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    Sega model 3 #segamodel3

    Scheduled Pinned Locked Moved Ideas and Development
    sega model 3supermodel
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    • F
      Folly @DTEAM
      last edited by Folly

      @dteam said in Sega model 3 #segamodel3:

      @folly
      honestly I don't know yet. I haven't tested it yet.
      New edit: maybe we will have answers in Supermodel.log like for screen parameters. I don’t have my Pi for the next 4 days. I’ll test it monday.

      Ok then we wait a while.

      I did put it in the Supermodel.ini.
      The log only complained about the comments that have no ";".
      So that is why I added them.

      I tried a bit, the setting seems to work a bit.
      Steering seems to be a bit less sensitive, which is good !

      Edit :
      Choosing the menu items is still a problem.
      I think this is due to the fact that the keyboard is basically emulating an analog steering wheel in a digital way.
      I will try some stuff if I can.

      M 1 Reply Last reply Reply Quote 1
      • M
        mechafatnick @Folly
        last edited by

        @folly Yeah, My defult pad is the retrobit Saturn one, and i was never able to get analogie-digital to work very well.

        I have a knock-off PS3 pad and the analogue controls work great. I made it all the way through the Lost World

        F 1 Reply Last reply Reply Quote 1
        • F
          Folly @mechafatnick
          last edited by Folly

          @mechafatnick said in Sega model 3 #segamodel3:

          @folly Yeah, My defult pad is the retrobit Saturn one, and i was never able to get analogie-digital to work very well.

          Digital always goes to "full left" 00h, "middle" 80h or "full right" FFh (see input test).
          No values in between, that is needed to select the proper menu.
          I don't see much difference in the test menu if I set Sensitivity and Decay Speed.

          The analog part works also with my "O BIGBEN Joystick".

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          • M
            mechafatnick @Folly
            last edited by mechafatnick

            @folly if you look in the ini you have the axis to setting to set the analogue mapping and then joystick up/down/left/right which is supposed to be for controlling things digitally. I've never got it to work properly though.

            (not that i've put a massive amount of effort in. Turns out the sking game us my favourite!)

            DTEAMD 1 Reply Last reply Reply Quote 0
            • DTEAMD
              DTEAM @mechafatnick
              last edited by DTEAM

              @mechafatnick said in Sega model 3 #segamodel3:

              I've never got it to work properly though.

              It works well if you set InputAnalogJoyX and InputAnalogJoyY to NONE.

              InputAnalogJoyLeft = JOY1_ZAXIS_POS
              InputAnalogJoyRight = JOY1_ZAXIS_NEG
              InputAnalogJoyUp = JOY1_RXAXIS_POS
              InputAnalogJoyDown = JOY1_RXAXIS_NEG
              InputAnalogJoyX = NONE
              InputAnalogJoyY = NONE
              

              Z or RX axis could be different. depends on the gamepad used

              M 1 Reply Last reply Reply Quote 1
              • M
                mechafatnick @DTEAM
                last edited by

                @dteam Yeah you have to be a little careful as some of the controls sound generic but are actually for specific games:

                the master ini file has comments for which control goes with each game - it's a shame it doesn't add them into the one used for the emulator:

                ; 4-way digital joysticks
                InputJoyUp = "KEY_UP,JOY1_UP"
                InputJoyDown = "KEY_DOWN,JOY1_DOWN"
                InputJoyLeft = "KEY_LEFT,JOY1_LEFT"
                InputJoyRight = "KEY_RIGHT,JOY1_RIGHT"
                InputJoyUp2 = "JOY2_UP"
                InputJoyDown2 = "JOY2_DOWN"
                InputJoyLeft2 = "JOY2_LEFT"
                InputJoyRight2 = "JOY2_RIGHT"
                
                ; Fighting game buttons
                InputPunch = "KEY_A,JOY1_BUTTON1"
                InputKick = "KEY_S,JOY1_BUTTON2"
                InputGuard = "KEY_D,JOY1_BUTTON3"
                InputEscape = "KEY_F,JOY1_BUTTON4"
                InputPunch2 = "JOY2_BUTTON1"
                InputKick2 = "JOY2_BUTTON2"
                InputGuard2 = "JOY2_BUTTON3"
                InputEscape2 = "JOY2_BUTTON4"
                
                ; Spikeout buttons
                InputShift = "KEY_A,JOY1_BUTTON1"
                InputBeat = "KEY_S,JOY1_BUTTON2"
                InputCharge = "KEY_D,JOY1_BUTTON3"
                InputJump = "KEY_F,JOY1_BUTTON4"
                
