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Bart T.
Reged: 01/07/06
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And the next top model is...
#250466 - 04/01/11 09:48 AM


... Supermodel?

The very first alpha version of my Model 3 emulator is now available. Very preliminary, of course. She photographs well but is still a little unsure of herself on the runway!



Bart



pjay
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Re: And the next top model is... new [Re: Bart T.]
#250467 - 04/01/11 10:26 AM


Excellent job Bart, works great, keep up the great work:)



Outrun2006
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Re: And the next top model is... new [Re: pjay]
#250469 - 04/01/11 10:29 AM


Thanks Part.



MAMu_
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Re: And the next top model is... new [Re: Bart T.]
#250471 - 04/01/11 10:51 AM


> ... Supermodel?
>
> The very first alpha version of my Model 3 emulator is now available. Very
> preliminary, of course. She photographs well but is still a little unsure of herself
> on the runway!

April 1st...??? I hope not



HowardC
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Re: And the next top model is... new [Re: Outrun2006]
#250472 - 04/01/11 10:52 AM


That's a dirty trick releasing it on April fools day! Luckily my curiosity got the better of me. SW Trilogy looks amazing!



Elratauru
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Re: And the next top model is... new [Re: Bart T.]
#250474 - 04/01/11 11:09 AM


Oh yeah!

I have been doing some quick tests:

http://i51.tinypic.com/2pp07kk.png

That's Daytona 2 PE at 1024 x 768 resolution, with 4xFSAA and 8xFSAS on my HD5750 1GB DDR5.

Also, I have been playing with the core mhz. I tried with the default 25, but too slow even if it ran at 60fps. Then I used 166mhz (Haha, the "original" specs :P) and well it ran about 15fps. Then I used 50mhz, and daytona 2 runs at 50fps with all these filters and resolution.

Im using a Phenom II x6 at 3.3ghz (each core) but Im not sure how many cores is this thing using...

I'll be testing some other games and getting "quick benchmarks" in a while.

By the way, no sound implemented yet? :P

Ps: Bart, you're awesome.



MAMu_
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Re: And the next top model is... new [Re: Bart T.]
#250475 - 04/01/11 11:27 AM


For the few, I know that there are still some, who wouldn't know how to use this gem, here is the list of the supported games :

vf3____________Virtua Fighter 3
lemans24_______Le Mans 24
scud___________Scud Race
scudp__________Scud Race Plus
lostwsga_______The Lost World
von2___________Virtual On Oratorio Tangram
vs298__________Virtua Striker 2 '98
srally2________Sega Rally 2
daytona2_______Daytona USA 2
dayto2pe_______Daytona USA 2 Power Edition
fvipers2_______Fighting Vipers 2
harley_________Harley Davidson & L.A. Riders
lamachin_______L.A. Machineguns
oceanhun_______The Ocean Hunter
swtrilgy_______Star Wars Trilogy
eca____________Emergency Car Ambulance

Let's say that you've extracted Supermodel in your MAME directory (in my case, H:\MAME), open a cmd prompt window.
type this :
H:
cd MAME
supermodel roms/XXXXXXX.zip
where XXXXXX is the name of the game (ie: eca), don't forget ".zip"
Type only supermodel to see the various options availables...

Enjoy

Bart, thanks a lot, this is amazing



Ziggy100
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Re: And the next top model is... new [Re: Elratauru]
#250477 - 04/01/11 11:39 AM


Fantastic....

Full 60fps...!!!, on my Phenom II Triple Core @ 3.8Ghz with a 1Gb Radeon 4850.




GraphicArts
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Re: And the next top model is... new [Re: MAMu_]
#250478 - 04/01/11 11:43 AM


1st i would like to say thanks Bart for your great work.

I'm just wondering which key the test button is!!, i loaded Daytona 2 and it is skipping back and forth from the test screen to network board not present, i pressed f2 but it keeps doing it.

Cheers



GraphicArts
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Re: And the next top model is... new [Re: GraphicArts]
#250479 - 04/01/11 11:46 AM


> 1st i would like to say thanks Bart for your great work.
>
> I'm just wondering which key the test button is!!, i loaded Daytona 2 and it is
> skipping back and forth from the test screen to network board not present, i pressed
> f2 but it keeps doing it.
>
> Cheers

It's cool i got it up.

Cheers



Elratauru
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Re: And the next top model is... new [Re: Bart T.]
#250480 - 04/01/11 11:56 AM


Ok, more quick-benchmarks update:

This is Star Wars Trilogy at 1024 x 768 with 8xFSAA and 16xFSAS:
http://i55.tinypic.com/25s62j8.png
http://i51.tinypic.com/15ogvvn.png

As you guys can see..it looks better than ever.

Played until the Last mission, no gameplay bugs at all. The only graphic bugs were: Depth problems with the hud, massive slowdown (20fps) during big explotions (like the Death star one and the ATST one in the Endor mission) and darkened lightsaber/hud on some stages.

Im using the same Phenom II x6 at 3.3ghz emulating with 50mhz.

Also, if someone is interested, I didnt saw any performance drops when adding the resolutions or FSAA samples. It doesnt seems to be using my vga that much (As I said, its a HD5750 with 1GB DDR5 Vram).

Back to Daytona 2 PE: I have seen some slowdown on specifiq turns on the advanced cirquit. I did a few runs and it slowed down to about 20fps in the same exact part and then it continued fullspeed. Not sure why though.

PS: I'll be doing a few Scud Race benchs-runs in a while.



Naoki
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Scchhwweeett! - nt new [Re: Bart T.]
#250481 - 04/01/11 12:04 PM





----
On a quest for Digital 573 and Dancing Stage EuroMix 2

By gods I've found it!



Elratauru
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Re: And the next top model is... new [Re: Bart T.]
#250484 - 04/01/11 12:21 PM


Ok, this is the Scud Race Quick-Bench:

Again, the game is played at 1024 x 768, using 8xFSAA and 16xFSAS.

And this is how it looks.
http://i55.tinypic.com/2na5rtd.png
http://i56.tinypic.com/2j1pm3k.png

Smooth huh?... Ok, lets go to my findings. When emulating 50mhz, the game ran at 49fps. Kinda slow to me...so I decided to try the default 25mhz, but it was WAAAY slower (even if it ran at 60fps). So I decided to start lowering the mhz little by litte from 50.

I tried 45mhz, the game ran smooth and nice, but it was running at 54fps (average)... I tried with 35mhz the game ran at 60fps, except for heavy-parts that ran at 55fps. Then, I went for 33mhz, the game ran fast, at exact 60fps, no slowdowns, no slow-like feeling.

Again, the card FSAA and FSAS samplings didnt made any difference. I suppose that the resolution wouldnt affect it anyways.

I'll be doing VF3 next, and if everything is ok I'll be trying Lost World too (but that later :P).



GraphicArts
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Re: And the next top model is... new [Re: Bart T.]
#250485 - 04/01/11 12:24 PM


8 is the key to get the test menu up and 5 moves the Arrow up and down and then you press 8 to select. Which key is for full screen!



Elratauru
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Re: And the next top model is... new [Re: Bart T.]
#250487 - 04/01/11 01:09 PM


Ok, lets go!

This time I created the "Complete Guide to play VF3 on Supermodel Version 0.1a"

I tested VF3 like I said I would, and got some interesting results. First of all, like every other post I made... Im running the game Fullscreen, with 8xFSAA and 16xFSAS using a HD5750 1GB DDR5 VRAM. Also, I ran this with 50mhz core on my Phenom II X6 3.3ghz CPU.

And as a guy that likes VF and knows how to play, I decided to do a playthrough the game to see the "problems" that Bart said on the readme file.

