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File Comments posted by Warped Polygon
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On 2/10/2024 at 7:58 PM, PoloniumRain said:
Everything i've seen so far is great, apart from the sound.
I mean yeah the games are now reasonably equal in volume levels, but it comes at the cost of having messed up sound overall. For example, the guys voice in Sega Rally 2 is drowned out by other sounds. The tarmac/gravel sound levels produced from driving over them with your vehicle are way too high. Everything is unbalanced now and many other games are like this in some sense. This isn't how the arcades sounded. Having some games sound louder than others is much better than having overall messed up sound. Ideally Supermodel needs a master volume control that can be set for each game.Funny you should bring this up, maybe you can help the project.
Audio is the last piece of the puzzle. The levels aren't even correct at defaults. I done what I could with getting stuff louder like the voices in all the racers but I am NO audio expert nor claim to be.
So, ready for a long explanation? Games like sega rally have a 4:1 audio system with different sounds coming from different speakers. Voices come from the rear speakers which only go to a certain 'loudness'. The audio options Balance, Music, Sound all do different things per game despite their labelling. Making configuring sound a veritable nightmare. However, there are now some more granular sound options in supermodel specifically for the 4:1 games. So overcoming these obstacles should be easy.
I have full documentation on what the audio options do per game and how to change everything.
But, I lack the audio expertise to know what to set everything at. Like what level should the voices be compared to the music and sound effects. Mixing essentially.
This wasn't even set on the original hardware and no one knows what the 'correct' levels are. Maybe there was some documentation that is now missing. This info isn't even in any of the manuals, perhaps was meant to be set up per install by the engineer? Who knows! The point is no one really knows what the 'dev' intended levels are supposed to be.
If you know what you are doing with audio maybe we could get it spot on and set it in stone.
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24 minutes ago, Clutz450 said:
@Warped Polygon I didn't see in these instructions here or on your YouTube video what we are supposed to do with the Controller Images. Are those just for us to reference on our own or are they supposed to show up when starting a game if we put them in the correct spot? Thank you.
They are just for reference buddy. Do with them what you want. If you use in big box you'll have pause options etc where you can view the images
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On 12/6/2023 at 9:26 PM, Baggio said:
Great work. I can’t imagine how much time you've put into this but I’m sure I speak for others as well saying thank you for all the effort 👍
I may have to update my mame now then and used non-merged sets instead of my usual merged 😂
i have a couple of questions, would it be wise to use The image renamer to rename all our media to the rom names before we add your xml?
and I have a Gun4ir lightgun. Seeing as you have calibrated these for mouse and controller should I leave the cfg and nvrams out of all the lightgun games as I have set mine up already for lightgun use use?
Thanks mate. If you use the image renamer after you've setup the xml you'll have more success. Keep in mind they'll be no artwork at all for some games. I need to have a chat with someone that creates artwork actually, perhaps someone can fill in what's missing. As for light gun stuff yeah leave that out if you have already setup for lightguns. MAME has a specific input system for lightguns.
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1 hour ago, andyeatscheese said:
It's finally over! you must be relieved. I've been following along from the start and cherry picking what I wanted from each set. Does this release contain any configs for games not covered in the other sets or is this just the rest bundled together?
It's been a good ride, discovering so many hidden gems, and also late nights getting everything needed and testing them (CHD's, working roms etc) 🤣
Thank you for your hard work 🤗
(I've just read on Discord that 1000 new are included, I don't suppose by any chance you have the new stuff sorted separate anymore, so you could share just the new additions?)
Hi mate, thanks for the love. Yeah I can finally move on to sorting out anf updating everything else.
This release does include stuff that I had previously missed as well as the 1000 other games. I recommend using this new Complete download. I know it's frustrating if you have been cherry picking, but I messed up and forgot to put out the last part on it's own. I can provide you with the list of additions since the last release if you wanna use that to help add wjat you want out of it?
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On 10/12/2023 at 5:47 PM, garrett521 said:
This worked for me for Simpsons Bowling:
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Launch the game.
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Let it load until you get to the "bad" screen.
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Press F2 and don't let go.
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Press F3 and let go.