                ; Virtua Striker buttons
                InputShortPass = "KEY_A,JOY1_BUTTON1"
                InputLongPass = "KEY_S,JOY1_BUTTON2"
                InputShoot = "KEY_D,JOY1_BUTTON3"
                InputShortPass2 = "JOY2_BUTTON1"
                InputLongPass2 = "JOY2_BUTTON2"
                InputShoot2 = "JOY2_BUTTON3"
                
                ; Steering wheel
                InputSteeringLeft = "KEY_LEFT"      ; digital, turn wheel left
                InputSteeringRight = "KEY_RIGHT"    ; digital, turn wheel right
                InputSteering = "JOY1_XAXIS"        ; analog, full steering range
                
                ; Pedals
                InputAccelerator = "KEY_UP,JOY1_UP"
                InputBrake = "KEY_DOWN,JOY1_DOWN"
                
                ; Up/down shifter manual transmission (all racers)
                InputGearShiftUp = "KEY_Y"           ; sequential shift up
                InputGearShiftDown = "KEY_H"         ; sequential shift down
                
                ; 4-Speed manual transmission (Daytona 2, Sega Rally 2, Scud Race)
                InputGearShift1 = "KEY_Q,JOY1_BUTTON5"
                InputGearShift2 = "KEY_W,JOY1_BUTTON6"
                InputGearShift3 = "KEY_E,JOY1_BUTTON7"
                InputGearShift4 = "KEY_R,JOY1_BUTTON8"
                InputGearShiftN = "KEY_T"
                
                ; VR4 view change buttons (Daytona 2, Le Mans 24, Scud Race)
                InputVR1 = "KEY_A,JOY1_BUTTON1"
                InputVR2 = "KEY_S,JOY1_BUTTON2"
                InputVR3 = "KEY_D,JOY1_BUTTON3"
                InputVR4 = "KEY_F,JOY1_BUTTON4"
                
                ; Single view change button (Dirt Devils, ECA, Harley-Davidson, Sega Rally 2)
                InputViewChange = "KEY_A,JOY1_BUTTON1"
                
                ; Handbrake (Dirt Devils, Sega Rally 2)
                InputHandBrake = "KEY_S,JOY1_BUTTON2"
                
                ; Harley-Davidson controls
                InputRearBrake = "KEY_S,JOY1_BUTTON2"
                InputMusicSelect = "KEY_D,JOY1_BUTTON3"
                
                ; Virtual On macros
                InputTwinJoyTurnLeft = "KEY_Q,JOY1_RXAXIS_NEG"
                InputTwinJoyTurnRight = "KEY_W,JOY1_RXAXIS_POS"
                InputTwinJoyForward = "KEY_UP,JOY1_YAXIS_NEG"
                InputTwinJoyReverse = "KEY_DOWN,JOY1_YAXIS_POS"
                InputTwinJoyStrafeLeft = "KEY_LEFT,JOY1_XAXIS_NEG"
                InputTwinJoyStrafeRight = "KEY_RIGHT,JOY1_XAXIS_POS"
                InputTwinJoyJump = "KEY_E,JOY1_BUTTON1"
                InputTwinJoyCrouch = "KEY_R,JOY1_BUTTON2"
                
                ; Virtual On individual joystick mapping
                InputTwinJoyLeft1 = "NONE"
                InputTwinJoyLeft2 = "NONE"
                InputTwinJoyRight1 = "NONE"
                InputTwinJoyRight2 = "NONE"
                InputTwinJoyUp1 = "NONE"
                InputTwinJoyUp2 = "NONE"
                InputTwinJoyDown1 = "NONE"
                InputTwinJoyDown2 = "NONE"
                
                ; Virtual On buttons
                InputTwinJoyShot1 = "KEY_A,JOY1_BUTTON5"
                InputTwinJoyShot2 = "KEY_S,JOY1_BUTTON6"
                InputTwinJoyTurbo1 = "KEY_Z,JOY1_BUTTON7"
                InputTwinJoyTurbo2 = "KEY_X,JOY1_BUTTON8"
                
                ; Analog joystick (Star Wars Trilogy)
                InputAnalogJoyLeft = "KEY_LEFT"             ; digital, move left
                InputAnalogJoyRight = "KEY_RIGHT"           ; digital, move right
                InputAnalogJoyUp = "KEY_UP"                 ; digital, move up
                InputAnalogJoyDown = "KEY_DOWN"             ; digital, move down
                InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS"   ; analog, full X axis
                InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS"   ; analog, full Y axis
                InputAnalogJoyTrigger = "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON"
                InputAnalogJoyEvent = "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON"
                InputAnalogJoyTrigger2 = "KEY_D,JOY_BUTTON2"
                InputAnalogJoyEvent2 = "NONE"
                
