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Sega Model 2 Emulator | EVERYTHING Pre Configured inc Controls. For PC, Controller, Mouse & Light guns. Test Menu's Configured. Analogue Inputs Calibrated. Free Play. All Games in English. 2 Player Mouse Support. No Screen Flash 1.0.4

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About This File


UPDATE: Added cheats to the table below. Another huge thanks to @Joejoe for providing these.
UPDATE 2: Fixed ManxTT lack of engine sound and Danger Screen at startup. Dynamite Deka 2 Added.

UPDATE 3: Using new LUA scripts that include cheats, a scanline option and more refined widescreen scripting. Added DINPUT control configuration using a PS4 controller. More fixes in change log. You can use F5 to toggle between 16:9 and 4:3 when using widescreen scripts.

UPDATE 4: Quite a Big One

  • A whole bunch of inputs moved for better play. Gears are on the face buttons now, fighters have had some inputs moved. Images updated of course.
  • All of the other Daytona USA versions/hacks have been added. 
  • ManxTT fixed properly properly. I promise. Changed the rom to the twin version 'manxttc' and set to twin in test menu. No more stupid error every time you turn, which caused a Japanese voiced error audio sample to be played...every time you turned. Very annoying....but it's gone now.
  • ManxTT and Over Rev should now track straight when not holding the stick. This was an error on my part. Now fixed.
  • Full Fat 1440x1080 60FPS 30s Videos have been added. Freshly made by me, clean high quality videos.
  • Clear Logos & Flyer Fronts. I made the other Daytona clear logos up to match the normal one, came out nice actually. Also made up some flyers for some of the Daytona hacks and Sega Rally. Every game has a bespoke clear logo & flyer. No doubles.
  • Custom Platform XML provided. In the description of every game will be my emulation notes for that game & any cheats. Genres/categories/no. of players had been adjusted so auto playlists with catch them correctly.
  • DINPUT better configured. I'm not gonna lie, after looking at what I had previously done I was disgusted. This is now configured just as good as the xinput version.


So you know the drill with these releases. The intention is to take these awkward to set up emulators, and make them as plug and play as possible for those using a PC, controller, mouse and light guns.

Here is the follow up to the Supermodel project I completed a little while ago. The Model 2 setup was far more forgiving and didn't make me want to trash my computer. That's not to say there aren't some interesting and awkward things going on that needed some attention, however these were far more easy to fix. 

As per usual many hours have been put into this project with much testing and in the case of getting 2 Player Mouse support, a lot of calibrating. 

This has only been configured for the parent rom versions only. 1G1R

Instructions - Super Simples
-Download Model 2 Emulator
-Use MERGED ROMS. imma say it again MERGED ROMS.
-Download Pre Config File Folders On This Page (Make sure you select your correct input type)
-Place in Model 2 folder and replace any files.
-Widescreen scripts are being used as default. If you only want 4:3, replace the scrips with the 4:3 ones provided in Scripts Folder.
-DONE!!!!!



What this configuration will give you:

2 Player Mouse Support for Light Gun Games - Resolution Specific 1920x1080 - If You Change Resolution It Will Be Inaccurate
I cant tell you how awkward and difficult it was to get this to work. Due to RawInput being a must for 2 mice, the calibration doesn't scale into different resolutions. This means you can't calibrate it using the auto calibration (shooting targets) in its test menu, as it'll be inaccurate no matter how perfectly you shoot those calibration targets. You can't even calibrate at native resolution to make it 1 to 1 and then increase the resolution. Thankfully Virtua Cop 1 & 2 both have a manual adjustment feature meaning I could off set the adjustment to get PERFECT pin point accuracy. Behind Enemy Lines was awkward but not impossible to get accurate, as it doesn't display where your actual in game cursor position is on screen. Only X and Y coordinates are displayed, which was just enough info to get it accurate. Gunblade on the other hand gives you absolutely no on screen info at all when calibrating, it's as accurate as I can get it.

What is really weird is that some of these games are accurate out the box with RawInput off, but needed recalibrating when I enabled RawInput. But now if you turn off RawInput it is still accurate after calibrating for RawInput. That's great as switching between the two is seamless and retains accuracy. Best of both worlds, as having RawInput off for single player gives you more mouse sensitivity. 

