Problem:
        XBox 360 controller trigger buttons cannot be triggered simultaneously
        or no rumble effects.
    
    Solution:
        On Windows, make sure that you specify '-input-system=xinput'.


=====================
  8. Force Feedback
=====================

Force feedback is presently supported in 'Scud Race' (including 'Scud Race 
Plus'), 'Daytona USA 2' (both editions), and 'Sega Rally 2' on Windows only. To
enable it, use the '-force-feedback' option.

Drive board ROMs are required.  They first appear in the MAME 0.143u6 ROM
catalog and at the time of this writing, have not yet widely proliferated.

    Game            Drive Board ROM File    Size        Checksum (CRC32)
    ----            --------------------    ----        ----------------
    Daytona USA 2   epr-20985.bin           64 KB       B139481D
    Scud Race       epr-19338a.bin          64 KB       C9FAC464
    Sega Rally 2    epr-20512.bin           64 KB       CF64350D

The sizes and checksums must match those listed above.  The file names may be
different but will almost certainly contain the same identifying numbers.
Ensure that the appropriate drive board ROM files are present in the 
corresponding games' ZIP archives, otherwise Supermodel will silently proceed
without force feedback.

Force feedback will only work with the DirectInput (the default on Windows) and
XInput input systems.  XInput is intended only for XBox 360 controllers, which
do not support force feedback through DirectInput.


Tuning Force Feedback
---------------------

Force feedback can be enabled and tuned in the configuration file.  Setting
'ForceFeedback' to 1 enables it:

    ForceFeedback = 1
    
There are four DirectInput effects: constant force, self centering, friction,
and vibration.  The strength of each can be tuned with the following settings:

    DirectInputConstForceMax = 100
    DirectInputSelfCenterMax = 100
    DirectInputFrictionMax = 100
    DirectInputVibrateMax = 100
    
They are given as percentages and represent the maximum strength for each
effect.  A setting of 0 disables them entirely.  Values above 100% are
accepted but may clip or distort the effect.  By default, they are set to 100%,
as shown above.

XInput devices only support vibration feedback via the left and right motors.
Because the characteristics of the motors are different, the effects will feel
somewhat asymmetric.  The constant force effect is simulated with vibrations.
The relevant settings are:

    XInputConstForceThreshold = 30
    XInputConstForceMax = 100
    XInputVibrateMax = 100

The constant force threshold specifies how strong a constant force command must
be before it is sent to the controller as a vibration effect (whose strength is
determined by XInputConstForceMax).  The default values are shown above and 
will require calibration by the user on a game-by-game basis to achieve the
best feel.


============================
  9. Save States and NVRAM  
============================

Save states are saved and restored by pressing F5 and F7, respectively.  Up to
10 different save slots can be selected with F6.  All files are written to the
Saves/ directory, which must exist beforehand.  If you extracted the Supermodel
ZIP file correctly, it will have been created automatically.

If a Model 3 co-processor (ie. sound board, DSB, drive board) is disabled when
a save state is taken, it will not resume normal operation when the state is
loaded, even if Supermodel is running with the co-processor re-enabled.  The
drive board (and consequently, force feedback effects) is explicitly disabled
for the remainder of the session if a save state with an inactive drive board
is loaded.  Audio co-processors are not, and therefore audio playback may 
eventually resume after the audio boards have booted themselves up.

Non-volatile memory (NVRAM) consists of battery-backed backup RAM and an EEPROM
chip.  The former is used for high score data and statistics whereas the latter
stores machine settings (often accessed using the Test buttons).  NVRAM is 
automatically saved each time Supermodel exits and is loaded at start-up.  It
can be cleared by deleting the NVRAM files or pressing Alt-N.


=======================================
  10. Game-Specific Comments and Tips
=======================================
    

Daytona USA 2 and Daytona USA 2 Power Edition
---------------------------------------------

To bypass the network board error, enter the Test Menu by pressing the Test
button.  Navigate to 'Game Assignments' using the Service button and select it
with Test.  Change 'Link ID' from 'Master' to 'Single'.

In 'Daytona USA 2', the region menu can be accessed by entering the Test Menu,
holding down the Start button, and pressing: VR4, VR4, VR2, VR3, VR1, VR3, VR2.
Changing the region to USA changes game text to English.

By default, the 'Power Edition' ROM set features remixed music lyrics by
Takenobu Mitsuyoshi.  These can be changed back to the Dennis St. James version
in the Test Menu, under 'Game Assignments'.


Le Mans 24
----------

The region can be changed by entering the test menu (press the Test button) and
pressing: Start, Start, Service, Service, Start, Test.


Star Wars Trilogy
-----------------

Inserting coins and starting a game before any 3D graphics have been displayed
in attract mode will result in a PowerPC crash before the stage loads.  This is
caused by an unknown emulation bug.  Simply wait until the Darth Vader sequence
appears before attempting to start a game.

If 'Star Wars Trilogy' is booting directly into the stage select screen, it is
probably because you exited Supermodel with credits still in the machine.
Clear the NVRAM (Alt-N) and reset the game (Alt-R).


Sega Rally 2
------------

As with 'Star Wars Trilogy', you may experience problems if you attempt to 
start a game before any 3D graphics are displayed (for example, during the Sega
logo).

The region can be changed by entering the test menu (press the Test button) and
then pressing the Service button four times for short durations, twice for long
durations, twice for short durations, and once again for a long duration.