I started the game, the intro had some flicker when loading stuff, nothing serious, I put a coin and went directly into the Character Select, selected Pai because Its one of my "good characters" to play and started!

http://i51.tinypic.com/jr2vcn.png

Well, this looks good, no "bad" graphical bugs, the arena looks pretty nice and it was running at 45 fps...strangely enough it felt fast and "the correct speed to play". I played VF3 millions of times before after all and noticed this was the correct speed of gameplay.

http://i53.tinypic.com/2ro544p.png

Well...This is when stuff started to go funny :P... First of all, like Bart said, the transitions are kinda wrong, mostly because it has some Z-depth problems and the "VS" screen doesnt covers the "stuff that will get replaced"...so the textures load directly on your face before changing the stage. This stages has lot of bad textures, bad tiling and some kind of bacteria on the wall :P still, it runs ok and of course, I even tried a Ring out to see more of the stage.

http://i52.tinypic.com/1r5d76.png

And then! Shit got normal again. Loaded the correct textures, no missing stuff, and it didnt even slowdown. I do know that this stage its a "good" 3D one, one of my favorites and it was cool to see it running the way it was made. So I ended the fight and proceed to...

http://i52.tinypic.com/2vdmscw.png

HOLY SHIT DID THAT GUY HAD A HEAD EXPLOSION...WITH FLOATING EYEBALLS?...You guys cant imagine how bad I laughed when I saw that. Also, look at my epic metallic mask-face. Aside from some strange face vertex's on the guys face it looked pretty nice. The arena didnt had any texture or effect problems at all! But then...the next stage:

http://i51.tinypic.com/2qmhx6p.png

Who the hell corrupted the Great China Wall? e_e These h4x's of today! Well, not just that, like every texture on the world was corrupted, look at the players :P... Even with these textures I could still play, so I knocked out him and:

http://i56.tinypic.com/5ycak6.png

We are back to the normal world! Not just that...Because this is one "intensive" arena, trains moving, lots of polygons and stuff. Didnt slow down a little! I was surprised when I saw that It looked perfectly! And look at my time Im good at this, so I needed to complete the game, only 2 stages left after all!

http://i55.tinypic.com/2vdnyo5.png

Buuuuuuut...Then again, we're back in the matrix or something. Some polygons exploded when fighting, coming from my opponent too. Nothing serious though, except for the missing backgrounds and stuff...It was more than playable. And the speed was the same perfect from the beginning.

http://i53.tinypic.com/30ro41c.png

And yes, this stage looks perfectly! Even when all the wave's-distorts that the background has! Except for some missing texture in his head, this is perfect! Also, look at that awesome Perfect I made :P

http://i53.tinypic.com/oj2yvl.png

Now, for the epic, amazing, last boss! Dural reflections look awesomely perfect! Not even a missing or minnor corruption! And the arena looks perfect too! Im impressed!

And yes, I did completed the game, the ending looks ok, and I even placed my name on the "Enter your name" screen! So its playable from begin to finish!

----

Graphic-Arts: for fullscreen use: "-fullscreen" when running the emulator.



GraphicArts
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Re: And the next top model is... new [Re: GraphicArts]
#250488 - 04/01/11 01:09 PM


Here is a relatively High Res video of Daytona 2 bote 1st track running on it's Cabinet, higher Res than any that can be found on youtube, it looks much nicer on the Emulator. Great job Bart.

Just join all that together, it wouldn't let me post the link

www. media fire. com/ ?av4nd78r8iccwv2



GraphicArts
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Re: And the next top model is... new [Re: Elratauru]
#250490 - 04/01/11 01:21 PM


> Graphic-Arts: for fullscreen use: "-fullscreen" when running the emulator.

How do you do that! Do you write that in the command prompt, if yes, exactly like that!. Do you leave a space and write it after the Game Command Prompt, i need more information.



CiroConsentino
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Re: And the next top model is... new [Re: Bart T.]
#250491 - 04/01/11 01:53 PM


awesome.
command line support. Emu Loader will be happy



Emu Loader
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Elratauru
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Re: And the next top model is... new [Re: Bart T.]
#250492 - 04/01/11 01:57 PM


Its time for The Lost World:

Same Specs, Same FSAA, FSAS and stuff. The Frequency of the emulated CPU was 50mhz.

The game looks gorgeous:
http://i52.tinypic.com/2gvvwhh.png
http://i56.tinypic.com/n6evf9.png

Didnt had any "important" graphic bugs, a few missing alpha channel on some textures but nothing serious. Played the whole game and it only slowed down in 3 places:

- This part (Slowed down to 20fps, went fullspeed again when indoors):
http://i54.tinypic.com/szg3dy.png
- The Female T-Rex
- The last 2 T-rex's on the final battle.

---

GraphicArts: Easy, run a CMD, and write: "supermodel.exe -fullscreen game.zip" You can also add more atributes for example I run games with: "Supermodel.exe -fullscreen -ppc-frequency=50 -res=1024,768 game.zip"



HowardC
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Re: And the next top model is... new [Re: Elratauru]
#250493 - 04/01/11 02:05 PM


Yeah I've been playing with it all morning and aside from some graphical errors (mostly textures out of place or corrupted) everything works really well.

You pretty much HAVE to adjust the frequency on the games further down the list though, or else they slow to a crawl. 50mhz seems to work well for me as well.

SW Trilogy does crash on me though.... if I select the easy stage, it crashes with a "power pc recieved an invalid instruction" error immediately after the initial mission briefing. It plays just fine if I select either of the other two missions though.

I can't figure out how to get daytona to run. daytona2 gives me rom errors and pce version gets stuck in a network error loop.


But yeah... throw some sound in there and this emu is already at a playable state!



JacKc
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Re: And the next top model is... new [Re: Bart T.]
#250494 - 04/01/11 02:08 PM Attachment: Logo_Supermodel.png 19 KB (1 downloads)


Thanks a lot Bart !!!

Made this tiny logo for your Homepage...

[ATTACHED IMAGE]

Attachment

Edited by JacKc (04/01/11 02:11 PM)






GraphicArts
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Re: And the next top model is... new [Re: Elratauru]
#250496 - 04/01/11 02:16 PM


> GraphicArts: Easy, run a CMD, and write: "supermodel.exe -fullscreen game.zip" You
> can also add more atributes for example I run games with: "Supermodel.exe -fullscreen
> -ppc-frequency=50 -res=1024,768 game.zip"

It is still not working, are you sure that is how you write it!, i tried with and without the brackets, i copied and pasted it to the prompt and changed game.zip to the Rom name . zip



R. Belmont
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Re: And the next top model is... new [Re: Bart T.]
#250497 - 04/01/11 02:23 PM


I'll post my "improved" source that works on modern (GCC 4.4/4.5) Linux and Mac OS X later today. I didn't know Bart was going to release it today or I would've pushed my changes back already ;-)



HowardC
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Re: And the next top model is... new [Re: Bart T.]
#250498 - 04/01/11 02:25 PM


Bart: I noticed on your site that you were thinking of doing a user interface. I know you've probably already figured this out, but it would be a waste of your time. So long as you give us all of those nice command line options, we can take care of that.



Elratauru
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Re: And the next top model is... new [Re: HowardC]
#250500 - 04/01/11 02:46 PM


Strange, didnt had a problem at all with SW Trilogy, but yes. I can confirm that Bart was using an...updated? rom for Daytona 2 so that's why It doesnt works with our roms, Daytona 2 PE works perfectly though. Just enter the test menu (with number 6 on the kb) and then change the link to single mode on the game config. Its just a common thing for a Twin Cabinet game.

--

GraphicArts: Are you sure that you're in the same folder that the game is? Remember, you should be using Chain Directory's. I recommend going to the emulator root and then placing the roms in a folder inside there.



GraphicArts
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Re: And the next top model is... new [Re: Elratauru]
#250501 - 04/01/11 02:51 PM


> Strange, didnt had a problem at all with SW Trilogy, but yes. I can confirm that Bart
> was using an...updated? rom for Daytona 2 so that's why It doesnt works with our
> roms, Daytona 2 PE works perfectly though. Just enter the test menu (with number 6 on
> the kb) and then change the link to single mode on the game config. Its just a common
> thing for a Twin Cabinet game.
>
> --
>
> GraphicArts: Are you sure that you're in the same folder that the game is? Remember,
> you should be using Chain Directory's. I recommend going to the emulator root and
> then placing the roms in a folder inside there.

Yes, i have loaded a game, i just can't load one in full screen. Is their a Hotkey you can press!



RetroRepair
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Re: And the next top model is... new [Re: GraphicArts]
#250502 - 04/01/11 02:56 PM



Quote:


Yes, i have loaded a game, i just can't load one in full screen. Is their a Hotkey you can press!





Code:

-fullscreen



Do I have to install some runtimes or something? Just get a blank window when loading any roms.