No Screen Flash for Virtua Cop 1 & 2 and House of the Dead
LUA scripts are included as standard to remove the screen flash that would happen every time you pull the trigger. 
All the other Light Gun Games don't have screen flash by design so all of these shooters do not flash.

Controls Configured with Images for Every Game
All controls have been pre configured for both players. I have also made images for the layout of every game. Controls were tested the most. I found some strange/broken controls that needed some thought. Sky Target has a broken up and down analogue input, however simply mapping this as a digital input to the left stick up and down is a perfect workaround. Desert Tank benefits from no analogue inputs also, I have got it to control exactly like the vehicles in Halo which is neat. Aside from that there are various racing games that have inverted pedals that needed the Invert option checked in the control calibration options.

All Games In English - All Games Free Play
This speaks for itself. All test menus adjusted to let these games play in English and in Free Play mode.

Test Menu Fixes and Unlocked Hidden Game Modes
Network Board Not Present.....Done. Unlocking all game modes in Virtua Striker....Done. Calibrating analogue inputs in 'Volume Adjustment' (Yeah I thought it was to do with audio too) so controls are correct and use the entire travel of the analogue range so racing games aren't twitchy....Done. A whole bunch of tweaks from CRT modes giving better brightness to extending game times among a shed load of other crap that enhances the experience in some way.....Done.

Optional 16:9 Anamorphic Widescreen LUA Scripts
Put these in the scripts folder and boom...proper widescreen no stretching. These work way way way way better than the temperamental widescreen option in the EMULATOR.INI file, which only works half the time depending on how your graphics are scaling etc etc etc etc. Just use the LUA scripts instead for better results and no headaches, I command it.
I love this feature, House of the Dead and Gunblade even allow you to shoot into the 16:9 space.

DOCUMENTATION / CHECKLIST. THIS HAS BEEN DONE FOR YOU

Behind Enemy Lines
bel
-Calibrated and WORKING.
-Calibrated for RawInput 2 Players
-Set to Free Play

Gun Adjustment Values for Accuracy When Using RawInput at 1920x1080:
29 MIN GUN 1 X
0e MIN GUN 1 Y
d5 MAX GUN 1 X
f2 MAX GUN 1 Y
Daytona USA
daytona
-Link ID set to 'SINGLE'. Default is 'MASTER' which causes the game to give the Network Board Not Present error preventing you from playing the game.
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Set to Free Play
-Apparently setting Cabinet Type to Deluxe displays correct colours due to it's display type. 
Dead or Alive
doa
-Nation set to 'USA', this changes the language to English. 'Japan' is the Default.
-Set to Free Play
Desert Tank
desert
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Controls took a while to figure out. It is actually better to use digital inputs and NOT use analogue input with this game. Turning the turret is on the right stick with accelerate being up on the left stick.
-Set to Free Play
Dynamite Baseball 97
dynabb97
-No English option that I know of.
-Innings Per Credit set to MAX (3)
-Analogue 'Bat' input calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-Set to Free Play
Dynamite Cop
dynamcop
-Set to Free Play
Dynamite Deka
dyndeka2
-Japanese version of Dynamite Cop. This version varies with character models and is even more insane than the English Version. Even though this is 1G1R, I consider this to be a separate game due to its differences.
-Set to Free Play
Fighting Vipers
fvipers
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Display Type looks best set to 'Projector'. Although this is darker, using 'CRT' increases the saturation to the point blacks are 
-Set to Free Play
Gunblade NY
gunblade
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Calibreted both analogue guns in 'Aim Set'. RawInput is on to allow for 2 player mouse support. Due to RawInput implementation this calibration is RESOLUTION SPECIFIC - 1920x1080
-Set to Free Play