Spikeout and Spikeout Final Edition
-----------------------------------

These games can be played all the way through but may lock up during the
attract mode.  There are periodic texture glitches due to Supermodel's
inadequate texture caching system and possibly also due to a texture offset
bug.


The Lost World
--------------

To reload, the light gun must be pointed off-screen by pressing (and holding)
the 'off-screen' button and, simultaneously, pressing the trigger to shoot.
This behavior can be changed with the 'InputAutoTrigger' setting in the
configuration file.

The region can be changed by entering the test menu (press the Test button) and
pressing: Start, Start, Service, Start, Service, Test.  Use the player 1 Start
button.


Virtua Fighter 3
----------------

The game is playable but there are numerous graphical glitches, particularly 
during transition scenes.


Virtua Striker 2 '98 (Step 1.5 and 2.0 versions)
------------------------------------------------

The Virtua Striker games all run very slowly for an unknown reason.

The region can be changed by entering the test menu (press the Test button)
and, in the 'Game Assignments' menu, performing the following sequence:

    1. Press the Service button once for about 5 seconds.
    2. Press the Service button three times shortly.
    3. Press the Service button again one time for about 5 seconds.


==============================
  11. Merging Split ROM Sets
==============================

ROMs that are split into parent and child sets (eg., 'Scud Race Plus', whose
parent ROM set is 'Scud Race') must be combined into a single ZIP file.  ROM
files from the parent set that have the same IC numbers (usually the file 
extension but sometimes the number in the file name itself) as child ROMs
should be deleted, otherwise Supermodel may choose to load the parent game. 

For example, 'Scud Race Plus' is normally distributed containing only the
following files:

    epr-20092a.17
    epr-20093a.18
    epr-20094a.19
    epr-20095a.20
    epr-20096a.21
    mpr-20097.13
    mpr-20098.14
    mpr-20099.15
    mpr-20100.16
    mpr-20101.24
    
To merge with the parent ROM set, copy over all files from 'Scud Race' except
those with extension numbers 17-21, 13-16, and 24.  Some 'Scud Race Plus' ROM
sets may have 'mpr-20101.23' instead of 'mpr-20101.24'.  They are the same file
and in both cases should replace the file with extension 24 from 'Scud Race'
('mpr-19671.24').


==============================
  12. The Configuration File
==============================

Supermodel reads configuration settings from 'Supermodel.ini' located in the
'Config' subdirectory.  If Supermodel was installed properly, a default file
should have been created.  When starting up, Supermodel parses settings in the
following order:

    1. Global settings are read from 'Supermodel.ini'.  These include input
       mappings and apply to all games.
    2. If the ROM set was loaded correctly, game-specific settings are read
       from 'Supermodel.ini', overriding settings from step 1.
    3. Command line options are applied, overriding settings from the previous
       steps.
       
In other words, command line options have the highest precedence, followed by
game-specific settings, and lastly, global settings.

An index of all allowed settings is provided further below in this document.

NOTE: Type carefully!  Supermodel will not report syntax errors nor detect 
typos.  Carefully read the discussion of the file syntax below.  To verify that
your intended settings are taking effect, check the 'error.log' file that is
produced by Supermodel during each run.


File Structure and Syntax
-------------------------

The configuration file is a list of settings grouped by sections.  All setting
names and their arguments are case sensitive.  They take the form:

    Name = Argument
    
Only one setting per line is allowed.  Only two types of arguments are allowed:
integers and strings.  The choice of which to use is determined by the setting.
Integers can be negative.  Strings can contain any characters and are enclosed
by double quotes.  Examples:

    IntegerSetting1 = 0
    IntegerSetting2 = 65536
    IntegerSetting3 = -32768
    StringSetting1 = "This is a string."
    StringSetting2 = "123"
    StringSetting3 = "1+1, abc, these are all valid characters!"

Many settings are simply boolean variables expecting an integer value of either
0 (disabled) or 1 (enabled).  Some settings require values and others take 
strings for file names or input mappings.

Section names appear in between square brackets on their own lines.

    [ SectionName ]
    
Settings that appear at the beginning of the file without a preceeding section
are automatically assigned to 'Global'.

Comments begin with a semicolon and extend until the end of the line.

    ; This is a comment.


Global and Game-Specific Sections
---------------------------------

Sections determine whether settings are applied globally, to all games, or to
specific games.  Game-specific settings will override global settings and can
be used to tune Supermodel on a game-by-game basis.  Global settings must be
placed in the 'Global' section and game-specific settings in sections named
after the ROM sets.  ROM sets must be typed in lower case and use the MAME
(http://www.mamedev.org) naming convention.  They can be obtained by running
'supermodel -print-games'.

Input mappings are special.  They are only read from the 'Global' section!

In the example below, custom configurations are created for 'Scud Race' and
'The Lost World'.  All other games will use the global settings.

    [ Global ]
    
    ; Run full screen at 1024x768
    XResolution = 1024
    YResolution = 768
    FullScreen = 1

    ; Scud Race
    [ scud ]
    
    ; Run at 1080p
    XResolution = 1920
    YResolution = 1080
    
    ; Music is too quiet by default
    SoundVolume = 50
    MusicVolume = 200
    
    ; The Lost World
    [ lostwsga ]
    
    PowerPCFrequency = 25   ; run PowerPC at 25 MHz

In this example, only 'Scud Race' will run at 1920x1080.  All other games will
use 1024x768.  'Scud Race' will also have altered volume settings.  'The Lost
World' will be run with a lower PowerPC frequency but all other games will use
the default.