Edited by RetroRepair (04/01/11 02:57 PM)



http://www.youtube.com/retrorepair



VirtuaIceMan
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Re: And the next top model is... new [Re: RetroRepair]
#250503 - 04/01/11 03:01 PM


> Yes, i have loaded a game, i just can't load one in full screen. Is their a Hotkey
> you can press!
>
> -fullscreen
>
> Do I have to install some runtimes or something? Just get a blank window when loading
> any roms.

It crashed for me, saying something about pixel/fragment shaders I think. But then I tried it on an underpowered graphics card, will try it on a decent one later!



GraphicArts
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Re: And the next top model is... new [Re: Elratauru]
#250504 - 04/01/11 03:25 PM



>
> GraphicArts: Easy, run a CMD, and write: "supermodel.exe -fullscreen game.zip" You
> can also add more atributes for example I run games with: "Supermodel.exe -fullscreen
> -ppc-frequency=50 -res=1024,768 game.zip"

See i can run one in a window, just not in full screen mode.


Error when trying to run it in full screen
http://img808.imageshack.us/i/htghjfgffg.png/

Game running in window mode.
http://img600.imageshack.us/i/hghghk.png/



RetroRepair
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Re: And the next top model is... new [Re: GraphicArts]
#250505 - 04/01/11 03:34 PM


The MAME Daytona 2 romset is different. Use Daytona 2 PE unless you can find what files have changed.

It's nothing to do with fullscreen.

*EDIT* Wait, that game runs in a window? Just not fullscreen?

That said I still can't get any game to run. It finds them and tries to run but just hangs.

Edited by RetroRepair (04/01/11 03:50 PM)



http://www.youtube.com/retrorepair



GraphicArts
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Re: And the next top model is... new [Re: RetroRepair]
#250509 - 04/01/11 04:02 PM


> The MAME Daytona 2 romset is different. Use Daytona 2 PE unless you can find what
> files have changed.
>
> It's nothing to do with fullscreen.
>
> *EDIT* Wait, that game runs in a window? Just not fullscreen?
>
> That said I still can't get any game to run. It finds them and tries to run but just
> hangs.


The Readtime tells how to fix that with the Daytona 2's, you press 8 to display the menu and then 5 to move the Arrow, you go to games assignments and you change the link id to single with the 8 button then exit, press 8 to exit. Why the others won't run your pc, i wouldn't have a clue.

You might need to download the latest version of Directx or update your video card driver, i know epsx2 requires the latest version of Directx. The Sims 2 wouldn't play on my pc until i installed the latest video card driver for my Nvidia Geforce Gt 240.



AnimalBear
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Re: And the next top model is... new [Re: Bart T.]
#250518 - 04/01/11 04:27 PM


Thanks i love so much April Fools and this Month.



Cable
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Re: And the next top model is... new [Re: Bart T.]
#250524 - 04/01/11 04:57 PM


Wow excellent work Bart! I couldnt have picked a better day to be off sick from work. After playing star wars trilogy i tried lost word with my topgun II lightgun, it works great. Amazing work thanks to you and all those who have helpped



Bart T.
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Re: And the next top model is... new [Re: GraphicArts]
#250527 - 04/01/11 05:06 PM


Send me an email. That's an odd bug. There should be no reason why it loads in a window and not in fullscreen -- these options have absolutely nothing to do with ROM loading. I wonder if it's a command line parsing bug. Try putting -fullscreen after the ROM name (though it really should not matter).

Also, type "dir" and make sure the ROMs are really in that directory.



Bart



Bart T.
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Re: And the next top model is... new [Re: HowardC]
#250528 - 04/01/11 05:09 PM


See the FAQ. This is an easy problem to fix.

Note to everyone: there is a Help page with installation and usage instructions on the site. Check it out if you're having problems. I'll try to update the FAQ as needed.



Bart



Bart T.
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Re: And the next top model is... new [Re: R. Belmont]
#250530 - 04/01/11 05:12 PM


I set the April Fool's Day deadline for myself and was rushing to make it (had the whip up a web site and make sure there were no show-stopper bugs/oversights). Didn't realize it wouldn't compile on GCC4+ out of the box.

Are the changes substantial? Let me know when you've got them and I'll post them as a source code update. Thanks a lot for looking into it!

By the way... if anyone out there could do a 64-bit Windows compile, I'm sure people would really appreciate it. My copy of Visual Studio 2008 doesn't include the 64-bit compiler.

Edited by Bart Trzynadlowski (04/01/11 05:14 PM)



Bart T.
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Re: And the next top model is... new [Re: RetroRepair]
#250531 - 04/01/11 05:17 PM


No run-times necessary (besides the SDL.dll that is included.) Either there's a video card problem (try Supermodel -print-gl-info and email the output to me, and also the error.log when trying to run something) or there _could_ be a problem if Windows is loading a pre-existing SDL.dll from somewhere else (but I think that would cause an explicit error if there was some sort of incompatibility between the two).



Bart T.
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Re: And the next top model is... new [Re: Elratauru]
#250532 - 04/01/11 05:23 PM


Yep, the Daytona 2 ROMs have been re-dumped.

Reading GraphicArts posts again, I'm assuming he started Supermodel by dragging and dropping the ROMs onto Supermodel.exe. The web site has step-by-step instructions, with screenshots, for how to install and run Supermodel here. Follow them carefully, including the part where it says to place the ROMs in the same folder as Supermodel, otherwise "supermodel daytona2.zip" won't work.

Advanced users can place the ROMs wherever they'd like, of course, and just need to modify the file argument to Supermodel appropriately (eg., "supermodel \roms\scud.zip").



GraphicArts
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Re: And the next top model is... new [Re: Bart T.]
#250533 - 04/01/11 05:25 PM


> No run-times necessary (besides the SDL.dll that is included.) Either there's a video
> card problem (try Supermodel -print-gl-info and email the output to me, and also the
> error.log when trying to run something) or there _could_ be a problem if Windows is
> loading a pre-existing SDL.dll from somewhere else (but I think that would cause an
> explicit error if there was some sort of incompatibility between the two).

Ok i will get the info for you.

Great Emulator, i don't think people have been this excited since the release of the 0.9 version of the M2 2mulator, maybe more excited about the model 3.



VirtuaIceMan
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sound? new [Re: Bart T.]
#250534 - 04/01/11 05:28 PM


Hey Bart, can't wait to test this out but not near a PC powerful enough for now. Regarding sound emulation, I know RB's got some Model3 playing in the M1 sound emulator, so would it be relatively straightforward to add it?



GraphicArts
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Re: And the next top model is... new [Re: Bart T.]
#250535 - 04/01/11 05:43 PM


Ok bart here is the Error message info, it looks like i might have it set on the wrong Res.


Supermodel v0.1a Error Log
--------------------------

PowerPC frequency: 25000000 Hz
Resolution: 496x384 (windowed)
Frame rate limiting: Enabled
Static vertex buffer size: 61.42 MB
Dynamic vertex buffer size: 5.62 MB



Bart T.
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Re: And the next top model is... new [Re: GraphicArts]
#250536 - 04/01/11 05:52 PM


Your error log indicates that the game loaded correctly and that there are no obvious problems with your graphics. The resolution is fine.

I think you just don't have daytona2.zip in the same folder as Supermodel. I'm assuming that to run it in windowed mode, you are dragging daytona2.zip onto Supermodel.exe, is that correct? See the Help section of the web site and notice where I place scud.zip (in c:\Supermodel, which I assume is where you extracted the emulator to).

Edited by Bart Trzynadlowski (04/01/11 05:52 PM)



GraphicArts
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Re: And the next top model is... new [Re: Bart T.]
#250537 - 04/01/11 05:59 PM


> Your error log indicates that the game loaded correctly and that there are no obvious
> problems with your graphics. The resolution is fine.
>
> I think you just don't have daytona2.zip in the same folder as Supermodel. I'm
> assuming that to run it in windowed mode, you are dragging daytona2.zip onto
> Supermodel.exe, is that correct? See the Help section of the web site and notice
> where I place scud.zip (in c:\Supermodel, which I assume is where you extracted the
> emulator to).

No i am using a command, supermodel roms/daytona2.zip

I created a roms folder and put them in that and put it in the SuperModel directory, so do i just put the roms directly in the folder to run it in full screen!