Gun Adjustment Notes - Resolution Specific 1920x1080:
Due to no x or y coordinates being shown it is almost impossible to get this pin point getting the on screen crosshairs to line up. I gave it my best shot. You are welcome to try.
House of the Dead
hotd
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Calibrated both guns in 'Aim Set'. RawInput is on to allow for 2 player mouse support. Due to being RawInput this calibration is RESOLUTION SPECIFIC - 1920x1080
-Blood set to 'Red'. The Default is 'Green'
-Set to Free Play

Manual Gun Adjustment Values for Accuracy When Using RawInput at 1920x1080:
ADXMIN = 259
ADYMIN = 119
ADXMAX = 581
ADYMAX = 438

Cheats:

NOTE: LEFT refers to player 1's gun
RIGHT refers to player 2's gun

New Costumes (2 players):
At title screen after entering at least 1 credit (2 credits for 2 players game), pull the triggers:
LEFT, RIGHT, LEFT, RIGHT, LEFT, RIGHT, START

Player 1 Plays as Super G:
This code must be done at the title screen, after entering at least one full credit.
The following code must be entered very quickly in order to work properly.
LEFT, LEFT, RIGHT, LEFT, LEFT, START.

Sophie Costumes (2 players):
At title screen after entering at least 1 credit (2 credits for 2 players game), pull the triggers:
LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, START

Show Your Score:
Put your coins in and press Left x3 Right x2 then press the start button... remember this has to be done very quickly. Have fun.
LEFT, LEFT, LEFT, RIGHT, RIGHT, START
Indianapolis 500
indy500
-Steering, Gas & Brake analogue inputs calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-Set to Free Play

Pace Car:
Hold the start button, blue view button and brake until you chose your start your race. If you are holding the buttons, the door of your trailer will go up.

Reversed Tracks:
Hold the shift lever down while starting a game.

Secret Camera View:
When in the fourth view during a race, press any two view change buttons simultaneously

Super-Charged Engine
When selecting your transmission, select Manual. Head toward the pit in gear 6. when you exit, you will be in gear 1. DO NOT CHANGE GEAR! From now on, you will have a super charged engine
Last Bronx
lastbrnx

-Set to Free Play
-Display set to 'CRT'. This looks brighter and better than 'Projector'.

ManxTT Superbike
manxtt
-Cabinet Type changed to TWIN. This skips the Danger screen and fixes the lack of engine sound.
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Start is View Change
-Set to Free Play
Motor Raid
motoraid
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Bank, Accelerate and Brake analogue inputs calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-Set to Free Play

Change Bike Colour to CPU Bike Colour:
In order to use the CPU Bike Colour, enter the following code at the Select Player screen: Punch, Kick, Kick, Punch, Punch, Kick, Kick, Punch.
Note: The Select Player screen is monochrome, so you will not be able to see the colour change until the game starts.

Extra Stage: Segal
First play the Practice Mode. The easiest stage. ''Yenda,'' will then be selectable. Next, highlight Yenda at the stage-select screen and enter the following code with handlebar button: Punch, Kick, Kick, Punch, Kick, Kick, Punch, Punch, Kick, Kick. The ''Segal'' stage will now be selectable.

Ues Segal Weapons in Any Stage
Ordinarily, the Needles and Hammer weapons can only be used in the Segal stage. To access these weapons in any other stage, enter either of the following codes at the Select Player screen:
Needles - Kick, Kick, Punch, Kick, kick, Punch, kick, Punch, Punch, Kick.
Hammer - Punch, Kick, Punch, Kick, Punch, Punch, Kick, Punch, Punch, Kick.
Over Rev
overrev
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Steering, Gas & Brake analogue inputs calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-Set to Free Play

Three Additional Cars:
At the 'car selection' screen, press the brake.
Pilot kids
pltkids
-Set to Free Play
Rail Chase
rchase2
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Set to Free Play

