Supermodel Latest Builds for Download (currently SVN 886)

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Re: Supermodel Latest Builds for Download (currently SVN 440

Postby Joaquim Gonçalves » Fri Jun 03, 2016 5:40 am

Jiterdomer wrote:Well I have to learn how to compile MAC versions :)


Sorry Jiterdomer. I have no experience to compile on my windows version, i always get a error, and the Visual Studio is pirate. ;)
I don´t understand the hard english on that program, it is too much, maybe a portuguese menu or some tutorial video will give me the right choice to compile supermodel 3.
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Re: Supermodel Latest Builds for Download (currently SVN 440

Postby spotanjo3 » Fri Jun 03, 2016 4:54 pm

Joaquim Gonçalves wrote:
Jiterdomer wrote:Well I have to learn how to compile MAC versions :)


Sorry Jiterdomer. I have no experience to compile on my windows version, i always get a error, and the Visual Studio is pirate. ;)
I don´t understand the hard english on that program, it is too much, maybe a portuguese menu or some tutorial video will give me the right choice to compile supermodel 3.


I totally agreed with you.. A tutorial video for it will be much easier for us. ;)
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Re: Supermodel Latest Builds for Download (currently SVN 447

Postby Jiterdomer » Mon Jun 06, 2016 10:44 pm

First page updated for Arcade Cabinet fans who want SailorSat's lamp interface...
Feel the heartbeat of my machine through this tight seat. I feel every motion of my machine
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Re: Supermodel Latest Builds for Download (currently SVN 447

Postby terminator2k2 » Tue Jun 07, 2016 3:31 am

Jiterdomer wrote:First page updated for Arcade Cabinet fans who want SailorSat's lamp interface...


is there a write up on how the lamps work? what is needed etc? ive had a quick browse on the forums and cant find any info.....
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Re: Supermodel Latest Builds for Download (currently SVN 447

Postby SailorSat » Tue Jun 07, 2016 6:50 am

Start supermodel with the "-outputs=win" argument, then use any tool like mamehooker to catch the data you need (there are the indiviual lamps, as well as the raw drive and lamp data)
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Re: Supermodel Latest Builds for Download (currently SVN 447

Postby terminator2k2 » Tue Jun 07, 2016 7:14 am

cheers for that, but isnt that already implemented in supermodel? ive been using -outputs=win with mame hooker for a while with supermodel but the lamps dont seem to be constant...they sometimes seem to miss a beat or the lamp output seems to be to quick so the lamp doesnt fully light up properly. i thought this was a new piece of software like ramjets vr programme which runs perfect on model 2 emulator.
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Re: Supermodel Latest Builds for Download (currently SVN 447

Postby SailorSat » Wed Jun 08, 2016 2:21 am

terminator2k2 wrote:cheers for that, but isnt that already implemented in supermodel? ive been using -outputs=win with mame hooker for a while with supermodel but the lamps dont seem to be constant...they sometimes seem to miss a beat or the lamp output seems to be to quick so the lamp doesnt fully light up properly. i thought this was a new piece of software like ramjets vr programme which runs perfect on model 2 emulator.


well, I just added the "raw" outputs, which are fed to my DaytonaUSB board via my feedback application.
It should work basicaly the same as before, but it does output all (8!) lamps at once, not one by one - and it outputs the drive board commands.

another reason _MIGHT_ be the emulator still running too fast (60Hz instead of 57.5Hz), thus triggering the lamps faster as intended.

---

note on ramjets vr tool - unless he updated it (and/or is using my rom patch) at least daytona lamps are guesswork based on the current view - which is fine in most cases. also he needs to setup offsets for every game.
sadly, without access to the m2em sourcecode, we cannot get the "real" outputs without cheating anyway - my rom patch reroutes all access to the (unreachable) output ports to some "accessable" memory.
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Re: Supermodel Latest Builds for Download (currently SVN 447

Postby terminator2k2 » Wed Jun 08, 2016 4:10 am

SailorSat wrote:
terminator2k2 wrote:cheers for that, but isnt that already implemented in supermodel? ive been using -outputs=win with mame hooker for a while with supermodel but the lamps dont seem to be constant...they sometimes seem to miss a beat or the lamp output seems to be to quick so the lamp doesnt fully light up properly. i thought this was a new piece of software like ramjets vr programme which runs perfect on model 2 emulator.


well, I just added the "raw" outputs, which are fed to my DaytonaUSB board via my feedback application.
It should work basicaly the same as before, but it does output all (8!) lamps at once, not one by one - and it outputs the drive board commands.

another reason _MIGHT_ be the emulator still running too fast (60Hz instead of 57.5Hz), thus triggering the lamps faster as intended.