Bart T.
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Re: And the next top model is... new [Re: GraphicArts]
#250538 - 04/01/11 06:11 PM


No, it's the same. But I noticed before that you were not typing roms\daytona2.zip, but daytona2.zip. The error you got indicates that the game didn't load the ROMs. Supermodel will not even attempt to set the video mode before the ROMs are loaded, so double check what you're doing.

If "supermodel roms\daytona2.zip" works, then "supermodel -fullscreen roms\daytona2.zip" must work as well.

Email me at supermodel.emu at gmail dot com for further discussion. I'll get back to you in a few hours.



GraphicArts
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Re: And the next top model is... new [Re: Bart T.]
#250544 - 04/01/11 06:23 PM


> No, it's the same. But I noticed before that you were not typing roms\daytona2.zip,
> but daytona2.zip. The error you got indicates that the game didn't load the ROMs.
> Supermodel will not even attempt to set the video mode before the ROMs are loaded, so
> double check what you're doing.
>
> If "supermodel roms\daytona2.zip" works, then "supermodel -fullscreen
> roms\daytona2.zip" must work as well.
>
> Email me at supermodel.emu at gmail dot com for further discussion. I'll get back to
> you in a few hours.



Yeap it worked, thanks for the right command, my mistake

I was typing what Elracter write 'supermodel.exe -fullscreen daytona 2.zip' and what Mamu write 'supermodel roms/daytona 2.zip'
Thanks dude



MAMu_
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Re: And the next top model is... new [Re: Bart T.]
#250545 - 04/01/11 06:39 PM


> Your error log indicates that the game loaded correctly and that there are no obvious
> problems with your graphics. The resolution is fine.
>
> I think you just don't have daytona2.zip in the same folder as Supermodel. I'm
> assuming that to run it in windowed mode, you are dragging daytona2.zip onto
> Supermodel.exe, is that correct? See the Help section of the web site and notice
> where I place scud.zip (in c:\Supermodel, which I assume is where you extracted the
> emulator to).

see my post, "Supermodel.exe roms/daytona2.zip" worked perfectly for me, having All supermodels files in my MAME directory, and so all my roms in the roms dir.

Regards, MAMu_.



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Re: sound? new [Re: VirtuaIceMan]
#250546 - 04/01/11 06:39 PM


> Hey Bart, can't wait to test this out but not near a PC powerful enough for now.
> Regarding sound emulation, I know RB's got some Model3 playing in the M1 sound
> emulator, so would it be relatively straightforward to add it?

Actually not. There's some weird flow control on the sound comms that I haven't figured out. Otherwise it would work in MAME (it's all hooked up).



pjay
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Re: And the next top model is... new [Re: Bart T.]
#250550 - 04/01/11 06:58 PM


> ... Supermodel?
>
> The very first alpha version of my Model 3 emulator is now available. Very
> preliminary, of course. She photographs well but is still a little unsure of herself
> on the runway!

I don't know? She seems to be handling herself quite well. Seriously though Bart, excellent work.



GraphicArts
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Re: And the next top model is... new [Re: Bart T.]
#250554 - 04/01/11 08:52 PM


supermodel -fullscreen -res=1024,768 roms\nameoftherom.zip

Fills up the whole screen on my 22" monitor. Good stuff.



zambr
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feature request - mouse on course select screens new [Re: Bart T.]
#250556 - 04/01/11 09:14 PM


Awesome job Bart, all that effort has been worth it

Feature request:

If racing game, and mouse enabled, allow mouse to act as the driving wheel, for sole useful purpose to allow for accurate race course selection.
A left / right sensitivity setting would also be most useful too (if that is even do-able).

e.g. supermodel roms/scud.zip -mouse_sensitivity 50

NOTE: i did read your not accepting user requests at this time, but i feel this feature alone would make a huge difference to racing game selection screens.


Fantastic job !!!!

Edited by zambr (04/01/11 11:17 PM)



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Re: And the next top model is... new [Re: Elratauru]
#250562 - 04/01/11 09:49 PM


The Lost World Special, anyone ? Good job, Bart!



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Re: And the next top model is... new [Re: Bart T.]
#250566 - 04/01/11 10:27 PM


Am i dreaming? Wake me up!!!
Thank you soo much!



Bart T.
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Re: And the next top model is... new [Re: Elratauru]
#250571 - 04/01/11 11:22 PM


Did you notice the characters coming apart at the seams, like slinky toys? I've been curious about this problem. I thought it might be a CPU bug but I don't think Ville encountered it with his Direct3D version back in the day (still using the same CPU core here).

Direct3D handles Step 1.0 a lot better than OpenGL. Step 1.0's coordinate format differs from all other Model 3 revisions. I use a trick to get it to look acceptable, otherwise there would be serious Z-buffer problems. It seems weird to me that most of the scenes look solid but the characters tend to develop seams and gaps when moving.

It'll probably solve itself at some point down the road. TBH, I'm more interested in the problems the Step 2.1 games are experiencing at the moment. I know what's causing some of them but was too lazy to fix it for this release.



karadaniano
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Re: And the next top model is... new [Re: Bart T.]
#250572 - 04/01/11 11:43 PM


congratulations bart!! you have broken the curse of the unreleased model 3 emu XD



Ville Linde
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Re: And the next top model is... new [Re: Bart T.]
#250573 - 04/01/11 11:50 PM


> Direct3D handles Step 1.0 a lot better than OpenGL. Step 1.0's coordinate format
> differs from all other Model 3 revisions. I use a trick to get it to look acceptable,
> otherwise there would be serious Z-buffer problems. It seems weird to me that most of
> the scenes look solid but the characters tend to develop seams and gaps when moving.

Did you adjust the clip planes for Step 1.0? In my DX9 renderer I have set the near plane to 10.0 and the far plane to 500000.0 for Step 1.0 games.
If the difference between the near and far planes is too big, you will get Z-buffer fighting issues.



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Re: And the next top model is... new [Re: Ville Linde]
#250576 - 04/02/11 12:03 AM


Hey Ville!

I did at one point try pushing the near plane away for Step 1.0 (and bringing in the far plane) but I found that even as near as 1.0 was still too far. I'll look at it again.

If I recall correctly, you were able to use w buffering in Direct3D, which sadly is not something that's possible to force OpenGL to use (though some implementations of GL might do just that). For now, I think I just divide all the coordinates by 1024.0 at the very end or something like that.

I'll have to hook up some more Step 1.0 games. I thought we had Sega Bass Fishing working under GL back in 2004 flawlessly, however...



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Re: And the next top model is... new [Re: HowardC]
#250577 - 04/02/11 12:05 AM


Command line options are given in the readme file. If you look at Src/OSD/Main.cpp, you can see what I use for key and mouse button names that are written to Supermodel.ini.

Email me and we can discuss further about any changes to Supermodel that might be needed.



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Re: And the next top model is... new [Re: Bart T.]
#250584 - 04/02/11 02:03 AM


> Command line options are given in the readme file. If you look at Src/OSD/Main.cpp,
> you can see what I use for key and mouse button names that are written to
> Supermodel.ini.
>
> Email me and we can discuss further about any changes to Supermodel that might be
> needed.

Look at those:

http://www.trzy.org/Supermodel/Help.html
http://www.trzy.org/Supermodel/Usage.html

Hope it helps.



Elratauru
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Re: And the next top model is... new [Re: Bart T.]
#250587 - 04/02/11 03:18 AM


Yes, I did saw that problem. Its nothing really serious though, just kinda weird when doing some moves and stuff :P

Also yes, the Z-buffer can be a bitch sometimes, but I only found depth problems on this game and SW Trilogy. So I think its ok for now.

Now, I was wandering, its me or Daytona 2 its more stressing for the emulator than for example, Sega Rally 2? Well, its 40-car's at the same time after all so I can understand that. Still its kinda "strange" all these weird stutters you get in the same exact turns in each circuit. For example, in the advanced, I ALWAYS stutter for a sec when Im in the first turn, the strange thing is that the framerate recovers a sec later. I suppose that's because its...loading the next part of the track?