Input Mappings
--------------

Input mappings are specified with strings that have their own internal syntax.
They may only be specified in the 'Global' section and are ignored elsewhere.

A mapping may be specified in one of the following three ways:

    KEY_XXX     For a key XXX on a keyboard (eg. KEY_A, KEY_SPACE, KEY_ALT).

    MOUSE_XXX   For a mouse axis (X or Y), wheel, or button (1-5) (eg.
                MOUSE_XAXIS, MOUSE_WHEEL_UP, MOUSE_BUTTON3).

    JOY1_XXX    For a joystick axis (X, Y, Z, RX, RY, RZ), POV controller 
    JOY2_XXX    (1-4), or button (1-12) (e.g. JOY1_XAXIS, JOY3_POV2_UP,
    ...         JOY2_BUTTON4).
 
Joysticks, including game pads and steering wheels, are numbered from 1 on up.
Their ordering is system dependent and if controllers are swapped between
invocations of Supermodel, then the ordering may change.  If the number is 
omitted then the mapping applies to all joysticks, eg. JOY_BUTTON1 means button
1 on any attached joystick.

In addition to the above, when using the Raw Input system on Windows (command 
line option '-input-system=rawinput') it is possible to refer to a particular
mouse or keyboard by including its number in the mapping, eg. KEY2_A or 
MOUSE3_XAXIS.  This allows the independent mapping of dual mice or dual light
guns (which present themselves as mice to Supermodel) for 'The Lost World'.

Mappings may be combined with a plus '+' or a comma ',' and negated with an
exclamation mark '!'.  The plus signifies that both mappings must be active to
trigger the input and the comma means that just one needs to be active.  The
exclamation mark means that a mapping must not be active.

Of the above the comma is the most useful.  It allows the mapping of several
different control methods to a single input.  For example, both a keyboard and 
a joystick could be mapped to the same input.  When combining mappings in this
way, the ordering is important as mappings earlier in the list will take 
precedence over later ones (see example 3 below).

When an axis is mapped to a digital input, its direction must be qualified with
a _POS or _NEG after the axis name.  For example, JOY1_XAXIS_NEG indicates that
joystick 1 must be pushed left (negative direction) in order to activate the 
input.  Additionally, the following shortcuts are provided for some common 
joystick axis directions:

    JOY1_LEFT  is the same as JOY1_XAXIS_NEG
    JOY1_RIGHT is the same as JOY1_XAXIS_POS
    JOY1_UP    is the same as JOY1_YAXIS_NEG
    JOY1_DOWN  is the same as JOY1_YAXIS_POS

Another axis manipulator is _INV.  This inverts an axis when it is mapped to an
analog input.  JOY1_YAXIS_INV could be used for example to invert the y-axis
of joystick 1 in Star Wars Trilogy so that it acts like a plane's yoke.

Examples:

    1. InputLeft = "KEY_LEFT,JOY1_LEFT"  

        Digital input InputLeft will be triggered whenever the left arrow key 
        is pressed or joystick 1 is pushed left.

    2. InputStart1 = "KEY_ALT+KEY_S"

        Both Alt and S must be pressed at the same time in order to trigger the 
        digital input InputStart1 (player 1 Start button).

    3. InputSteering = "JOY1_XAXIS,MOUSE_XAXIS"

        Analog steering can be controlled with either the joystick or by moving
        the mouse.  Due to the ordering used, the joystick will take preference
        and so the mouse can only control the steering when the joystick is 
        released.

The complete list of input mappings can be found in the settings index below or
by generating a configuration file using '-config-inputs'.


Controller Settings
-------------------

Several settings are available to fine tune the way Supermodel handles 
controllers.


Keyboard Settings:

The rate at which analog controls' values increase or decrease when controlled 
by a key can be set with the InputyKeySensitivity option.  It takes a value in 
the range 1-100, with 100 being the most sensitive (fastest response) and 1 
being the least sensitive (slowest response).  The default value is 25.

The speed with which analog controls return to their rest or 'off' values after
a key has been released is configured with InputKeyDecaySpeed.  This takes a 
value in the range 1-200 and is expressed as a percentage of the attack speed.
The default setting is 50, which means that analog controls take twice as long 
to return to their off values as they do to reach their maximum and minimum 
values.


Mouse Settings:

For a mouse it is possible to specify a rectangular area in the center of 
Supermodel's display within which the mouse is considered to be inactive.  The
width and height of this zone is set with the options 'InputMouseXDeadZone' and
'InputMouseYDeadZone'.  They are expressed as a percentage 0-99 of the width
and height of the display.  The default value is 0 which disables this option.


Joystick Options:

Each joystick axis has a set of parameters that can be configured and these are
given below.  The joystick number and axis name (X, Y, Z, RX, RY, or RZ) must
be substituted in for '**' like so: InputJoy1XDeadZone.  If the joystick number
is omitted, then the option becomes the default for all joysticks, eg.
InputJoyYSaturation.

InputJoy**Deadzone: The dead zone of a joystick axis is the size of the zone 
around its central or 'off' position within which the axis is considered to be
inactive.  It is important to specify this since joysticks rarely return to 
their perfect center when released.  The dead zone is expressed as a percentage
0-99 of the total range of the axis and the default value is 2%.