---

note on ramjets vr tool - unless he updated it (and/or is using my rom patch) at least daytona lamps are guesswork based on the current view - which is fine in most cases. also he needs to setup offsets for every game.
sadly, without access to the m2em sourcecode, we cannot get the "real" outputs without cheating anyway - my rom patch reroutes all access to the (unreachable) output ports to some "accessable" memory.


you have done some great work on the model 2 stuff utilising the existing drive boards, ive read your threads over on byoac and watched your youtube videos, excellent stuff....
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Re: Supermodel Latest Builds for Download (currently SVN 447

Postby Shekel » Thu Jun 09, 2016 4:33 pm

Jiterdomer, if you unrar and replace this file into Src/Model3, it'll enable anyone to substitute mp2 files for certain game tracks. Supported games are:

Daytona USA 2 / Daytona USA 2: Power Edition
Scud Race / Scud Race Plus
Sega Rally 2
Star Wars Trilogy Arcade
SpikeOut
SpikeOut: Final Edition

The latter 3 games will take your own work to find the music addresses (see thread in Dark Room) but I've mapped most or all of the tracks for the first 3 games and gave them names.

Ideas I've used it for:
Replacing the Daytona 2 music for instrumental versions
Giving Scud Race a new soundtrack (almost complete)
Temporal fix for Sega Rally 2's intro music (play either the instrumental or Japanese tracks) (but also replaces Riviera music as they share the same address)

Ask me if you want any of the above mp2s.

If you want to create your own, you'll need to covert your audio to 32000 Hz mp2 and drop into your supermodel directory as named below. The bitrate for the original mp2 audio is 128 kbps although Bart mentioned the emulator upsamples this(?) I've gone for 192 kbps because any higher seems to make it crackle a bit. You might need to lower the volume of your file, too. Audacity is good for all of this.

Notes:
In your supermodel.ini, make MusicVolume = 100 or less to avoid distortion or clipping.

I would suggest making custom audio a little bit longer than it needs to be, so that you don't hear it looping. There's a nasty squeak otherwise. Think about how long a race takes, if it's 3 minutes or 4. I tripled my custom Scud Race menu loop so that it wouldn't be repeated.

Music "spits" a little bit. Haven't figured out why. Guess it's emulator-related. Was it always like this anyway?

Sega Rally 2 has music tracks on the same address so they're currently difficult to fix. That's Mountain Practise / Snowy Practise and Attract / Riviera / Riviera Practise.

You can't replace the Scud Race intro because it's not an MPEG track.

Track names:
Code: Select all
Daytona USA 2 - Attract.mp2
Daytona USA 2 - Beginner.mp2
Daytona USA 2 - Advanced.mp2
Daytona USA 2 - Expert.mp2
Daytona USA 2 - Attract (Japanese).mp2
Daytona USA 2 - Beginner (Japanese).mp2
Daytona USA 2 - Advanced (Japanese).mp2
Daytona USA 2 - Expert (Japanese).mp2
Daytona USA 2 - How To Play.mp2
Daytona USA 2 - Select.mp2
Daytona USA 2 - Name Entry.mp2
Daytona USA 2 - Ending (Beginner).mp2
Daytona USA 2 - Ending (Advanced).mp2
Daytona USA 2 - Ending (Expert).mp2
Daytona USA 2 - Ending (Expert2).mp2
Daytona USA 2 - Goal (Beginner.)mp2
Daytona USA 2 - Goal (Advanced).mp2
Daytona USA 2 - Goal (Expert).mp2
      
Scud Race - Select.mp2
Scud Race - Super Beginner.mp2
Scud Race - Beginner (Day).mp2
Scud Race - Beginner (Night).mp2
Scud Race - Medium.mp2
Scud Race - Expert.mp2
Scud Race - Goal.mp2
Scud Race - Name Entry.mp2
Scud Race - Ending.mp2

Sega Rally 2 - Attract.mp2
Sega Rally 2 - Attract Japanese.mp2
Sega Rally 2 - Select.mp2
Sega Rally 2 - Desert.mp2
Sega Rally 2 - Mountain.mp2
Sega Rally 2 - Snowy.mp2
Sega Rally 2 - Riviera.mp2 //Duped with attract
Sega Rally 2 - Goal.mp2
Sega Rally 2 - Ending.mp2
Sega Rally 2 - Ranking.mp2
Sega Rally 2 - Game Over.mp2
Sega Rally 2 - Desert Practise.mp2
Sega Rally 2 - Mountain Practise.mp2
Sega Rally 2 - Snowy Practise.mp2 // Duped with Mountain Practise
Sega Rally 2 - Riviera Practise.mp2 // Duped with attract
Attachments
DSB.rar
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Re: Supermodel Latest Builds for Download (currently SVN 447

Postby Shekel » Thu Jun 09, 2016 5:31 pm

Actually, here's some links

Most of the Daytona one's aren't any different, just the Attract, Beginner, Advanced, Expert, really. That's all I use.
https://www.mediafire.com/folder/cp8x2u ... ustom_mp2s

Custom Scud Race tracks
https://www.mediafire.com/folder/w7dir3 ... ustom_mp2s

Sega Rally 2 tracks from the Dreamcast OST, mostly the same as arcade again but I just use the attract.
https://www.mediafire.com/folder/c3cffy ... ustom_mp2s
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