Sega model 3 #segamodel3
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@Folly
When I used your script. From the menu I had to select "help" (only option) and after that the install option appears with the help option below. Is this normal?
BTW, at the end, it works. It's just a question about the menu itself. -
@dteam said in Sega model 3 #segamodel3:
@Folly
When I used your script. From the menu I had to select "help" (only option) and after that the install option appears with the help option below. Is this normal?
BTW, at the end, it works. It's just a question about the menu itself.The module-script doesn't have a menu by itself.
The menu is build up by the RetroPie-Setup.If you have a bad internet connection then you don't see install or update, for that matter.
Could also be something different, will have a look at that.It tested it a couple of times. (btw I have RP-Setup 4.7.11)
I could not find any problems at the moment.Would like to see a picture of the problem, can you post one ?
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@mechafatnick said in Sega model 3 #segamodel3:
@dteam I think it's actually coming from the ROM itself. WIthout redumping the simplest thing to do would be:
-Work out all of the games affected
-load the ROMs and set them to single machines
-Have the install script copy the files created into the nvram folder at install.Then the emulator should find the nvram file to begin with and set it up correctly. Easy!
I think Spikeout is another game that streams from the Mpeg board. This was frustrating as a lot of it is perfectly fine but it has some quite wicked slowdown in places. Definitely worth trying is with the DSB on and the CPU underclocked to a couple of different values
I read your post a couple of times.
I think you mean :- collect all the NVRAMs of the games with the "correct" settings
- add them into the NVRAM directory in the source code
- when installing the emulator, you already have "good" NVRAM files from the source so no need of creating them in the first place
Am I right ?
Or do you mean something different ? -
Sorry that was round about way of saying it wasn't it?
Yes that's exactly right. If we can gather the 'correct' nvram settings together in the source code we can just copy them into the emulators nvram folder at build time
I've already erm tweaked a lot of mine :D
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@mechafatnick said in Sega model 3 #segamodel3:
Sorry that was round about way of saying it wasn't it?
Yes that's exactly right. If we can gather the 'correct' nvram settings together in the source code we can just copy them into the emulators nvram folder at build time
I've already erm tweaked a lot of mine :D
Perfect !
Good idea !
(but I have to accommodate the module-script for that)We can do the same with the initial save-states idea from my post 104
Gather them too and add them in the Saves directory as an initial starter too speed things up.
(I have to change the module-script a bit, because it now searches in the root supermodel rom directory) -
@folly :D
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I have made all the changes to the module-script.
I will have to do some tests tomorrow, when I think it ready I will push it to github.
Changes :- moved the emulator binary to
/opt/retropie/emulators/supermodel-mechafatnick
- reduced the run-lines, removing the path to the emulator binary, now
./supermodel
- removed the
-no-dsb
in the underclock run-lines - it will preserve the changes made in
Supermodel.ini
when emulator is reinstalled - it will move the NVRAM and Saves directories from the source code to /opt/retropie/emulators/supermodel-mechafatnick
- the initial save state uses now the
%BASENAME%.st
in/opt/retropie/emulators/supermodel-mechafatnick/Saves
An example of the initial save state is:
- you make a savestate from, for example,
scud.zip
, it will becomescudau.st0
- then rename it to
scud.st
- on next game boot
scud.st
will be loaded as initial state
So basically if all NVRAM.nv and all Saves.st files come in the source-code.
No settings will have to be made and we can skip the initial boot sequence, for the roms with a slow startup.How does this sound ?
- moved the emulator binary to
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@folly WIll people want to skip the initial boot sequence? That might be part of the fun. Hmm.
I've been thinking about your approach of putting everything into the ini and i think this is the right approach. Going forward I think we should:
-have two ( or three?) options in emulator.cfg:
supermodel (which will be at native res)
supermodel high-res (800 x 600)
supermodel very high-res (1024 x 768)Then, we can handle the settings for the individual games in supermodel.ini (so whether to enable the DSB, how far to underclock CPU.) That way we'll have optimal settings for each game without the user having to alter anything. Sound good? I've made sections for each game in the ini file. I think i might be developing carpel tunnel...
EDIT: Ok! We can all chip in!