InputJoy**Saturation: The saturation of a joystick axis is the point at which
the axis is considered to be at its most extreme position.  It can be thought
of as a measure of the sensivity of the axis.  Like the dead zone, it is 
expressed as a percentage of the axis range but its value may be larger than 
100, up to a maximum of 200.  A value of 50 means that the joystick only needs 
to be moved halfway in order for Supermodel to see it as fully extended.  
Conversely a value of 200 means that when the joystick is at its extreme 
position Supermodel will see it as only halfway.  The default sensitivity is
100%, which corresponds to a 1-to-1 mapping.  For playing driving games with a
game pad, it is sometimes a good idea to use a value larger than 100% so that 
the steering feels less sensitive on a thumbstick.

InputJoy**MinVal, InputJoy**OffVal, InputJoy**MaxVal: Normally a joystick axis 
will send values to Supermodel that fall within the range -32768 to +32767, 
with 0 representing the central or 'off' position.  However, in some cases an 
axis may behave differently.  This has been observed with certain steering 
wheels that have their pedals configured in a 'split axis' mode.  The pedals 
invert their range so that they send -32768 when released and +32767 when fully
depressed.  In order for Supermodel to be able to handle such cases the 
minimum, off, and maximum values of the axis can be specified with these three
options.  The default values are MinVal -32768, OffVal 0, and MaxVal 32767 but
with the pedal example just given, they would need to be set to MinVal 32767,
OffVal 32767, and MaxVal -32768.

In most cases it will be unecessary to alter the DeadZone, MinVal, OffVal, and 
MaxVal options by hand as calibrating a joystick axis from within the input 
configuration screens of Supermodel will set them automatically.  Only the 
sensitivity option is not configured in this way.


Additional Options:

InputAutoTrigger, InputAutoTrigger2: When playing light gun games such as 'The
Lost World', the gun must be pointed off-screen and then fired in order to 
reload.  With a mouse and the default mappings, this requires clicking both the
right and left mouse buttons.  In order to be able to reload the gun with just
a single click of the right mouse button, enable these options for players 1 
and 2 by setting them to 1.  By default they are disabled (value 0).

Enabling these options is also recommended when playing with PC light guns as
these often map the action "point off screen and press trigger" to a single 
right mouse button click.  Supermodel has been tested successfully with 
UltiMarc's AimTrak light-guns.  In order to use dual PC light-guns for two 
player games, the Raw Input system must be selected with the command line 
option '-input-system=rawinput' and the input mappings configured for each gun.


=====================================
  13. Index of Command Line Options
=====================================

All valid command line settings are listed here, ordered by category.  Defaults
are given under the assumption that they have not been changed in the 
configuration file.

Square brackets ('[' and ']') indicate optional parameters.  Angled brackets
('<' and '>') indicate mandatory parameters.  Do not type the brackets.  No 
spaces may appear inside of an option.  For example, 'supermodel game.zip
-ppc-frequency=25' is correct but 'supermodel game.zip -ppc-frequency = 25' is
not.  All options are case sensitive.


    Option:         -?
                    -h
    
    Description:    Prints a message with an overview of the command line 
                    options and how to run Supermodel.
                    
    ----------------
    
    Option:         -print-games
    
    Description:    Lists all supported ROM sets.  Not all supported ROM sets
                    are playable yet.
    
    ----------------
    
    Option:         -no-threads
    
    Description:    Disables multi-threading.  When enabled (the default), the
                    PowerPC, graphics rendering, and user interface are run in
                    one thread, sound emulation in a second thread, and the 
                    drive board in a third.  It is enabled by default.  On 
                    single-core systems, multi-threading adds overhead and 
                    slows Supermodel down but can make audio sound a bit 
                    smoother.
    
    ----------------
    
    Option:         -ppc-frequency=<f>
    
    Description:    Sets the PowerPC frequency in MHz.  The default is 50. 
                    Higher frequencies will allow games to do more processing
                    per frame, making them run faster in 'virtual' time, but 
                    may slow down Supermodel on weaker computers.  Supermodel's
                    performance can frequently be improved by lowering the
                    PowerPC frequency (25 MHz works in many games).  In some
                    games, this will cause timing problems and jerky 
                    performance.  The optimum frequency will vary from game to
                    game and system to system.  Valid values for <f> are 1 to 
                    1000.
    
    ----------------
    
    Option:         -fullscreen
    
    Description:    Runs in full screen mode.  The default is to run in a
                    window.
    
    ----------------
    
    Option:         -no-throttle
    
    Description:    Disables 60 FPS throttling.  The Model 3 runs at a 60 Hz
                    refresh rate, which Supermodel enforces if this option is 
                    omitted.  Unthrottled operation may not work on some 
                    systems because graphics drivers may lock the refresh rate
                    on their own.
    
    ----------------
    
    Option:         -print-gl-info
    
    Description:    Prints OpenGL driver information and quits.
    
    ----------------
    
    Option:         -res=<x>,<y>
    
    Description:    Resolution of the display in pixels, with <x> being width
                    and <y> being height.  The default is 496x384, the Model 
                    3's native resolution.
    
    ----------------
    
    Option:         -show-fps
    
    Description:    Shows the frame rate in the window title bar.
    
    ----------------
    
    Option:         -frag-shader=<file>
                    -vert-shader=<file>
                    
    Description:    Allows external fragment and vertex shaders to be used for
                    3D rendering.  <file> is the file path.  Files should be 
                    ASCII text files containing GLSL source code.  The file 
                    extension is not important.  By default, Supermodel's 
                    internal shader programs are used.  These options are 
                    intended for future extensibility and for use by 
                    developers.
    