Gun Calibration Notes:
Due to how this game works no calibration is needed or available.
Sega Rally Championship
srallyc
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Set to Free Play
Sega Rally Pro Drivin' (HACK)
srallyp
-Think "Sega Rally Remix" with a turbo button when playing this hack. That is exactly what it feels like.
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Set to Free Play
Sega Ski Super G
skisuprg
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Swing and Inclining analogue inputs calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-Incline inputs were foot pedals on the OG HW intended to be worked independently for jumping and doing tricks. I have set these to the triggers as it's by far the best place for them.
-Set to Free Play
Sega Touring Car Championship
stcc
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Set to Free Play
Sega Water Ski
segawski
-Country set to 'USA', this changes the language to English. 'Japan' is the Default. This needed the following engineers code to be input into the main test menu
-Slide analogue input calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
Set to Free Play
Sky Target
skytargt
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Analogue inputs calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-This game when using an analogue input for up and down is broken. You will ascend only to drop down when you go past a certain threshold with the analogue input. Setting this to a digital input solved the issue.
-Set to Free Play
Sonic Championship
schamp
-Set to Free Play
-Display set to 'CRT'. This looks brighter and better than 'Projector'.
Super GT 24h
sgt24h
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Steering, Gas & Brake analogue inputs calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-I/O Type left on Default (C) which has inverted pedals. I inverted the controls in the emulator to compensate. You can set I/O Type A which doesn't use inverted pedals but I opted for the former.
-Set to Free Play
Top Skater
topskatr
-Analogue inputs calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-Set to Free Play

Play as a Surfer:
Press the Left Select button three times, Right select button three times, and then the Left Select button thirteen times.

Hidden Track:
First chose Advanced Level (doesn't matter which character). Then, right before the board is unlocked, move the board up. Then when the game starts going, miss the first jump on purpose and crash right into the fence on the left side of the church. If you do it right you'll find yourself in the hidden track.

Play as Body Boarder:
At the course select screen press and hold down the start button. Then at the character select screen press the Right select button six times, the Left select button six times, Right three time, Left three times, Right four times, and the finally let go of the Start button.

Super Deformed Mode:
At the stage select screen, press the Left select button nine times, the Right select button nine times, the Left select button four times, the Right select button four times, and the Left select button five times. Now lean the board forward and press the Left and Right select buttons simultaneously three times.
Virtua Cop
vcop
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Calibrated for RawInput 2 Players. Due to being RawInput this calibration is RESOLUTION SPECIFIC - 1920x1080
-When using RawInput this game must be recalibrated for accuracy. However the 'Gun Adjustment' option didnt work correctly (inaccurate). So I had to use 'Manual Gun Adjustment' instead, using the ability to offset to get pin point accuracy. If RawInput is turned off it will be inaccurate.
-Set to Free Play

Manual Gun Adjustment Values for Accuracy When Using RawInput at 1920x1080::
ADXMIN = c1
ADYMIN = 24
ADXMAX = 234
ADYMAX = 1a3
Virtua Cop 2
vcop2
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Calibrated for RawInput 2 Players. Due to being RawInput this calibration is RESOLUTION SPECIFIC - 1920x1080
-When using RawInput this game must be recalibrated for accuracy. However the 'Gun Adjustment' option didn't work correctly (inaccurate). So I had to use 'Manual Gun Adjustment' instead, using the ability to offset to get pin point accuracy. If RawInput is turned off it will be inaccurate.
-Set to Free Play

Manual Gun Adjustment Values for Accuracy When Using RawInput at 1920x1080:
ADXMIN = 210
ADYMIN = 36
ADXMAX = 582
ADYMAX = 422
Virtua Fighter 2
vf2
-Version set to 2.1
-Display type set to 'Projector'. 'CRT' looks undersaturated and washed out.
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Set to Free Play
Virtua Striker
vstriker
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Match Time set to MAX 3min
-G Goal Mode (IF THERE'S A DRAW BY THE END OF THE MATCH) = (EXTRA TIME, NEXT GOAL WINS) Set to MAX Time 1m. OFF is the default. (If extra time goes 1m with no goals the match will go to a Penalty Knockout.)
-P K Mode (PENALTY KNOCKOUT) Set to REAL. OFF is the default. (This will let penalties go on until there is a clear winner.)
-Set to Free Play

Play as FC Sega:
Press start on teams starting with the letters of F-C Sega
France; Colombia; Spain; England; Germany; Argentina
Virtual On
von
-Time set to 'Deathmatch' (no timer)
-Set to Free Play
Wave Runner
waverunr
-Country set to 'USA', this changes the language to English. 'Japan' is the Default.
-Analogue inputs calibrated in 'Volume Settings'. Which is actually analogue calibration, I assumed it was audio settings, not realising analogue range is expressed in 'volume' also.
-Set to Free Play
Zero Gunner
zerogun
-Set to Free Play

Edited by Warped Polygon
new video link added


What's New in Version 1.0.4   See changelog

Released

Update 4. Please see the top of the description for changes. Hold tight if it's not there yet.