Thanks for your time in developing this, and if you need any help to bugfix something, I'll be glad to. My Phenom II x6 + HD5750 is sometimes useful after all :P



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Re: And the next top model is... new [Re: Elratauru]
#250589 - 04/02/11 03:59 AM


Anything that causes the frame rate to drop substantially is due to the graphics engine (as opposed to apparent slow down in the game logic, which is not reflected in the emulator's frame rate and is caused by CPU timing inaccuracy). The graphics engine frequently encounters a few common "problems":

1. Large polygons; especially on video hardware that doesn't perform too well to begin with or can just barely achieve 60 FPS in the first place. I think this might be due to the complexity of the fragment shaders creating some sort of fill-rate problem. On my development PCs, which cannot achieve anywhere close to 60 FPS on Daytona 2, the frame rate drops substantially -- sometimes by nearly a factor of 2 -- when the camera pans close to the vehicles in the attract mode sequences. Clearly not a geometry-related problem.

2. Too much geometry. I removed instrumentation code to keep track of the complexity of scenes a long time ago, so I don't know how much of a problem this really is. Generally, scenes aren't that complex by today's standards. I haven't checked, but this may be the cause of slowdown in the Star Wars trench scene and just before, when the tie fighters are descending into the trench. Model 3 has automatic geometry level-of-detail control, which usually isn't very important, but it's possible that it's being put to extensive use here. Supermodel always selects the most complex level of detail.

3. Texture uploads. Due to a bug in my caching algorithm somewhere, I play it safe each time a texture is uploaded and re-upload the entire 2048x2048 texture sheet (individual textures range from 32x32 to 512x512, and are usually somewhere in the middle of that range). Generally, games pre-load textures, but Step 2.x games often swap new ones in during game play. Daytona USA 2 and Sega Rally 2, for example, always do this in the same parts of the track.

3. Weird scene data. This is what's killing Harley, ECA, and Ocean Hunter, and it also seems to happen in Daytona 2 Power Edition in the desert segment of the advanced track. The scene database is a hierarchical structure that is traversed recursively and sometimes, infinite loops appear. Well-behaved games don't have more than a dozen or two levels of nesting, but some of the Step 2.x games have several hundred (almost certainly a problem with our current understanding of these structures).


Scenarios 2 and 3 are probably what you're seeing the most of.

If you play the Daytona 2:PE tracks in reverse (hold start during course selection, I think), you'll see that most of the geometry disappears. It's a scene database traversal problem.



HowardC
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Re: And the next top model is... new [Re: Bart T.]
#250590 - 04/02/11 05:00 AM


> Command line options are given in the readme file. If you look at Src/OSD/Main.cpp,
> you can see what I use for key and mouse button names that are written to
> Supermodel.ini.
>
> Email me and we can discuss further about any changes to Supermodel that might be
> needed.

Yeah I have a few things to do this weekend, but I should be able to whip something up as early as next week.

I don't think anything is needed command-line wise..... The options you gave are darn near perfect and the fact that the control constants are self-explanatory and stored in a good old ini file makes parsing those a breeze. Actually judging by the source code you use almost exactly the same key mapping routine I use in a lot of my projects.

Just for the record myself and most of the people in the "mame cab" community really appreciate it when developers use command line options. Writing a gui is easy... getting a gui-only version of an emulator to launch in a front-end via auto-hot-key scripts, wrappers and witchcraft is hard.



belegdol
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Re: And the next top model is... new [Re: R. Belmont]
#250621 - 04/02/11 09:22 AM


For those who are too impatient (like me , to compile the thing on Fedora I had to change two things:
- remove -lSDLmain
- change the linker to g++



Outrun2006
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Re: And the next top model is... new [Re: belegdol]
#250623 - 04/02/11 10:35 AM


Bart you are a valuable asset to the emulation community and we all appreciate your work. Can't tell you how much we appreciate you for bringing us this wonderful gift. Can I just ask one question? Do you have any plans to add support for force feedback steering wheels and pedals? Thanks and keep up the good work.



R. Belmont
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Re: And the next top model is... new [Re: belegdol]
#250624 - 04/02/11 11:29 AM


(weird, it double-posted even though nothing unusual happened).

Edited by R. Belmont (04/02/11 11:30 AM)



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Re: And the next top model is... new [Re: belegdol]
#250625 - 04/02/11 11:29 AM


> For those who are too impatient (like me , to compile the thing on Fedora I had to
> change two things:
> - remove -lSDLmain
> - change the linker to g++

That's not everything I changed (and in fact it's dreadfully wrong in terms of the proper operation of the resulting binary), but if you wish to own all future Linux and OS X support for Supermodel, it's yours, I'm out :P



belegdol
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Re: And the next top model is... new [Re: R. Belmont]
#250628 - 04/02/11 12:39 PM


It most likely is wrong since I have no idea what it does - I came up with the SDLmain thing myself since the linker complained it was missing, and the g++ thing was suggested by someone in the bannister forums. I prefer to think of this like a gaffer tape, temporary solution.



Solstar
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Re: And the next top model is... new [Re: belegdol]
#250629 - 04/02/11 12:55 PM


works prefectly,i enjoy the star wars gme so much..never played a SW game this funny.i have problem with the emu though.the roms works only if i drag and drop them directly on teh executable.if i try to run them from the commandline ,i get ann error "unable to load rom",despite i put them in the root of the folder,thu using the command "supermodel daytona2" fopr example.even poutting ijn some other folders,it woj't work.for ex "superomdel c:\roms\daytona2"..nothing.only with drang and drop.that's also a reason why i can't create a config file.any help,please??



belegdol
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Re: And the next top model is... new [Re: Solstar]
#250630 - 04/02/11 01:11 PM


You need the full filename, e.g. Supermodel daytona2.zip.



zambr
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Re: And the next top model is... new [Re: Elratauru]
#250631 - 04/02/11 01:14 PM


Supermodel.exe -fullscreen -ppc-frequency=50 -res=1024,768 roms\scud.zip

Confirmed. These settings as mentioned above do work very well indeed.

I was getting major slow downs when drifting/sliding the car in scud race. Now, runs smooth with
these settings, even with this crappy video card


PC Spec : Dell Intel i3 540 (3.07 GHz), 4GB ram, ATI Radeon HD 5450 (running on Windows 7 64bit)

Edited by zambr (04/03/11 06:10 PM)



Bryan Ischo
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Re: And the next top model is... new [Re: Bart T.]
#250637 - 04/02/11 03:33 PM


Forgive me if this is a dumb question but ... is this something that is something that is going to be folded into MAME at any point or is it always going to be a separate project?



GraphicArts
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Re: And the next top model is... new [Re: Bryan Ischo]
#250639 - 04/02/11 03:55 PM


> Forgive me if this is a dumb question but ... is this something that is something
> that is going to be folded into MAME at any point or is it always going to be a
> separate project?

Hopefully it will stay separate, Mame is too slow and buggy with a lot of the 3d Games.
I got a Intel core 2 duo cpu, each core is over 3gh'z, i can just run Namco System 22 games in Mame at full speed on the 64 bit version of Mame.
On my pc Scud Race in Supermodel appears to be running in full speed, it runs at only about at half speed in Mame, and Daytona 2 on my pc appears to be running at about 65% in Supermodel, in Mame it runs at only about 20% speed on my pc.



Vas Crabb
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Re: And the next top model is... new [Re: Bryan Ischo]
#250640 - 04/02/11 04:19 PM


It's HLE mapping the Model 3 graphics hardware onto OpenGL. If it leads to better understanding of the hardware, that can be fed into MAME.



R. Belmont
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Re: And the next top model is... new [Re: belegdol]
#250641 - 04/02/11 05:43 PM


> You need the full filename, e.g. Supermodel daytona2.zip.

Full pathname, actually.



R. Belmont
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Re: And the next top model is... new [Re: GraphicArts]
#250642 - 04/02/11 05:45 PM


> Hopefully it will stay separate, Mame is too slow and buggy with a lot of the 3d
> Games.

Uhh, the point of Bryan's question is that we can make MAME faster and less buggy



belegdol
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Re: And the next top model is... new [Re: R. Belmont]
#250643 - 04/02/11 06:28 PM


True, but the OP wrote the roms were in the same folder as the executable.



GraphicArts
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Re: And the next top model is... new [Re: Bart T.]
#250647 - 04/02/11 07:26 PM


For those who can't wait for La Machine Guns to be emulated properly, it is Emulated pretty well on the dolphin Emulator and Playable, it was included with Gunblade NY in the WII Arcade hits pack.

