Just got a new version of this emulator, downloading the top-most item on the downloads page. I assume that's the latest.
In the old version, when using the "gun" (as opposed to "analog_gun") input type, reloading is impossible in the Lost World game (lostwsga). Can't do it with keys or mouse clicks (wherever on the screen) or gamepad buttons.
So in this new version, that seems to hold true, so switched it back to the "analog_gun" type (default out of the box, despite the comments in Supermodel.ini, see below). That works, at least for one light gun player (and the other can use the 2P gamepad). But the first player can't switch between the 1P gamepad and the mouse.
In addition, the crosshairs do not show up automatically (am in full screen mode). And when I turn them on, they are not lining up with the "dots" that the game shows natively (or the gunshot effects). It shoots to the right and below the emulator's crosshair. I went in the system menu and ran through the (very confusing) calibration, but that just made it worse, so scrapped the NVRAM and now it is back to almost accurate. IIRC, the aim was perfect WRT to the crosshairs when using the "gun" input type, just couldn't reload.
![Sad :(](./images/smilies/icon_e_sad.gif)
I also tried Ocean Hunter and that one has its own crosshairs and seems to work okay, though my test machine doesn't seem quite up to the task (seems slow overall). Tried LA Machine Guns as well and I think it was working properly as well. Those are the three that share that "analog_gun" input type.
Edit: My test machine (with integrated Intel graphics) is not up to the new 3D engine. Turned that off in the INI and games run much better. So now I can see better that: Ocean Hunter works perfectly; LA Machine Guns has a blue sight looking thing that always stays in the center of the screen. Can't seem to aim at all (of perhaps I'm misunderstanding how the game works?) Lost World is great too, for one light gun and the 2P gamepad. Just that the emulator's cross hair is off by enough to be irritating (to the left and above the actual target).
Anyway, it seems to be working okay overall, despite the dinosaur game malfunctions (if that's what they are). Thanks for making this!
![Smile :)](./images/smilies/icon_e_smile.gif)
Edits:
Any way to put hardware IDs for each mouse (or light gun) in the INI? I thought I once saw a PowerShell script to do just that, but it may have been for an older version. I don't see an input-system entry in this new one (e.g. xinput, rawinput, dinput). It seems to try to support all at once. (?)
Any way to make it so the crosshairs come up for one game and not another? I figured out how to them come up with an INI entry for all, but some games have their own crosshairs.
And maybe I have the wrong ROM version for this game? What version is recommended for this emulator?
One other thing that I've never seen before: Esc closes it when I run it from the command line, but not when run from HyperSpin. No HyperLaunch getting in the way. It just runs it, as it does lots of other well-behaved emulators that support the Esc key to close the window. I believe it works with Esc when launched from CORE as well. Really odd, but I tested it several times. Esc does nothing; have to hit Alt+F4 to get back to HyperSpin. So had to resort to the miserable HyperLaunch AHK thing to launch and close it.
Edit to add answer:
Had windowstate set to HIDDEN in HS. That apparently prevents the Esc from getting through. Not a problem with the emulator.
From HyperSpin log:
Launching Game
12:42:31 AM | Not using HyperLaunch
12:42:31 AM | Running in normal rom mode
12:42:31 AM | Excecutable is Supermodel.exe
12:42:31 AM | Command Line is: "D:\Type R\emulators\Supermodel\Supermodel.exe" "D:\Type R\collections\Sega Model 3\roms\lostwsga.zip" -fullscreen -res=1920,1080
Not sure why I needed the "fullscreen" switch; can that be specified in the INI? And added the "-res" switch, as it prevents it from a jarring change of resolution, which fouls up the second monitor (marquee). Any way to prevent changing the resolution and just going full screen? I played around with various options in the INI (e.g. stretch, wide background, etc.) without any "luck". Perhaps I need to re-read the documentation for this new version.
![Smile :)](./images/smilies/icon_e_smile.gif)
From Supermodel.ini:
; Light guns (Lost World)
InputGunLeft = "KEY_LEFT" ; digital, move gun left
InputGunRight = "KEY_RIGHT" ; digital, move gun right
InputGunUp = "KEY_UP" ; digital, move gun up
InputGunDown = "KEY_DOWN" ; digital, move gun down
InputGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputTrigger = "KEY_QUOTE,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputOffscreen = "KEY_H,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON" ; point off-screen
InputAutoTrigger = 0 ; automatic reload when off-screen
InputGunLeft2 = "KEY_D"
InputGunRight2 = "KEY_G"
InputGunUp2 = "KEY_R"
InputGunDown2 = "KEY_F"
InputGunX2 = "JOY2_XAXIS"
InputGunY2 = "JOY2_YAXIS"
InputTrigger2 = "KEY_A,JOY2_BUTTON1"
InputOffscreen2 = "KEY_S,JOY2_BUTTON2"
InputAutoTrigger2 = 0
; Analog guns (Ocean Hunter, LA Machineguns)
InputAnalogGunLeft = "KEY_LEFT" ; digital, move gun left
InputAnalogGunRight = "KEY_RIGHT" ; digital, move gun right
InputAnalogGunUp = "KEY_UP" ; digital, move gun up
InputAnalogGunDown = "KEY_DOWN" ; digital, move gun down
InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputAnalogTriggerLeft = "KEY_QUOTE,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogTriggerRight = "KEY_H,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogGunLeft2 = "KEY_D"
InputAnalogGunRight2 = "KEY_G"
InputAnalogGunUp2 = "KEY_R"
InputAnalogGunDown2 = "KEY_F"
InputAnalogGunX2 = "JOY2_XAXIS"
InputAnalogGunY2 = "JOY2_YAXIS"
InputAnalogTriggerLeft2 = "KEY_A,JOY2_BUTTON1"
InputAnalogTriggerRight2 = "KEY_S,JOY2_BUTTON2"