  • Like 28
  • Thanks 6
  • Game On 1
  • Unusual Gem 10

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I could really use some help. I tried everything to get the light guns games to work and I have the same issue in every game. The crosshairs are locked to the edge of the screen, and they seem to only go in one of 8 spots in the cardinal directions, usually stuck upper left.
One comment on the youtube video had the same issue has no response.

I tried changing my DPI scale 100%, no luck.
I tried changing mouse devices in the INI file, no luck, and I know I'm on the correct ones already because the trigger and reload doesn't work when I switch.
I tried the calibration menu, and the best I can manage to do is get it to go dead center instead of a cardinal direction.
I tried one game with Demulshooter and it worked, BUT the crosshairs where still on the edge of the screen.

I am using Gun4IR and trying to get 2P lightgun games to work. I have tried house of the dead and virtuacop2 and both are the same. I know I gotta be missing something simple, PLEASE tell me what that is. I got other games working on other emulators, so its not the guns. THANK YOU for any help you can provide.

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I need help, I've tried everything I could find but nothing works, not even your config files.
I'm trying to play Virtual On on this emulator. The game launches fine, everything is fine, except for controls.

No matter what, the emulator won't accept two simultaneous controls, meaning I can't use two analog sticks on a gamepad as twin sticks. All controls work, they just don't work simultaneously.
I checked this via the "test" menu, in the input test tool it's clear to see, if the left stick is doing anything on the X axis, the X axis of the right stick is ignored. Same for the Y axis. The only time both axes are "recognized" simultaneously is if one is doing something along the X axis and the other along the Y.
This happens with a PS4 controller over USB, with an Xbox One controller over USB, and it even happens with the keyboard if I configure the sticks as 2 sets of keyboard keys. If the left one is doing something along an axis, the right one won't be recognized.

Found a couple posts about this on the internet, the discussion always concluded with "use version 0.9 of the emulator" and people giving feedback saying that solved everything. No clue what they're talking about, I've tried every version back to 0.4 and it's always the same.
I've tried Howard's "Troubleshooter 2", but I get a runtime error.
And I've tried both your configuration packages.

I've tried all these things in multiple combinations, nothing works. The fact that even the damn keyboard doesn't elicit the correct behavior from the emulator at least makes me think it's not a specific device issue, but I'm at wit's end here.

 

Did you struggle with anything similar? What solved it? I'm desperate, I have nothing else left to try.

 

 

EDIT: nevermind, for anyone else out there pulling their hair out: the emuDownloadCenter page on Github seems to have the wrong download links. To get the true version 0.9 that works with Virtual On, go to SegaRetro and get it there.

Edited by Deimos_F
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Thanks for doing this, i really appreciate the time you've put into it.

Do you think it would be possible to improve the gamma on some games? So many games don't look correct with the Model 2 emulator because there's always been problems with gamma, and you can somewhat correct it in the EMULATOR.INI which can significantly improve things, but it never looks perfect. Never as good as real hardware. For example, if you get the black levels looking correct, then the midtones and highlights become too dark, making the whole image appear dark, but increasing the gamma will then ruin the black levels and darker areas but mostly fix the rest of the image. You just can't win. I see you've obviously worked on correcting the gamma and the black levels are looking good, but now of course many games look too dark (Last Bronx and other fighters are particularly bad).

I don't think it will be possible to get these games looking perfect because the problem goes deeper than just gamma. It seems like the devs made each game specifically for each type of arcade cabinet monitor. But could you add keys to increase/decrease gamma? Like how F5 enables/disables widescreen. Ideally some brightness, colour and contrast controls would be great, although i doubt Model 2 supports those adjustments...