I brought the game but you need a certain drive to extract the ISO so i downloaded a ISO that was 1GB and unpacked to 4GB, not aloud to post a link sorry. Everything is controlled with the mouse with that game.

I also included scud race running on Super Model, it appears to be running at full speed, my video card is a N'vidia GT240, and my CPU is a Intel core 2 duo, 3.16ghz each, and 2.75GB of RAM.


http://www.youtube.com/watch?v=dtSvN_IncKQ



GraphicArts
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Re: And the next top model is... new [Re: GraphicArts]
#250652 - 04/02/11 08:06 PM


> For those who can't wait for La Machine Guns to be emulated properly, it is Emulated
> pretty well on the dolphin Emulator and Playable, it was included with Gunblade NY in
> the WII Arcade hits pack.
>
> I brought the game but you need a certain drive to extract the ISO so i downloaded a
> ISO that was 1GB and unpacked to 4GB, not aloud to post a link sorry. Everything is
> controlled with the mouse with that game.
>
> I also included scud race running on Super Model, it appears to be running at full
> speed, my video card is a N'vidia GT240, and my CPU is a Intel core 2 duo, 3.16ghz
> each, and 2.75GB of RAM.
>
>
> http://www.youtube.com/watch?v=dtSvN_IncKQ

I think La Machine Guns is the 1st and only M3 game to be emulated on a Console if it is emulation, it could be a replica. If it is they did a good job.



karadaniano
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Re: And the next top model is... new [Re: Bart T.]
#250655 - 04/02/11 08:38 PM


i have a question,
1st this is obiusly the thread of the week XD
well i had no trouble running the games in supermodel, almost all of them run in fullspeed (le mans 24, star wars trilogy, scud race, scud race plus, virtua fighter 3, sega rally 2, daytona usa 2 with that slowdowns) but virtua striker 2 98, it only runs 30, (the fps shows 60 fps), i tried changing the frequency but it don't change nothing, is it how is supossed to be?
btw i can only run the step 2.0 ver, i tried putting the files of the 2.0 ver in the step 1.5, (vs29815) but when i run vs29815.zip it loads the step 2.0 game



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Re: And the next top model is... new [Re: Bart T.]
#250662 - 04/02/11 09:17 PM Attachment: good_job.jpeg 6 KB (1 downloads)


Good job, man!!!!

[ATTACHED IMAGE]

Attachment



GraphicArts
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Re: And the next top model is... new [Re: R. Belmont]
#250665 - 04/02/11 10:01 PM


> > Hopefully it will stay separate, Mame is too slow and buggy with a lot of the 3d
> > Games.
>
> Uhh, the point of Bryan's question is that we can make MAME faster and less buggy

The last time it got canceled and put into Mame, there was no Model 3 progress for like 4 years.

I say don't let History repeat itself.

In a few months he has got a few of the games near perfect in Supermodel. A stand alone emulator for the second most popular 3D arcade system of all time, only beaten by model 2, it's a great idea.

I must say Mame is brilliant for 2d games, there is no better 2d emulator on earth, it is by far the best.



ShengLong
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Re: And the next top model is... new [Re: karadaniano]
#250666 - 04/02/11 10:14 PM


> i have a question,
> 1st this is obiusly the thread of the week XD
> well i had no trouble running the games in supermodel, almost all of them run in
> fullspeed (le mans 24, star wars trilogy, scud race, scud race plus, virtua fighter
> 3, sega rally 2, daytona usa 2 with that slowdowns) but virtua striker 2 98, it only
> runs 30, (the fps shows 60 fps), i tried changing the frequency but it don't change
> nothing, is it how is supossed to be?
> btw i can only run the step 2.0 ver, i tried putting the files of the 2.0 ver in the
> step 1.5, (vs29815) but when i run vs29815.zip it loads the step 2.0 game

Curiosly, last time I tried MAME only vs2 step 1.5 and vs2'98 step 1.5 worked. Step 2.0 versions didn't work. I haven't tried the emulator yet but it seems wonderful! Keep up the good work!

PS: I cannot try it but I suppose you have to remove exclusive roms from step 2.0 version in the zip in order to the emulator loads step 1.5 version. Check out MAWS (http://maws.mameworld.info/maws/romset/vs29815) Make sure your zip contains the roms in the data section.

Edited by ShengLong (04/02/11 10:24 PM)



zambr
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Re: And the next top model is... new [Re: ShengLong]
#250677 - 04/02/11 10:52 PM


http://www.youtube.com/watch?v=qU2YcqSSG10

“For all of you that don't know what Scud Race music sounds like, it sounds like this............................pause......................NOT !!!”

Borat

Edited by zambr (04/02/11 10:53 PM)



Bart T.
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Re: And the next top model is... new [Re: ShengLong]
#250678 - 04/02/11 11:01 PM


It won't load the Step 1.5 version no matter what you do because I haven't added that ROM set yet. It only loads recognized ROM sets.



Bart T.
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Re: And the next top model is... new [Re: GraphicArts]
#250679 - 04/02/11 11:04 PM


At some point, I'm sure MAME will be synced up with Supermodel. I'm not familiar enough with MAME (and lack the time) to work on it myself, but there's a reason why Supermodel is open source. MAME's Model 3 driver was based on the original Supermodel, by the way. Last time I checked there were still a couple of fragments of code in there taken verbatim from the first Supermodel

Bottom line: it's really all part the same effort, if you think about it.



pjay
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Re: And the next top model is... new [Re: Bart T.]
#250681 - 04/02/11 11:25 PM


> At some point, I'm sure MAME will be synced up with Supermodel. I'm not familiar
> enough with MAME (and lack the time) to work on it myself, but there's a reason why
> Supermodel is open source. MAME's Model 3 driver was based on the original
> Supermodel, by the way. Last time I checked there were still a couple of fragments of
> code in there taken verbatim from the first Supermodel
>
> Bottom line: it's really all part the same effort, if you think about it.

Yeah, except yours looks better with the 3D acceleration which will never be used in Mame, because the use of different GPU's doesn't mix well with the Mame philosophy of looking the same on All PC's regardless of configuration. Not that that is a bad thing and is one of the things I love about Mame and I'm not bashing it. However lets face it, hardware driven games being run through the software render of Mame is never going to look as good as they did in the arcade. Also I did not mean to insult Mame or any of it's developers so if I offended anyone I apologize.

Edited by pjay (04/02/11 11:29 PM)



Dr. Spankenstein
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Re: And the next top model is... new [Re: pjay]
#250682 - 04/02/11 11:40 PM


> However lets
> face it, hardware driven games being run through the software render of Mame is never
> going to look as good as they did in the arcade.

Isn't the point to make them look almost identical?



karadaniano
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Re: And the next top model is... new [Re: pjay]
#250683 - 04/03/11 12:20 AM


also, supermodel is using static recompiler, when it start to use drc, will be way faster
btw, will the gui include an option to turn off the shadows and the fog?



R. Belmont
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Re: And the next top model is... new [Re: karadaniano]
#250684 - 04/03/11 12:37 AM


> also, supermodel is using static recompiler, when it start to use drc, will be way
> faster
> btw, will the gui include an option to turn off the shadows and the fog?

Supermodel is not using a static recompiler. It's using an interpreter, but it's running the CPU at 25 MHz instead of the true 66/133/166 MHz.

And MAME will use hardware rendering for 3D games in the future. It already does for vector games. Using the advanced shader capability of modern DX10/OpenGL 3-spec cards we can in fact guarantee consistent rendering at the game's original resolution.



Bart T.
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Small source update new [Re: Bart T.]
#250685 - 04/03/11 12:42 AM


No changes to functionality, but the build process is now much simpler for Linux and Mac OS X folks, thanks to RB. Someone also contributed a fix that was causing some 64-bit builds to crash. A 64-bit Windows binary may be on its way soon as well.

Users who have been experiencing shader linkage problems (especially on older ATI cards) will be happy to know there is a solution for this.

Read more here.



Bart T.
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Re: And the next top model is... new [Re: karadaniano]
#250686 - 04/03/11 12:52 AM



> btw, will the gui include an option to turn off the shadows and the fog?

Why?