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Don't let go of F2 until the game says "Eprom Initialized"
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Let go of F2. That should do it.
You may need to delete both the simpbowl.cfg (cfg folder) and simpbowl.nv (nvram folder).
Cheers mate. This will be fixed when the full release is ready with the xml file.
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Yes, always use both cfg and nvram as everything is setup and calibrated/unlocked with the use of both.
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On 9/16/2023 at 1:24 AM, lessthanzero33 said:
Does anyone want the platform xml file with everything done to date already added? I have been thinking about providing 'master build' with the xml and every cfg file and image done so far, keeping it up to date as I work my may through.
100% Yes Please!!!!
Ok, I'll put it together. Just need to finish Atari first. Man....Atari has been giving me some issues so may be a couple days before I get to this.
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You are making some much needed and awesome utilities.
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This is awesome. You have no idea how much time you're saving me
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On 4/27/2023 at 2:43 PM, xdmanalo said:
Thanks...had an inkling that was the case. Description called out NVRAM files and wanted to make sure I wasn't missing anything. Have a good one.
The description was a lazy copy paste job lol and forgot to remove the bit about nvram. Will remove it now to save confusion
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On 4/26/2023 at 3:02 AM, xdmanalo said:
Work continues to amaze. NVRAMs mistakenly left out from downloads?
Cheers man. NVRAM not needed for this one. Everything is done via dip switches with system 16 and this is saved to the .cfg files not nvram.
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5 hours ago, zugswang said:
Works perfectly !! 👍
Thanks
Awesome! How is the performance on your machine?
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13 hours ago, xdmanalo said:
Whoa, Mr Polygon...you are tackling MAME?! Kudos to you and thanks again for all the hard work.
Cheers mate! Yeah it's a task but needs doing. Perfect controls for everyone.
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10 hours ago, SqHd said:
@Warped Polygon Working. I wasn't being patient enough. Takes a good 30 seconds or so for it to initialize. Thanks again. Off to setup Model 2. 🙂
That one takes a while to boot. LA Machineguns takes ages also. What I do is create a save state on the title screen of the game, so I can just load it and skip all the 'initialisation' stuff.
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13 hours ago, SqHd said:
@Warped Polygon Thanks so much for your incredible work! Just upgraded my Model 3 experience last night. I had no idea it would look so good in widescreen. I have your other guides bookmarked and ready.
Question: Is Virtual On 2: Oratorio Tangram working for you? I have von2 from mame .252 split set. It just loads up a black screen. Here's a screen of the console.
It should work without that optional file. You can add that file to the von2 zip and it should work no worries. That file is in the segabill.zip file of mame.
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19 hours ago, FetusSandwich said:
I appears as "Microsoft Xbox 360 Pad", and whenever I attempt to enable XInput = 1 in the EMULATOR.ini file, it stops working all together. It's really bizarre.
Your controller should be working fine with xinput then .Model 2 Emu isn't the most stable. You'll need to delete the CFG's and NVDATA and put them back from a fresh download. Should fix the crash/stopping issue. Let me know how you get on.
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On 3/10/2023 at 6:59 PM, FetusSandwich said:
Thanks so much man for all of the work you put into this! Just a quick question. I was just going through and testing everything and the Daytona and Zerogunner inputs (and several others) don't appear to be working as you have them listed in the pictures. For example, the trigger buttons in Zero Gunner are replicating the horizontal joystick movement, or in Dynamite Cop, my character just drifts into a wall. Is that a me thing or are they incorrect?
Also, in fighting games where the D-pad listed as the directional, I find that the left joystick is working instead. Which I'm fine with, but maybe the added context could help clue you off to what I'm experiencing and help you point to a culprit for me.
What controller are you using?
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2 hours ago, Morris Schaffer said:
I wonder if it's as easy as copying the lost world preset in the ini and overwriting the star wars one. Ain't no way I'm gonna risk it tho.
Just tested and it works with rawinput. I'm gonna update this on the next version, can't believe I missed it.
If you wanna set Star Wars up now just add the line InputSystem=rawinput to the per game entry towards the top of the ini file.