But still, most of all i think Model 2 needs brightness and contrast adjustments, similar to how Photoshop handles them. Because Photoshops brightness setting doesn't raise the black levels when you increase the brightness, so the blacks don't become greys, instead the whole image just gets brighter like when you increase the brightness on an OLED TV/monitor. You can see what i mean by simply opening some Last Bronx screenshots in Photoshop (that were taken with your configuration) and then increasing the brightness to around 35 and reducing contrast to -20. It's not perfect but closer to how real hardware looks and just looks better overall.

Edited by PoloniumRain
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Thanks for setting me on the right track @Warped Polygon. I just recently discovered the Sega Model 2 Emulator, since Mame falls short on the model 2.  Two of my son's favorite Sega Model 2 games were House of the Dead and Dynamite Cop.  I wanted to get House of the Dead working with my AimTrak and struggled with some solutions for reloading off screen. As a take on your HOTD LUA script and for more authentic game play, I tied reloading (and health) to the AimTrak buttons 2 and 3.  For anyone interested, here is the modified LUA script...

require("model2")
function Init()
end
function Frame()
	Model2_SetWideScreen(1)
	Model2_SetStretchALow(1)
	Model2_SetStretchBLow(1)
	Model2_SetStretchAHigh(1)
	Model2_SetStretchBHigh(1)
	Evaluate_Inputs();
end

function health_1p_cheat_f(value)
	I960_WriteWord(RAMBASE+0x1EC10,5); -- 1P 5 health
end
function ammo_1p_cheat_f(value)
	I960_WriteWord(RAMBASE+0x1EC41,6); -- 1P 6 ammo
end

function Evaluate_Inputs()
    if Input_IsKeyPressed(JOY1+JOY_BUTTON2) == 1 then
       I960_WriteWord(RAMBASE+0x1EC41,6); -- 1P 6 ammo
    end
    if Input_IsKeyPressed(JOY1+JOY_BUTTON3) == 1 then
       I960_WriteWord(RAMBASE+0x1EC10,5); -- 1P 5 health
    end
end

Options =
{
	health_1p_cheat={name="1P Infinite Health",values={"Off","On"},runfunc=health_1p_cheat_f},
	ammo_1p_cheat={name="1P Infinite Ammo",values={"Off","On"},runfunc=ammo_1p_cheat_f}
}

 

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thank you, really nice work. Is it me or xinput tends to have player 1 bound to keyboard? I'll need a bit more of fiddling because i'm using this on an arcade cabinet and i'll need to adapt controls, but it's a really solid start.

Can you pls provide a lua code to set scanlines on by default. I've tried with chatgpt but answers were hilarious XD 

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On 1/12/2024 at 4:48 PM, PoloniumRain said:

Thanks for doing this, i really appreciate the time you've put into it.

Do you think it would be possible to improve the gamma on some games? So many games don't look correct with the Model 2 emulator because there's always been problems with gamma, and you can somewhat correct it in the EMULATOR.INI which can significantly improve things, but it never looks perfect. Never as good as real hardware. For example, if you get the black levels looking correct, then the midtones and highlights become too dark, making the whole image appear dark, but increasing the gamma will then ruin the black levels and darker areas but mostly fix the rest of the image. You just can't win. I see you've obviously worked on correcting the gamma and the black levels are looking good, but now of course many games look too dark (Last Bronx and other fighters are particularly bad).

I don't think it will be possible to get these games looking perfect because the problem goes deeper than just gamma. It seems like the devs made each game specifically for each type of arcade cabinet monitor. But could you add keys to increase/decrease gamma? Like how F5 enables/disables widescreen. Ideally some brightness, colour and contrast controls would be great, although i doubt Model 2 supports those adjustments...

But still, most of all i think Model 2 needs brightness and contrast adjustments, similar to how Photoshop handles them. Because Photoshops brightness setting doesn't raise the black levels when you increase the brightness, so the blacks don't become greys, instead the whole image just gets brighter like when you increase the brightness on an OLED TV/monitor. You can see what i mean by simply opening some Last Bronx screenshots in Photoshop (that were taken with your configuration) and then increasing the brightness to around 35 and reducing contrast to -20. It's not perfect but closer to how real hardware looks and just looks better overall.