                ; 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_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
                InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"    ; point off-screen
                InputAutoTrigger = 0                    ; automatic reload when off-screen
                InputGunLeft2 = "NONE"
                InputGunRight2 = "NONE"
                InputGunUp2 = "NONE"
                InputGunDown2 = "NONE"
                InputGunX2 = "JOY2_XAXIS"
                InputGunY2 = "JOY2_YAXIS"
                InputTrigger2 = "JOY2_BUTTON1"
                InputOffscreen2 = "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_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
                InputAnalogTriggerRight = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
                InputAnalogGunLeft2 = "NONE"
                InputAnalogGunRight2 = "NONE"
                InputAnalogGunUp2 = "NONE"
                InputAnalogGunDown2 = "NONE"
                InputAnalogGunX2 = "NONE"
                InputAnalogGunY2 = "NONE"
                InputAnalogTriggerLeft2 = "NONE"
                InputAnalogTriggerRight2 = "NONE"
                
                ; Ski Champ controls
                InputSkiLeft = "KEY_LEFT"
                InputSkiRight = "KEY_RIGHT"
                InputSkiUp = "KEY_UP"
                InputSkiDown = "KEY_DOWN"
                InputSkiX = "JOY1_XAXIS"
                InputSkiY = "JOY1_YAXIS"
                InputSkiPollLeft = "KEY_A,JOY1_BUTTON1"
                InputSkiPollRight = "KEY_S,JOY1_BUTTON2"
                InputSkiSelect1 = "KEY_Q,JOY1_BUTTON3"
                InputSkiSelect2 = "KEY_W,JOY1_BUTTON4"
                InputSkiSelect3 = "KEY_E,JOY1_BUTTON5"
                
                ; Magical Truck Adventure controls
                InputMagicalLeverUp1 = "KEY_UP"
                InputMagicalLeverDown1 = "KEY_DOWN"
                InputMagicalLeverUp2 = "NONE"
                InputMagicalLeverDown2 = "NONE"
                InputMagicalLever1 = "JOY1_YAXIS"
                InputMagicalLever2 = "JOY2_YAXIS"
                InputMagicalPedal1 = "KEY_A,JOY1_BUTTON1"
                InputMagicalPedal2 = "KEY_S,JOY2_BUTTON1"
                
                ; Sega Bass Fishing / Get Bass controls
                InputFishingRodLeft = "KEY_LEFT"
                InputFishingRodRight = "KEY_RIGHT"
                InputFishingRodUp = "KEY_UP"
                InputFishingRodDown = "KEY_DOWN"
                InputFishingStickLeft = "KEY_A"
                InputFishingStickRight = "KEY_D"
                InputFishingStickUp = "KEY_W"
                InputFishingStickDown = "KEY_S"
                InputFishingRodX = "JOY1_XAXIS"
                InputFishingRodY = "JOY1_YAXIS"
                InputFishingStickX = "JOY1_RXAXIS"
                InputFishingStickY = "JOY1_RYAXIS"
                InputFishingReel = "KEY_SPACE,JOY1_ZAXIS_POS"
                InputFishingCast = "KEY_Z,JOY1_BUTTON1"
                InputFishingSelect = "KEY_X,JOY1_BUTTON2"
                InputFishingTension = "KEY_T,JOY1_ZAXIS_NEG"
                
                DTEAMD 1 Reply Last reply Reply Quote 1
                • DTEAMD
                  DTEAM @mechafatnick
                  last edited by DTEAM

                  @mechafatnick
                  I know, but it’s the same concept for the other games. I showed you an exemple. Also, you can combine analog and input for a game like scud, I can turn right and left with analog stick and right and left buttons.

                  New edit: like this

                  ; Steering wheel
                  InputSteeringLeft = JOY1_BUTTON8,JOY1_ZAXIS_POS      ; digital, turn wheel left
                  InputSteeringRight = JOY1_BUTTON9,JOY1_ZAXIS_NEG     ; digital, turn wheel right
                  InputSteering = NONE      ; analog, full steering range
                  
                  1 Reply Last reply Reply Quote 1
                  • F
                    Folly
                    last edited by Folly

                    @DTEAM @mechafatnick

                    I had the idea of making an emulators.cfg line that could automatically detect the current resolution or the current resolution that is set for the emulator and then run the emulator with that resolution.
                    @mitu helped me out with how to do this.
                    We can just add the variables %XRES% and %YRES% in the line.
                    There should be no need anymore for multiple resolution-lines.