Then change the inputs for Star Wars. So where you see just MOUSE, add your lightgun index number to it so it becomes MOUSE4 or whatever your index number is.
Remember that lightsaber battles invert the y axis, it's not broken lol
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1 hour ago, Morris Schaffer said:
Can I disable other player's crosshair and in fact for just lost world can i disable my crosshair as well? Thanks
Yes, in the control tab in the UI you have a crosshairs option. This can be set to 1 player only, 2 players or completely off.
Glad you got it working in the end. Welcome to the world of windows mouse indexing. It's a pain in the ass lol.
@Headrush69 Changing the Lost World analog_gun to just gun shouldn't have an impact on the inputs that are standard in the ini file. are you having an issue?
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Your index and ini line up but it's still not working. Hmmmmm. Can you play any LG games with your lightgun?
So we need to backtrack and make sure everything else is in place. Towards the top of the ini file there are some per game entries that should look like this. The InputSystem=rawinput is the most important thing here.
[ lamachin ]
SoundVolume = 115
Balance = 0
InputSystem=rawinput[ oceanhun ]
SoundVolume = 200
Balance = 100
InputSystem=rawinput
[ lostwsga ]
SoundVolume = 100
Balance = 20
InputSystem=rawinputIf you have these in place then raw input is being used. Try playing with rawinput set in the UI just to make sure of this.
If its still not working then there is something else going on that I can't test for not having a light gun. Try using Arcade Guns app. There is a tut for this being used with Supermodel so that may help.
I'll keep trying tho man, I like a mystery. -
Mouse indexing for Supermodel really needed a video all to itself. Which you have just prompted me to make this eve. I hope this helps. If not, let me know.
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Can we get Atari Jaguar as it's now got good emulation? Pretty please
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On 2/11/2023 at 1:35 PM, vasago792000 said:
Great Work! Thank you for all your hard work and efford for this collosal project!
Quick tip for those having different setting on "Scale and Layout" other than 100% (I set mine to 150% because i have a TV not a monitor).
Go to "supermodel.exe", right click it and select properties->compatibility->change settings for all users->change high DPI settings->tick High DPI scaling override and set to application, hit ok and save it.
I changed it also on "Sega Model 3 UI -r860.exe" just in case.
This will let the application to choose the scaling not windows and fixes the incorrect resolution problem.
Thanks so much for this. I'm about to update the tut video with a common issues section too. Quick question, do you have your monitor or graphics card set to scale?
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10 hours ago, Morris Schaffer said:
To clarify, I can start a new game with the pad, but cannot move around any longer. So for instance, at the level select screen, I always have to choose Yavin. Selecting Yavin works, but I cannot select other levels. Not that it matters because I cannot move the aiming reticule at all with the game pad, except the first time, then it works. Super odd. This behavior I could verify yesterday and I could repeat it just now. When it no longer works with the gamepad, the mouse does work, but as I said I'd be so close to the screen my eyeballs would explode.
yeah an odd one indeed. I have replicated this issue also. It may be due to the cabinet type being bet to upright rather than deluxe. I will test this and fix very soon, if you change this in the mean time remember the inversion on the controls will change. Ahh man Star Wars is a pain, get ready for some headaches.
As for mouse indexing etc, apparently demulshooter is the way to go to get this set up with lightguns.
EDIT: You can check the mouse index by using the Remap Tool in the UI. Don't actually set any controls using this. Nothing will be saved unless you press q, so just start it and press the trigger and it should tell you the input starting with MOUSE1, MOUSE2 etc. It's the number you want. Once you have found that out you'll have to edit the .ini file input section for the three lightgun games and change MOUSE1 and MOUSE2 to whatever number appeared in the remapping tool.
Sega Model 3 | Supermodel Git - EVERYTHING Pre Configured inc Controls. For PC, Controller, Mouse & Light Guns. Test Menu's Configured. Free Play. All Games in English. 2 Player Mouse Support. Audio Adjusted. Layout Images...The Whole 9 Yards
in Sega Model 3
Posted
Yeah that info helps. I'm not sure why throttle doesn't work if vsync doesn't either, but everyone knows the workaround now.
Thanks k.