Yeah this is an issue with model 2. Some games have a 'projector' and 'crt' mode. Neither look absolutely correct on most games. I honestly wouldn't know where to begin to integrate gamma options via keyboard inputs, I'm not that good lol. I would normally do this with per game configs but Model 2 emu doesn't have that. The only other way around it is to create an ini file for 1 game with the gamma how you want it, then use batch file set to use that rom with the game specific ini and launch the game, instead of setting up the emulator in LB. This would need doing for every game.

If you get the correct gamma values, I can make the batch files and ini's. Deal?

Edited by Warped Polygon
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just one contribution:
I don't know if I misunderstood, but I think I found a wrong line in your description:
One part says that Widescreen is by default, and underneath it says that Wide scripts are optional and need to be placed in the folder.
Maybe it's old text that needs to be removed from the description.

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Would it be good if you changed the configuration in emulator.ini to leave the "FilterTilemaps" on by default to "1"?
to make the letters on the screen less jagged,
other emulators have this feature by default, like Supermodel and Demul.
It makes the image more pleasant and similar to what we remember from the old days.

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Loving these preconfig files you do.

Is there a way to change how the emulator is exited?  I'm using a Dualsense controller and the defaults to quit are holding L2 and R2 which when playing racing games can cause unwanted quit outs as they are being used as accelerate and brake.

 

Update: silly me, it was Launchbox all along.  I had quit mapped to L3 and R3.

Edited by b4ddie
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On 1/17/2024 at 5:58 PM, defmaka said:

thank you, really nice work. Is it me or xinput tends to have player 1 bound to keyboard? I'll need a bit more of fiddling because i'm using this on an arcade cabinet and i'll need to adapt controls, but it's a really solid start.

Can you pls provide a lua code to set scanlines on by default. I've tried with chatgpt but answers were hilarious XD 

yes, that'd be great! I couldn't find a way to enable scanlines by default... thanks for all the work. This whole thing is just great!

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how did you manage to change the region for sega water ski

it says something about an "engineers code" in the table but it doesn't say anything after that

Edited by platinumb3rlitz
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Hi Warped Polygon (and anyone that might be able to help), thanks for your setup guides they've been great and saved me so much time.

I'm having a little trouble with this model 2 setup though, I can't get House of the Dead to use the Xbox 360 controller analogue stick for moving the cursor though. I've set "use raw input" to 0 so I can get to the settings. In the settings the Xbox controller is recognised for assigning directions and buttons, but when I play the game the mouse is always used and the analogue sticks don't do anything.

Is there anything obvious I'm doing wrong? (the analogue stick works fine in the model 2 racing games by the way).

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Ah, looks like joy2key (or similar) is the answer to my issue after all. Just though I'd post back here in case it helps any one that later views this.

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On 2/23/2024 at 5:02 PM, wokacam said:

just one contribution:
I don't know if I misunderstood, but I think I found a wrong line in your description:
One part says that Widescreen is by default, and underneath it says that Wide scripts are optional and need to be placed in the folder.
Maybe it's old text that needs to be removed from the description.

Yes that is a mistake on my part. The widescreen luas are used by default. Thanks for catching that one, need to update the documentation.

As for Tilemaps, that one can cause issues in some games. We can figure out which ones it does work with and set them to use it via the scripts. However, some prefer the jagged look. Its a tough one. Leaving it off gives everyone the option I suppose, in which case we can force it off for the games it causes artifacts in excluding them when it's on  Hmm....that's probably the better way actually. 

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Great stuff! What is the recommended merged rom set for Model 2?

For example, I tried the most recent (.266 merged), but 'daytona' threw the error below. So I went back to an older version of the merged rom.

image.thumb.png.da5f1437604c99d1e1cf43e73f3d15d3.png

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Hiya

I just wanted to say a huge thanks to Warped Polygon, your packs and videos are AWESOME, I'll try and Buy You A Coffee, when I get a mo, you've saved me so much time and effort!

