Sega model 3 #segamodel3
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@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. -
@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. -
@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
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@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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@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!)
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@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
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@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"
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@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
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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 -
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 %
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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.
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@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.
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Ok, understood.
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@folly
I will try after the endless download of MAME 0.233 😂 -
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.
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@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. -
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.
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@folly
Thats awesome! -
Try my module-script, let me know how it goes.
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