                    So I removed all earlier lines, and added just one line, which should be enough :
                    https://github.com/FollyMaddy/RetroPie-Share/commit/cb155d7167b45c1206ae52279c523f0f7db7789d

                    DTEAMD 1 Reply Last reply Reply Quote 0
                    • DTEAMD
                      DTEAM @Folly
                      last edited by DTEAM

                      @folly
                      @mechafatnick

                      Here's what I found in Supermodel.log . It shows all default settings. Most of the time you can set it in Supermodel.ini. When It's the default values, they doesn't appear in Supermodel.ini. You have to add them to set them. It is essentially the same as what I have already discussed above.

                      Sensitivity=15 %
                      Decay Speed=50 %
                      X-Axis Dead Zone=10 %
                      RX-Axis Dead Zone=10 %
                      Y-Axis Dead Zone=10 %
                      Z-Axis Dead Zone=10 %
                      
                      F 1 Reply Last reply Reply Quote 0
                      • F
                        Folly @DTEAM
                        last edited by Folly

                        @dteam

                        Still not sure what these settings really do.
                        In the test menu I did not seem to see any difference.

                        I will try again soon.

                        DTEAMD 1 Reply Last reply Reply Quote 0
                        • DTEAMD
                          DTEAM @Folly
                          last edited by DTEAM

                          @folly
                          It is essentially the same as what I have already discussed above.

                          I'll play with sensitivity. I'm sure my problem is with this parameter like It was with N64 and CDi.

                          F 1 Reply Last reply Reply Quote 0
                          • F
                            Folly @DTEAM
                            last edited by

                            @dteam

                            Ok, understood.

                            DTEAMD 1 Reply Last reply Reply Quote 0
                            • DTEAMD
                              DTEAM @Folly
                              last edited by

                              @folly
                              I will try after the endless download of MAME 0.233 😂

                              1 Reply Last reply Reply Quote 0
                              • M
                                mechafatnick
                                last edited by

                                Sorry, i was distracted by the pinball bartop i've been setting up (it makes mame configuration look easy! :D )

                                The automated resolution is a good idea in theory, but my only worry is that our hardware can't really handle going far beyond the Model 3's native res.

                                I worry that the average user is going to think they can't run it above something like 640 x 480 wheh in reality you can have it look ok and run ok by rendering low and stretching.

                                F 1 Reply Last reply Reply Quote 0
                                • F
                                  Folly @mechafatnick
                                  last edited by

                                  @mechafatnick said in Sega model 3 #segamodel3:

                                  Sorry, i was distracted by the pinball bartop i've been setting up (it makes mame configuration look easy! :D )

                                  The automated resolution is a good idea in theory, but my only worry is that our hardware can't really handle going far beyond the Model 3's native res.

                                  I worry that the average user is going to think they can't run it above something like 640 x 480 wheh in reality you can have it look ok and run ok by rendering low and stretching.

                                  If you don't set a resolution when booting the emulator, it will use the regular resolution. But if you do it will take that resolution.

                                  I would recommend to test it first.
                                  If doesn't work we can always revert it back to the original 3 lines.

                                  1 Reply Last reply Reply Quote 0
                                  • P
                                    phialek
                                    last edited by

                                    Is daytona 2 playable now? If so I will try the model 3 emulator on my pi. But that it runs at all is still awesome.

                                    F 1 Reply Last reply Reply Quote 0
                                    • F
                                      Folly @phialek
                                      last edited by Folly

                                      @phialek

                                      I just tested Daytona2 for you.
                                      I played a few minutes, it should work !

                                      2021-08-05-135037_800x600_scrot-resized.png 2021-08-05-134623_800x600_scrot-resized.png 2021-08-05-134615_800x600_scrot-resized.png 2021-08-05-134551_800x600_scrot-resized.png

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                                      • P
                                        phialek @Folly
                                        last edited by

                                        @folly
                                        Thats awesome!

                                        F 1 Reply Last reply Reply Quote 0
                                        • F
                                          Folly @phialek
                                          last edited by

                                          @phialek

                                          Try my module-script, let me know how it goes.

                                          P 1 Reply Last reply Reply Quote 0
                                          • P
                                            phialek @Folly
                                            last edited by

                                            @folly

                                            Is the file "supermodel-mechafatnick.sh" all i need to get it to install? I have tried the instructions on mechafatnicks site, but couldn't get it to work. I just read that it needs a lib2 dev upgrade, that and a typo where the folder in the roms was wrong spelled didn't let me go further.

                                            I think i will delete everything i have done so far and just use your script "supermodel-mechafatnick.sh"

                                            F 1 Reply Last reply Reply Quote 0
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