Add these lines to the global section of supermodel.ini (under your controls:)
;Our non input settings... EmulateDSB = 0 MusicVolume = 60 SoundVolume = 60 Stretch=1 VSync=0 Throttle=0 GameXMLFile= /opt/retropie/emulators/supermodel/bin/Config/Games.xml New3DEngine=0
now, in emulators.cfg we only need to set the res in the command line (if you want to have different options)
Supermodel = "XINIT:/opt/retropie/emulators/supermodel/bin/supermodel %ROM%"
Now all we need to do, as a group, is come up with the optimal settings for each game as a group. I've made a start below (copy this into supermodel.ini - below the global section)
;daytona 2 power edition [ dayto2pe ] ;daytona 2: battle to the edge [ daytona2 ] ;Dirt Devils (Export, Revision A) [dirtdvls] ;Dirt Devils (Australia, Revision A) [ dirtdvlsa ] ;Dirt Devils (German) [ dirtdvlsg ] ;Dirt Devils (Japan, Revision A) [ dirtdvlsj ] ;Emergency Call Ambulance (Export) [ eca ] ;Emergency Call Ambulance (Japan) [ ecaj ] ;Emergency Call Ambulance (US location test?) [ ecap ] ;Emergency Call Ambulance (USA) [ ecau ] ;Fighting Vipers 2 (Japan, Revision A) [ fvipers2 ] ;Fighting Vipers 2 (?) [ fvipers2o ] ;Get Bass (?) [ getbass ] ;Harley-Davidson and L.A. Riders (Revision B) [ harley ] ;Harley-Davidson and L.A. Riders (Revision A) [ harleya ] ;L.A. Machineguns: Rage of the Machines (Japan) [ lamachin ] ;Le Mans 24 (Revision B) [ lemans24 ] ;The Lost World (Japan, Revision A) [ lostwsga ] ;The Lost World (Original Revision) [ lostwsgo ] PowerPCFrequency = 30 ;Magical Truck Adventure (Japan) [ magtruck ] ;The Ocean Hunter (?) [ oceanhun ] ;Scud Race (Australia, Twin) [ scud ] PowerPCFrequency = 35 MusicVolume = 200 EmulateDSB = 1 ;Scud Race (Export, Twin) [ scuda ] PowerPCFrequency = 35 MusicVolume = 200 EmulateDSB = 1 ;Scud Race (Japan, Deluxe) [ scudj ] PowerPCFrequency = 35 MusicVolume = 200 EmulateDSB = 1 ;Scud Race Plus (Revision A) [ scudplus ] PowerPCFrequency = 35 MusicVolume = 200 EmulateDSB = 1 ;Scud Race Plus (?) [ scudplusa ] PowerPCFrequency = 35 MusicVolume = 200 EmulateDSB = 1 ;Ski Champ (Japan) [ skichamp ] ;Spikeout Final Edition (?) - too slow on pi [ spikeofe ] PowerPCFrequency = 45 EmulateDSB = 1 ;Spikeout (Revision C) [ spikeout ] PowerPCFrequency = 35 EmulateDSB = 1 ;Sega Rally 2 (?) [ srally2 ] ;Sega Rally 2 (Prototype) [ srally2p ] ;Sega Rally 2 (Prototype Version A) [ srally2pa ] ;Sega Rally 2 (Deluxe) [ srally2x ] ;Star Wars Trilogy Arcade (Revision A) [ swtrilgy ] ;Star Wars Trilogy Arcade (?) -not working on pi [ swtrilgya ] ;Star Wars Trilogy Arcade (?) -not working on pi [ swtrilgyp ] ;Virtua Fighter 3 (Revision D) [ vf3 ] PowerPCFrequency = 40 ;Virtua Fighter 3 (Revision A) [ vf3a ] PowerPCFrequency = 40 ;Virtua Fighter 3 (Revision C) [ vf3c ] PowerPCFrequency = 40 ;Virtua Fighter 3 Team Battle (?) [ vf3tb ] PowerPCFrequency = 40 ;Virtual On 2: Oratorio Tangram (Revision B) [ von2 ] PowerPCFrequency = 30 ;Virtual On 2: Oratorio Tangram (Ver 5.4g) [ von254g ] PowerPCFrequency = 30 ;Virtual On 2: Oratorio Tangram (Revision A) [ von2a ] PowerPCFrequency = 30 ;Virtual On 2: Oratorio Tangram (?) [ von2o ] PowerPCFrequency = 35 ;Virtua Striker 2 (Step 2.0) - no special settings [ vs2 ] ;Virtua Striker 2 (Step 1.5) - no special settings [ vs215 ] ;Virtua Striker 2 (Step 1.5, older) - no special settings [ vs215o ] ;Virtua Striker 2 '98 (Step 2.0) - no special settings [ vs298 ] ;Virtua Striker 2 '98 (Step 1.5) - no special settings [ vs29815 ] ;Virtua Striker 2 '99 (?) [ vs299 ] ;Virtua Striker 2 '99 (Step 1.5) [ vs29915 ] ;Virtua Striker 2 '99 (Revision A) [ vs299a ] ;Virtua Striker 2 '99 (Revision B) [ vs299b ] ;Virtua Striker 2 '99.1 (Revision B) [ vs2v991 ]
I'm gathering initialised nv ram too :D
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@mechafatnick said in Sega model 3 #segamodel3:
I will have to take some time to process this information.