    ----------------
    
    Option:         -flip-stereo
    
    Description:    Swaps the left and right audio channels.
    
    ----------------
    
    Option:         -no-dsb
    
    Description:    Disables Digital Sound Board (MPEG music) emulation.  See
                    the section on audio settings for more information.
    
    ----------------
    
    Option:         -no-sound
    
    Description:    Disables sound board (sound effects) emulation.  See the
                    section on audio settings for more information.
    
    ----------------
    
    Option:         -music-volume=<v>
                    -sound-volume=<v>
    
    Description:    Specifies the volume of MPEG music produced by the Digital
                    Sound Board and the audio produced by the sound board in 
                    percent.  The default is 100, which is full volume, and the
                    valid range of <v> is 0 (muted) to 200.  See the section on
                    audio settings for more information.
    
    ----------------
    
    Option:         -config-inputs
    
    Description:    Launches the interacive input configuration utility in the
                    command prompt window.  Allows controls to be remapped.
                    See the section on controls for more information.
    
    ----------------
    
    Option:         -force-feedback
    
    Description:    Enables force feedback.  Force feedback is only supported
                    in a few games (see the section on force feedback for more
                    details).  Available only on Windows.
    
    ----------------
    
    Option:         -input-system=<s>
    
    Description:    Sets the input system.  This is only available on Windows,
                    where the default is 'dinput' (DirectInput).  SDL is used
                    for all other platforms.  Valid choices for <s> are:
                    
                        dinput      DirectInput.
                        xinput      XInput
                        rawinput    Raw Input.
                        sdl         SDL.
                        
                    See the section on input systems for more details.
    
    ----------------
    
    Option:         -print-inputs
    
    Description:    Prints the current input configuration.


============================================
  14. Index of Configuration File Settings
============================================

All valid configuration file settings are listed here, ordered by category.
Please read the section describing the configuration file for more information.

All settings are case sensitive.

    
    Name:           MultiThreaded
    
    Argument:       Integer.
    
    Description:    If set to 1, enables multi-threading; if set to 0, runs all
                    emulation in a single thread.  Read the description of the
                    '-no-threads' command line option for more information.
                    
    ----------------
    
    Name:           PowerPCFrequency
    
    Argument:       Integer.
    
    Description:    The PowerPC frequency in MHz.  The default is 50.  
                    Equivalent to the '-ppc-frequency' command line option.
                    
    ----------------
    
    Name:           FullScreen
    
    Argument:       Integer.
    
    Description:    If set to 1, runs in full screen mode; if set to 0, runs in
                    a window.  Disabled by default.  Equivalent to the 
                    '-fullscreen' command line option.

    ----------------
    
    Name:           ShowFrameRate
    
    Argument:       Integer.
    
    Description:    Shows the frame rate in the window title bar when set to 1.
                    If set to 0, the frame rate is not computed.  Disabled by
                    default.  Equivalent to the '-show-fps' command line
                    option.

    ----------------
    
    Name:           Throttle
    
    Argument:       Integer.
    
    Description:    Controls 60 FPS throttling.  It is enabled by setting to 1
                    and disabled by setting to 0.  For more information, read
                    the description of the '-no-throttle' command line option.

    ----------------
    
    Name:           XResolution
                    YResolution
    
    Argument:       Integer.
    
    Description:    Resolution of the display in pixels.  The default is
                    496x384, the Model 3's native resolution.  Equivalent to
                    the '-res' command line option.

    ----------------
    
    Name:           FragmentShader
                    VertexShader
    
    Argument:       String.
    
    Description:    Path to the external fragment or vertex shader file to use
                    for 3D  rendering.  By default, these are not set and the 
                    internal default shaders are used.  These are equivalent to
                    the '-frag-shader' and '-vert-shader' command line options.

    ----------------
    
    Name:           EmulateDSB
    
    Argument:       Integer.
    
    Description:    Emulates the Digital Sound Board if set to 1, disables it
                    if set to 0.  See the section on audio settings for more
                    information.  A setting of 0 is equivalent to the 
                    '-no-dsb' command line option. 

    ----------------
    
    Name:           EmulateSound
    
    Argument:       Integer.
    
    Description:    Emulates the sound board and its two Sega Custom Sound 
                    Processors if set to 1, disables it if set to 0.  See the
                    section on audio settings for more information.  A setting
                    of 0 is equivalent to the '-no-sound' command line option.
    
    ----------------
    
    Name:           FlipStereo
    
    Argument:       Integer.
    
    Description:    Swaps the left and right stereo channels if set to 1.  If
                    set to 0, outputs the channels normally.  Disabled by
                    default.  A setting of 1 is equivalent to using the 
                    '-flip-stereo' command line option.
                    
    ----------------
    
    Name:           MusicVolume
                    SoundVolume
    
    Argument:       Integer.
    
    Description:    Specifies the volume of MPEG music produced by the Digital
                    Sound Board and the audio produced by the sound board in 
                    percent.  The default is 100, which is full volume, and the
                    valid range is 0 (muted) to 200%.  See the section on audio
                    settings for more information.  The equivalent command line
                    options are '-music-volume' and '-sound-volume'.

    ----------------
    
    Name:           ForceFeedback
    
    Argument:       Integer.
    