I also wanted to share my experience, as I've managed to get Warped Polygon's control layout pics in use as Pause Screens, so I thought I'd drop the info on how I managed that here - Caveat - I've not extensively tested this and I'm no Launchbox  or theme expert - following what I'm suggesting might break something for you, for which I'll take no blame!

Firstly I downloaded and extracted Warped Polygon's Control Layout Pics (attached to the first post), then I downoaded and extracted this (brilliant!) theme - Game Controls FS (Full Screen - Beta) by Retro808

The extracted theme gave me two folders. I moved the first, "Game Controls FS" folder to my "\Launchbox\PauseThemes" folder.

Once that was in place I then popped into the "\Launchbox\PauseThemes\Game Controls FS\fonts" folder and installed the font by double clicking prototype.ttf file and selecting install on the window that popped up.

I then dragged the second folder, "Images" to my "\Launchbox" folder.

Once that was in place, I renamed the folder that I'd extracted Warped Polygon's Control Layout Pics to, to "Sega Model 2" to match my M2 platform in Launchbox, I then dragged this folder over to "\Launchbox\Images\Game Controls\".

I then used the instructions in this video:

to set up the "Game Controls FS" theme as my Pause Theme and to add a joypad shortcut for 'Pause' on my (Xinput) Xbox Elite 2 pad (dpad-up+button 4 (Y)).

It worked, but only mostly. Retro808 has set up this theme to look for a game's layout pic named the same as the Launchbox ID for your game, he explains his good reason for this:

3) All game specific control images must be named exactly as the game is named in your set-up or as the LB Database ID (the LB Database ID is best used for games with symbols in the name as currently the coding has trouble pulling game files since LB will display ":" in the title but Windows will convert it to "_").

e.g. you'd have to change the image for Daytona USA from daytona.jpg to 181808.jpg, however, multiple Daytona games scrape as 181808 and would all display the same control layout, so... I tweaked a line in the Default.xaml for the theme to pick up the file name for the selected game, so that we can use all of Warped Polygon's brilliant images (fingers crossed this doesn't accidentally trigger the apocalypse!).

If you wish to do this too, the theme Default.xaml should now be located in your "\Launchbox\PauseThemes\Game Controls FS" folder, right click it and 'edit' (or preferably and if you have it installed 'edit in Notepad++').

Change line 120 from:
 

<Binding Path="SelectedGame.LaunchBoxDbId" />

to:
 

<Binding Path="SelectedGame.ApplicationFileNameWithoutExtension" />

Now assuming a hell-mouth doesn't open, you can bask in the glory of those beautiful pause screens!

Now I'm off to try this on Model 3 👍

Well, after watching Warped Polygon's Model 3 vid (and setting it up successfully!), he does cover in that one about using the control layout pics in Launchbox, but I think my comment above still has merit.

Edited by grimbola
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You've done an amazing job with these setups! Thanks so much, been using them for a while now.

I'm currently testing running two instances of the M2Emulator on the same PC linked, and all is working great with the link so far for. Plans are to set this up on a Daytona twin cab.

The problem I'm having is, the M2 emu wont let me run each instance in fullscreen on different monitors, going fullscreen always kicks to the primary screen in windows. Also if I run one instance in Full Screen and click away to do anything like load the other in window mode, the fullscreen M2 freezes until i get that one out of fullscreen mode. If I keep both in window mode from the start everything does run smoothly though, so window mode x2 may be the best way forward. The problem there is, window mode always seems locked to 656x443, and just stretches that res if i increase the window size.

SO, I was wondering if you know of some way to either:

1. Run an instance in fullscreen on a secondary monitor (I've looked around to windows hacks for this but havent come across anything solid, apart from going down the VM route, but want to avoid that if I can! edit: I've also tried the window command of shift+win+right to move the fullscreen to another monitor but that also kills the m2 emulator instance running).
OR
2. Configure the INI or a script for window mode to be rendered in a specific resolution (and maybe a specific monitor?/position?)

I've been scouring the internet to try to find a way, but have come up empty. Any help would be much appreciated!

Edited by Aussiesil80
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