Fog can already be disabled if you load an external shader file (see the latest update at the Supermodel site) and comment out the appropriate line in the shader file, near the end.

As for shadows, if you mean things like car and player shadows, these are just black, flat polygonal objects used to simulate shadows, and therefore are indistinguishable from other 3D objects as far as the renderer is concerned.

If you want lighting and shading disabled, that's easy enough to do by modifying the vertex and fragment shaders appropriately (both shaders can be loaded from external files, by the way) but I don't see the point of including such an option.



pjay
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Re: And the next top model is... new [Re: Bart T.]
#250706 - 04/03/11 08:09 AM


Question? How did the original old version of supermodel run back in 2003 - 2004? I was always was curious about that.



etabeta
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Re: And the next top model is... new [Re: GraphicArts]
#250712 - 04/03/11 12:44 PM


> The last time it got canceled and put into Mame, there was no Model 3 progress for
> like 4 years.

it has never been canceled to be put in MAME. it has simply happened that Ville Linde started to work on MAME


> I say don't let History repeat itself.
>
> In a few months he has got a few of the games near perfect in Supermodel. A stand
> alone emulator for the second most popular 3D arcade system of all time, only beaten
> by model 2, it's a great idea.
>
> I must say Mame is brilliant for 2d games, there is no better 2d emulator on earth,
> it is by far the best.

the way you write, you make it sound as if MAME is a magic box which slows down the code you put into it... amusing...



CiroConsentino
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Re: Small source update new [Re: Bart T.]
#250719 - 04/03/11 02:51 PM


question: are the games list (parents and clones game names) exactly like in MAME ?

or there are games with different names ? will all model 3 games that appear in MAME also are (will be) present in this emulator ?

the reason I'm asking is because I'm adding support for this emulator in my frontend, "Emu Loader".
thanks in advance.



zambr
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Re: Small source update new [Re: CiroConsentino]
#250723 - 04/03/11 03:27 PM


All are mame roms, apart from fact that Clone zips include the Parent rom files aswell in them.

Edited by zambr (04/03/11 03:31 PM)



Chine
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strange performance new [Re: Bart T.]
#250728 - 04/03/11 04:58 PM


A strange behavior here :
Scud Race is way faster in MAME than Supermodel !!

My CPU usage is stuck to 25% in supermodel, nearly 90% in MAME

I don't understand :\

specs are : Win7 64bits/ I3-370M / GeFOrce 310M



zambr
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Re: strange performance new [Re: Chine]
#250729 - 04/03/11 05:28 PM


Try messing around with the ppc-frequency.

PC Spec : Dell Intel i3 540 (3.07 GHz), 4GB ram, ATI Radeon HD 5450 (running on Windows 7 64bit)

Edited by zambr (04/03/11 06:09 PM)



Chine
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Re: strange performance new [Re: zambr]
#250730 - 04/03/11 05:38 PM


> Try messing around with the ppc-frequency.

it's not related to ppc frequency, supermodel is slow and choppy whereas my CPU is not stressed (25% usage)



GraphicArts
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Re: And the next top model is... new [Re: Ziggy100]
#250731 - 04/03/11 05:53 PM


It supports a Great collection of games.



zambr
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Re: strange performance new [Re: Chine]
#250732 - 04/03/11 05:59 PM


> it's not related to ppc frequency, supermodel is slow and choppy whereas my CPU is not stressed (25% usage)

Just ran scud race expert course, CPU usage for me is 25%-30% max, and runs smoothly.


PC Spec : Dell Intel i3 540 (3.07 GHz), 4GB ram, ATI Radeon HD 5450 (running on Windows 7 64bit)

Edited by zambr (04/03/11 06:08 PM)



Elratauru
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Re: strange performance new [Re: Chine]
#250733 - 04/03/11 06:10 PM


Sorry my friend, but I do have a Phenon II x6 at 3.3ghz each core, with a HD5750 1GB DDR5, and Scud works at 60fps using only 2 cores (about 15% of usage) using ppc-frequency at 35mhz.

Specs?



GraphicArts
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Re: strange performance new [Re: zambr]
#250734 - 04/03/11 06:39 PM


Sega should have ported more of these games to the Dreamcast and made the ports faithful to the coin op, if they did then the Dreamcast might not have had such a short life Span.

A port of Sega Race tv and some other Lindberg games to the PS3 or 360 would be nice but they will probably never do it.



luke2fr
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Re: strange performance new [Re: GraphicArts]
#250736 - 04/03/11 07:14 PM


> Sega should have ported more of these games to the Dreamcast and made the ports
> faithful to the coin op, if they did then the Dreamcast might not have had such a
> short life Span.
>

As already said by many, that wasn't done because M3 is much more powerfull than DC/Naomi



Chine
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Re: strange performance new [Re: Chine]
#250740 - 04/03/11 07:40 PM


problem solved. In nvidia Control Panel, I've added "Supermodel.exe" and forced it to use the video card



CiroConsentino
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Re: Small source update new [Re: zambr]
#250741 - 04/03/11 08:00 PM


ok, thanks for the help.



GraphicArts
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Re: strange performance new [Re: zambr]
#250742 - 04/03/11 08:04 PM


Oh there is a page 2 i just noticed, i thought my comments were not posting.lol


The Second stage in Sega Rally 2 must be pushing the m3 hardware to its limits, all the mountains are covered with photo realistic textures, they look really good with the fog off.

Sega Rally 2 Second stage
http://img35.imageshack.us/i/86156295.png

http://img541.imageshack.us/i/hghgjj.png



R. Belmont
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Re: strange performance new [Re: luke2fr]
#250744 - 04/03/11 08:15 PM


> As already said by many, that wasn't done because M3 is much more powerfull than
> DC/Naomi

Hahahahahahahhahahahahahaha.

DC/Naomi has an order of magnitude higher geometry, pixel, and texel throughput, outputs higher resolution, and has roughly twice the CPU power of Step 2.1 (SH4 has a 7 cycle floating-point matrix multiply, which takes dozens of cycles on PPC). It also cost about 10% as much to build, and has JPEG texture compression so it can have more unique texels in a scene than Model 3 has in an entire game.

And DC died because your mom could pirate games for it.



GraphicArts
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Re: strange performance new [Re: R. Belmont]
#250745 - 04/03/11 08:50 PM


> > As already said by many, that wasn't done because M3 is much more powerfull than
> > DC/Naomi
>
> Hahahahahahahhahahahahahaha.
>
> DC/Naomi has an order of magnitude higher geometry, pixel, and texel throughput,
> outputs higher resolution, and has roughly twice the CPU power of Step 2.1 (SH4 has a
> 7 cycle floating-point matrix multiply, which takes dozens of cycles on PPC). It also
> cost about 10% as much to build, and has JPEG texture compression so it can have more
> unique texels in a scene than Model 3 has in an entire game.
>
> And DC died because your mom could pirate games for it.



They did a poor job though with the DC ports of Virtual Fighter 3 and Sega Rally 2, the poor quality car models and Jerky FPS and lower Texture Res on some of the other Animations and Fighting Vipers 2 wasn't up to scratch. Von is pretty good, and Get Bass and VS2 but them 2 are pretty weak model 3 games compared to others.



Bart T.
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64-bit Windows build now available. new [Re: Bart T.]
#250747 - 04/03/11 08:56 PM


Grab it here. Contributed by Nik Henson. Haven't tried it myself, but he says it offers a very modest boost (5-6 FPS) at some points where the 32-bit build normally slows down. Let me know if it works.

Well, I think that's a wrap! Hopefully I can scrape together another release in a few weeks. Check the What's New page for WIP updates (don't expect anything this week though). I think I've spammed the MAMEWorld forum with this OT stuff enough :P



firebricks
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Re: And the next top model is... new [Re: R. Belmont]
#250748 - 04/03/11 09:02 PM


That sounds pretty exciting. What specifically makes accuracy possible with the newer cards?



GraphicArts
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Re: strange performance new [Re: R. Belmont]
#250759 - 04/03/11 10:44 PM


> And DC died because your mom could pirate games for it.

A port of Star Wars Trilogy and Scud Race and Daytona 2 would have most certainly boosted Dc sales, people have always purchased the console and pc versions of their favourite Coin Op games.

Daytona 2001 was a solid port, a good upgrade of the Original but people were crying out for Daytona 2 and Scud Race.