    Description:    If set to 1, enables force feedback emulation; if set to 0,
                    disables it (the default behavior).  Equivalent to the 
                    '-force-feedback' command line option.  Available only on 
                    Windows.
    
    ----------------
    
    Name:           DirectInputConstForceMax
                    DirectInputFrictionMax
                    DirectInputSelfCenterMax
                    DirectInputVibrateMax
    
    Argument:       Integer value.
    
    Description:    Sets strength of the four DirectInput force feedback
                    effects in percent.  Default is 100, indicating full 
                    strength.  Values exceeding 100% will distort the effects.
                    Available only on Windows.
    
    ----------------
    
    Name:           XInputConstForceMax
                    XInputVibrateMax
    
    Argument:       Integer value.
    
    Description:    Sets strength of XInput force feedback effects in percent.
                    Default is 100, indicating full strength.  Values exceeding
                    100% will distort the effects.  The constant force effect 
                    is simulated using vibration.  Available only on Windows.
    
    ----------------
    
    Name:           XInputConstForceThreshold
    
    Argument:       Integer value.
    
    Description:    Minimum strength above which a Model 3 constant force
                    command will be simulated on an XInput device.  
                    XInputConstForceMax determines the vibration strength for
                    this effect.  The default value is 30.  Available only on
                    Windows.
                    
    ----------------
        
    Names:          InputStart1
                    InputStart2
                    InputCoin1
                    InputCoin2
                    InputServiceA
                    InputServiceB
                    InputTestA
                    InputTestB
                
    Argument:       String.
    
    Description:    Mappings for common inputs: player 1 and 2 Start buttons,
                    both coin slots, and both Service and Test buttons.  Can
                    only be set in the 'Global' section.
                    
    ----------------
                    
    Names:          InputJoyDown
                    InputJoyDown2
                    InputJoyLeft
                    InputJoyLeft2
                    InputJoyRight
                    InputJoyRight2
                    InputJoyUp
                    InputJoyUp2
    
    Argument:       String.
    
    Description:    Mappings for 4-way digital joysticks (players 1 and 2).
                    These controls appear in 'Virtua Fighter 3', 'Fighting
                    Vipers 2', 'Spikeout', etc.  Can only be set in the
                    'Global' section.
    
    ----------------
    
    Names:          InputEscape
                    InputEscape2
                    InputGuard
                    InputGuard2
                    InputKick
                    InputKick2
                    InputPunch
                    InputPunch2
    
    Argument:       String.
    
    Description:    Mappings for fighting game buttons (players 1 and 2).  Can
                    only be set in the 'Global' section.

    ----------------
    
    Names:          InputBeat
                    InputCharge
                    InputJump
                    InputShift
    
    Argument:       String.
    
    Description:    Mappings for 'Spikeout' and 'Spikeout Final Edition'
                    buttons.  Can only be set in the 'Global' section.
                    
    ----------------
    
    Name:           InputLongPass
                    InputLongPass2
                    InputShortPass
                    InputShortPass2
                    InputShoot
                    InputShoot2
    
    Argument:       String.
    
    Description:    Mappings for the 'Virtua Striker 2' series of games
                    (players 1 and 2).  Can only be set in the 'Global' 
                    section.
                    
    ----------------
                    
    Name:           InputSteering
    
    Argument:       String.
    
    Description:    Mapping for the analog steering wheel axis, used in all 
                    driving games.  Can only be set in the 'Global' section.
    
    ----------------
    
    Name:           InputSteeringLeft
                    InputSteeringRight
    
    Argument:       String.
    
    Description:    Mappings for digital control of the steering wheel, 
                    intended for users who do not have an analog controller.
                    Can only be set in the 'Global' section.
                    
    ----------------
    
    Name:           InputBrake
                    InputAccelerator
    
    Argument:       String.
    
    Description:    Mappings for brake and accelerator pedals used in driving
                    games.  These are analog axes but can also be mapped to
                    digital inputs if needed.  Can only be set in the 'Global'
                    section.
                    
    ----------------
    
    Name:           InputGearShift1
                    InputGearShift2
                    InputGearShift3
                    InputGearShift4
                    InputGearShiftN
    
    Argument:       String.
    
    Description:    Mappings for the gear box used in driving games.  In games
                    with only two gears (e.g. 'Le Mans 24'), InputGearShift1
                    maps to 'Up' and InputGearShift2 to 'Down'.  A neutral 
                    position can also be selected.  Can only be set in the
                    'Global' section.
                    
    ----------------
    
    Name:           InputGearShiftDown
                    InputGearShiftUp
    
    Argument:       String.
    
    Description:    Mappings for sequential shifting.  These allow gears to be
                    selected sequentially: N, 1, 2, 3, 4.  Can only be set in
                    the 'Global' section.

    ----------------
                                            
    Name:           InputVR1
                    InputVR2
                    InputVR3
                    InputVR4
    
    Argument:       String.
    
    Description:    Mappings for the 'VR' (color-coded view select) buttons in
                    racing games (e.g. 'Scud Race', 'Daytona USA 2', etc.)  Can
                    only be set in the 'Global' section.
    
    ----------------
    
    Name:           InputViewChange
    
    Argument:       String.
    
    Description:    Mapping for the view change button used in 'Sega Rally 2',
                    'Dirt Devils', and 'Emergency Car Ambulance'.  Can only be
                    set in the 'Global' section.
    
    ----------------
    
    Name:           InputHandBrake
    
    Argument:       String.
    