@folly WIll people want to skip the initial boot sequence?
Not for fun.
I think they do want it, especially forlemans24
, because it will take 1 minute to get the first good screen and be playable.
I think there will be more.
We don't have to put all save states in there, only the ones with slow startup :D -
We should take it step by step.
Can you put your collected NVRAMs into the source code and add an empty Saves directory ?
Then I can test the module-script.
From there we can take more steps.
Agreed ?Btw. adding the optimal game options into the Supermodel.ini sounds very good ;-)
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@folly said in Sega model 3 #segamodel3:
@mechafatnick said in Sega model 3 #segamodel3:
I will have to take some time to process this information.@folly WIll people want to skip the initial boot sequence?
Not for fun.
I think they do want it, especially for lemans24, because it will take 1 minute to get the first good screen and be playable.for the purist it can be frustrating to cut the scene at the beginning..
I don’t know. If you save after that scene and load your savestate the next time. It could be ok?
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@dteam said in Sega model 3 #segamodel3:
@folly said in Sega model 3 #segamodel3:
@mechafatnick said in Sega model 3 #segamodel3:
I will have to take some time to process this information.
@folly WIll people want to skip the initial boot sequence?
Not for fun.
I think they do want it, especially for lemans24, because it will take 1 minute to get the first good screen and be playable.for the purist it can be frustrating to cut the scene at the beginning..
I don’t know. If you save after that scene and load your savestate the next time. It could be ok?
Perhaps I am not clear, no scenes are cut.
Only the menu saying it is "single" etc. and booting the rom that produces strange screens etc. -
@folly
Ok, now i understand. Good idea!
If you do that, can you set the good country to switch japanese to english when it’s available. -
@dteam said in Sega model 3 #segamodel3:
@folly
Ok, now i understand. Good idea!
If you do that, can you set the good country to switch japanese to english when it’s available.👍
We have to test, don't know.
But I think that can work. -
I made a fork of the source-code.
That way I can do some push-requests if needed.I am still learning with that part so perhaps we can learn from each other about :
- syncing/fetching upstream
- do pull requests
- etc.
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I just found that we don't need the NVRAMs if we don't want to.
I made some save-states and booted with them, removing the NVRAMs before the boot made them boot directly without the need of a nvram file.Something to take into account.
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That's good to know! worth noting that save states are 30mb each though so i'm not sure we should deploy them when we don't have to (i've used one with Skichamp though, to get round an annoying drive board error)
I've updated my repo with the Nvram files and Save state i've created so far + my ini file with my collection of game-related settings (I use Visual Studio Code for source control if that helps)
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@mechafatnick @Folly
Maybe you should create a new thread like we did for Development of module-script generator for lr-mess and mame standalone . Like this, you could start with a small crash cours on how to install and use the script and continue with showing where you are in the developpement process.Because, right now, you don't have the control of the first post in this thread.
Do you think it's a good idea?
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@mechafatnick said in Sega model 3 #segamodel3:
That's good to know! worth noting that save states are 30mb each though so i'm not sure we should deploy them when we don't have to (i've used one with Skichamp though, to get round an annoying drive board error)
Indeed we could just do those that are only problematic.
Others can have just the NVRAMs.I've updated my repo with the Nvram files and Save state i've created so far + my ini file with my collection of game-related settings (I use Visual Studio Code for source control if that helps)
Will have a look at that.
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@dteam said in Sega model 3 #segamodel3:
@mechafatnick @Folly
Maybe you should create a new thread like we did for Development of module-script generator for lr-mess and mame standalone . Like this, you could start with a small crash cours on how to install and use the script and continue with showing where you are in the developpement process.Because, right now, you don't have the control of the first post in this thread.
Do you think it's a good idea?
I think that's a good idea.
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