    Description:    Mapping for the hand brake button used in 'Sega Rally 2'.
                    Can only be set in the 'Global' section.

    ----------------
    
    Name:           InputTwinJoyCrouch
                    InputTwinJoyForward
                    InputTwinJoyJump
                    InputTwinJoyReverse
                    InputTwinJoyStrafeLeft
                    InputTwinJoyStrafeRight
                    InputTwinJoyTurnLeft
                    InputTwinJoyTurnRight
    
    Argument:       String.
    
    Description:    Mappings for 'macro' commands for 'Virtual On Oratorio
                    Tangram'.  These allow movements to be mapped to single
                    digital inputs and do not require the use of two joysticks.
                    Can only be set in the 'Global' section.
    
    ----------------
    
    Name:           InputTwinJoyDown1
                    InputTwinJoyDown2
                    InputTwinJoyLeft1
                    InputTwinJoyLeft2
                    InputTwinJoyRight1
                    InputTwinJoyRight2
                    InputTwinJoyUp1
                    InputTwinJoyUp2
    
    Argument:       String.
    
    Description:    Mappings for the individual joysticks used by 'Virtual On
                    Oratorio Tangram'.  The left stick is stick #1 and the
                    right stick is #2.  Can only be set in the 'Global' 
                    section.
                    
    ----------------
    
    Name:           InputTwinJoyShot1
                    InputTwinJoyShot2
                    InputTwinJoyTurbo1
                    InputTwinJoyTurbo2
    
    Argument:       String.
    
    Description:    Mappings for the shot (trigger) and turbo buttons located
                    on the left (1) and right (2) joysticks in 'Virtual On
                    Oratorio Tangram'.  Can only be set in the 'Global' 
                    section.
                    
    ----------------
    
    Name:           InputAnalogJoyDown
                    InputAnalogJoyLeft
                    InputAnalogJoyRight
                    InputAnalogJoyUp
    
    Argument:       String.
    
    Description:    Mappings for digital control of the analog joystick used in
                    'Star Wars Trilogy'.  Two inputs are provided for the two
                    directions available on each axis.  Can only be set in the
                    'Global' section.
    
    ----------------
    
    Name:           InputAnalogJoyX
                    InputAnalogJoyY
    
    Argument:       String.
    
    Description:    Mappings for X and Y axes of the analog joystick in 'Star
                    Wars Trilogy'.  Can only be set in the 'Global' section.
    
    ----------------
    
    Name:           InputAnalogJoyTrigger
                    InputAnalogJoyEvent
    
    Argument:       String.
    
    Description:    Mappings for the trigger and Event button in 'Star Wars
                    Trilogy'.  Can only be set in the 'Global' section.
                    
    ----------------
    
    Name:           InputGunDown
                    InputGunDown2
                    InputGunLeft
                    InputGunLeft2
                    InputGunRight
                    InputGunRight2
                    InputGunUp
                    InputGunUp2
    
    Argument:       String.
    
    Description:    Mappings for digital control of the light guns in 'The Lost
                    World'.  Inputs for motion in each direction are provided.
                    Can only be set in the 'Global' section.
                    
    ----------------
    
    Name:           InputGunX
                    InputGunX2
                    InputGunY
                    InputGunY2
    
    Argument:       String.
    
    Description:    Mappings for both analog axes of the light guns in 'The
                    Lost World'.  Can only be set in the 'Global' section.

    ----------------
    
    Name:           InputOffscreen
                    InputOffscreen2
                    InputTrigger
                    InputTrigger2
    
    Argument:       String.
    
    Description:    Mappings for the light gun triggers and off-screen
                    controls in 'The Lost World'.  The off-screen button aims
                    the light gun off-screen while it is pressed, which makes
                    re-loading possible.  Can only be set in the 'Global' 
                    section.

    ----------------
    
    Name:           InputAutoTrigger
                    InputAutoTrigger2
    
    Argument:       Integer.
    
    Description:    When set to 1, the off-screen button will also 
                    automatically reload (no need to pull the trigger).  Can 
                    only be set in the 'Global' section.
                    
    ----------------
    
    Name:           InputKeySensitivity
    
    Argument:       Integer.
    
    Description:    The rate at which analog control values increase/decrease
                    when controlled by a key.  Valid range is 1-100, with 1
                    being the least sensitive (slowest response).  The default
                    is 25.  Can only be set in the 'Global' section.
                    
    ----------------
    
    Name:           InputKeyDecaySpeed
    
    Argument:       Integer.
    
    Description:    The rate at which analog control values return to their
                    rest or 'off' position after a key has been released.  The
                    value is expressed as a percentage of the attack speed,
                    ranging from 1-200.  The default is 50, meaning analog
                    controls take twice as long to return to their rest state
                    as they do to reach their minimum/maximum values.  Can only
                    be set in the 'Global' section.
    
    ----------------
    
    Name:           InputMouseXDeadZone
                    InputMouseYDeadZone
    
    Argument:       Integer.
    
    Description:    Specifies a rectangular region in the center of the display
                    within which the mouse is considered inactive.  Expressed
                    as percentages, from 0-99, of the width and height of the
                    display.  The default values are 0, which disable this
                    option.  Can only be set in the 'Global' section.
                    
    ----------------
    
    Name:           InputJoy**DeadZone
    
    Argument:       Integer.
    
    Description:    '**' must be the joystick number and axis (eg. '1X', '2RZ',
                    etc.).  If the joystick number is omitted, the setting will
                    apply to all joysticks.  Specifies the dead zone as a
                    percentage, 0-99, of the total range of the axis.  Within
                    the dead zone, the joystick is inactive.  This is useful
                    for joysticks that are 'noisy' when at rest.  Can only be
                    set in the 'Global' section.
                    
    ----------------
    
    Name:           InputJoy**Saturation
    
    Argument:       Integer.
    
    Description:    '**' must be the joystick number and axis (eg. '1X', '2RZ',
                    etc.).  If the joystick number is omitted, the setting will
                    apply to all joysticks.  Specifies the saturation, the 
                    position at which the joystick is interpreted as being in
                    its most extreme position, as a percentage of the total 
                    range of the axis, from 0-200.  Values exceeding 100% mean
                    the axis will not use its full range.  A value of 200 means
                    that the range will be halved (fully pressed will only 
                    register as 50%).  The default is 100, a 1-to-1 mapping.
                    Can only be set in the 'Global' section.
    
    ----------------
    
    Name:           InputJoy**MinVal
                    InputJoy**MaxVal
                    InputJoy**OffVal
    
    Argument:       Integer.
    
    Description:    '**' must be the joystick number and axis (eg. '1X', '2RZ',
                    etc.).  If the joystick number is omitted, the setting will
                    apply to all joysticks.  Specifies the maximum, minimum, or
                    offset value of an axis.  The range is -32768 to 32768.  By
                    default, MinVal is -32768, OffVal is 0, and MaxVal is 
                    32767.  Can only be set in the 'Global' section.
    

=================================
  15. Compiling the Source Code
=================================

First, ensure that OpenGL, SDL (http://www.libsdl.org), and zlib
(http://zlib.net) are installed. GLEW (http://glew.sourceforge.net) is
included in the source tree and does not need to be installed separately.

Next, extract the Supermodel source code and copy the appropriate Makefile 
from the Makefiles/ directory to the base directory (that is, the one above
Src/ and Makefiles/).  Makefiles for 32-bit Windows (Microsoft Visual C++ 
2008), Linux/UNIX (GCC), and Mac OS X (GCC) are provided, all requiring GNU
Make.  For Windows developers, MinGW (http://www.mingw.org) provides GNU Make.
Alternatively, you can write a Makefile compatible with Microsoft Nmake and 
submit it for inclusion in the next release. ;)  Consult the Visual Studio 
documentation to learn how to configure the Microsoft compiler for command line
operation.

Edit SDL_LIBPATH and SDL_INCLUDEPATH to reflect the location of the SDL
development library and header files.  This should only be necessary for 
Windows.  The UNIX and Mac OS X Makefiles should be able to automatically
locate SDL if it was installed properly.

On Windows, Supermodel is compiled with the multi-threaded, static version of
the run-time library (/MT option).  However, the SDL and zlib development 
libraries, and the SDL run-time DLL, are distributed for use with the dynamic
run-time (/MD option).  They must all be recompiled using /MT to work with 
Supermodel.  Alternatively, Supermodel's Makefile can be edited to use the /MD
option.

When everything is ready, rename the appropriate Makefile to 'Makefile' and run
'make'.  If all goes well it should produce a Supermodel binary.


===========================
  16. Contact Information
===========================

The official Supermodel web site is:

    http://www.Supermodel3.com
    
Questions?  Comments?  Contributions?  Your feedback is welcome!  A discussion
forum is available at the web site and the primary author, Bart Trzynadlowski,
can be reached by email at:

    supermodel.emu@gmail.com
    
We ask that you remain mindful of the following courtesies:

    - Do NOT ask about ROMs.
    - Do NOT request features.
    - Do NOT ask about release dates of future versions.


=======================
  17. Acknowledgments
=======================

Numerous people contributed their precious time and energy to this project.
Without them, Supermodel would not have been possible.  In no particular order,
we would like to thank:

    - Ville Linde, original Supermodel team member and MAMEDev extraordinaire
    - Stefano Teso, original Supermodel team member
    - ElSemi, for all sorts of technical information and insight
    - R. Belmont, for DSB code and modified Amp library from his music player,
      M1, and the Mac OS X port
    - Naibo Zhang, for his work on Model 3 graphics
    - krom, for adding in the remaining ROM sets
    - Andrew Lewis (a.k.a. Andy Geezer), for dumping the drive board ROMs and
      providing region codes
    - The Guru, for his efforts in dumping Model 3 ROM sets
    - Abelardo Vidal Martos, for providing extremely useful video recordings of
      actual Model 3 games
    - Andrew Gardner, for fruitful discussion
    - Chad Reker, Alex Corrigan, pcvideogamer, and Groni, for being especially
      thorough play-testers
    - Charles MacDonald, for his helpful description of the System 24 tile 
      generator

Supermodel includes code from the following projects:

    - zlib:                     http://zlib.net
    - minizip:                  http://www.winimage.com/zLibDll/minizip.html
    - YAZE-AG:                  http://www.mathematik.uni-ulm.de/users/ag/yaze/
    - Amp by Tomislav Uzalec
    - The OpenGL Extension Wrangler Library (GLEW):  
                                http://glew.sourceforge.net
    
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.

Redistribution and use in source and binary forms, with or without 
modification, are permitted provided that the following conditions are met:

* Redistributions of source code must retain the above copyright notice, 
  this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, 
  this list of conditions and the following disclaimer in the documentation 
  and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products 
  derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