Thank heavens for Emulation.



R. Belmont
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Re: strange performance new [Re: GraphicArts]
#250762 - 04/03/11 11:30 PM


> They did a poor job though with the DC ports of Virtual Fighter 3 and Sega Rally 2,
> the poor quality car models and Jerky FPS and lower Texture Res on some of the other
> Animations and Fighting Vipers 2 wasn't up to scratch. Von is pretty good, and Get
> Bass and VS2 but them 2 are pretty weak model 3 games compared to others.

The Model 3 -> DC ports were very poor. However, that's because the ports sucked, not because the DC hardware couldn't handle the games. Sega Rally 2 was ported first to Windows/DirectX 5 and then from the PC to the Dreamcast using Windows CE. That is not an optimal high-performance way to use the hardware



R. Belmont
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Re: And the next top model is... new [Re: pjay]
#250763 - 04/03/11 11:31 PM


> Question? How did the original old version of supermodel run back in 2003 - 2004? I
> was always was curious about that.

This *is* the original old version of supermodel, just minus the Windows-specific code paths and with significantly better 3D emulation.



Anonymous
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Re: strange performance new [Re: zambr]
#250766 - 04/04/11 03:53 AM


I have 64 bit version.

The Lost World:

The fps 60 is remain mostly through level 5 and there are few 22-30 fps for briefly in level 3 before return to 60 fps. Good job!

The graphic is almost barely recognizable. What a improvement!!!

P.S.

I tried to change Japan to USA but it wont work that way.



Cyberzinho Punk
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Re: And the next top model is... new [Re: Bart T.]
#250767 - 04/04/11 03:53 AM


Supermodel Version 0.1.2a compiles and runs fine on Slackware Linux 13.1....

Thanks!!!!!



Elratauru
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250769 - 04/04/11 04:25 AM


> Grab it here. Contributed by Nik Henson. Haven't tried it myself, but he says it
> offers a very modest boost (5-6 FPS) at some points where the 32-bit build normally
> slows down. Let me know if it works.
>
> Well, I think that's a wrap! Hopefully I can scrape together another release in a few
> weeks. Check the What's New page for WIP updates (don't expect anything this week
> though). I think I've spammed the MAMEWorld forum with this OT stuff enough :P

I can confirm that the 64 bits version runs way faster. Not sure about fps's but for example:

- Scud Race on my Phenom II x6 at 3.3ghz: Fullspeed of gameplay and 55-57fps needed 33mhz of cpu frequency, now I can play it with 50mhz at 60fps and fullspeed too.

-Daytona 2: 40mhz to get 60fps, if I used 50mhz to get it more smooth, the fps would be like 50 or 45. Right now, I can play it emulating 50mhz at 60fps.

My point: 50mhz = 60fps on any game to me right now, except for minor bugs (Daytona track slowdowns and stuff we already know)

Do we have any kind of "way" to "know" how much mhz did these games used originally in each model 3 board?

I mean, I know that:
-Step 1.0: 32bits RISC PowerPC 603 66Mhz
-Step 1.5: 32bits RISC PowerPC 603 100Mhz
-Step 2.0: 32bits RISC PowerPC 603ev 166Mhz (Same for 2.1)



Bart T.
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Re: 64-bit Windows build now available. new [Re: Elratauru]
#250771 - 04/04/11 05:29 AM


> I can confirm that the 64 bits version runs way faster. Not sure about fps's but for
> example:

One thing you can do is disable frame limiting, allowing Supermodel to run as fast it can. Then compare. On very fast systems, it might become difficult to control the games, so I recommend creating a save state just before a scene that is known to slow the emulator down

> Do we have any kind of "way" to "know" how much mhz did these games used originally
> in each model 3 board?
>
> I mean, I know that:
> -Step 1.0: 32bits RISC PowerPC 603 66Mhz
> -Step 1.5: 32bits RISC PowerPC 603 100Mhz
> -Step 2.0: 32bits RISC PowerPC 603ev 166Mhz (Same for 2.1)

I'm not sure I understand the question. The clock frequencies you listed are what the games actually run at (although last I heard, there was some skepticism about Step 1.5 being 100MHz).

This notion of games being underclocked in Supermodel is somewhat artificial and really only relevant within the context of the emulator. Emulators are rarely built to be cycle-accurate simulators at the hardware level, certainly not with "complicated" architectures like the Model 3.

The PowerPC instruction timing is not necessarily correct and, more importantly, operations that would consume real time on the actual hardware, such as DMA transfers and rendering, do not eat up PowerPC cycles in the emulator. When the PowerPC issues a DMA transfer command, for example, the emulator does the entire transfer right away and then goes on to the next instruction as if arbitrary amounts of memory could be magically moved in 1 cycle. In reality, the DMA transfer would take some amount of time to complete and in the meantime, the PowerPC would continue running ("consuming" cycles, if you want to think of it that way, but without doing any useful work).

Basically, there are a lot of wasted cycles each frame where the PowerPC is waiting on other hardware to finish something. I don't need to run the PowerPC if it's just going to sit around and do nothing for millions of cycles. Better to underclock it. For the most part, the games are going to be timed off of IRQ events anyway (with some exceptions), so as long as enough cycles are executed per frame (and this is what you're asking about, I think), the result will be indistinguishable from running at the full 66 or 100 MHz.

What constitutes "enough" is virtually impossible to tell except through experimentation but all the games are doing similar things each frame, so there's probably some acceptable threshold we can identify. Your findings suggest that it may be 50 MHz, particularly for Step 1.5 and 1.0. Assuming the correct clock frequency is 66 MHz, a very crude estimate would suggest that the CPU spends about a quarter of the time doing nothing particularly useful.



Elratauru
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250783 - 04/04/11 09:40 AM


> One thing you can do is disable frame limiting, allowing Supermodel to run as fast it can. Then compare. On very fast systems, it might become difficult to control the games, so I recommend creating a save state just before a scene that is known to slow the emulator down

Yeah, I realized that after trying some stuff. Managed to get 70fps average on daytona with 50mhz. The 32bits version ran at about 55fps average. That-s a 15fps increment in my rig. Also, for some laughs, I got 95fps average on Star Wars Trilogy on the 64bits version without frame limiting :P

> For the most part, the games are going to be timed off of IRQ events anyway (with some exceptions), so as long as enough cycles are executed per frame (and this is what you're asking about, I think), the result will be indistinguishable from running at the full 66 or 100 MHz.

Yeah, I realized that after thinking about it.

> What constitutes "enough" is virtually impossible to tell except through experimentation but all the games are doing similar things each frame, so there's probably some acceptable threshold we can identify. Your findings suggest that it may be 50 MHz, particularly for Step 1.5 and 1.0. Assuming the correct clock frequency is 66 MHz, a very crude estimate would suggest that the CPU spends about a quarter of the time doing nothing particularly useful.

Yes. 50mhz is mostly ok in most games, however there was one game that I didnt managed to run at fullspeed: Virtua Striker 2 '98. That game made me push the ppc clock to 58mhz and the most fps I could get were only 54. The game still felt kinda slow, so I would assume that VS2 really pushes the Model 3 hardware compared to other Step 2.0-2.1 games, I tried with more clock speed, but it was useless since I was pushing my cpu too much. The only "bad thing" is that the emulator uses only 1 and a half of my 6 cores.

Also, this may be an interesting question: I know that sound will come later, and Im not in a hurry either, but are we gonna emulate the sound in separate core? I know synchronization can be a bitch sometimes when doing multi-threading stuff, but this would help a lot speed-wise.



bart lover
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Re: 64-bit Windows build now available. new [Re: Elratauru]
#250786 - 04/04/11 03:18 PM


Hi guys!

Its run perfect on my xp 32 sp 3!!I dont have a 64 bit version,to try it!

My pc spec:

CPU= C2D E6750 @ 3.2 ghzt , 2 go DDR 2(960 mghzt) , GPU= HD 4870 512 mo ,on HDTV 1080p LED 46 " with HDMI!


Scud race run at 59.1/61 fps with ppc frequency at 30 mhzt(the best fps for me!)!!

I tried 50 mhzt but the frame rate is 55!


Daytona 2 run at 45/52 fps (slow down)with ppc frequency= 50 (the best fps for me)


All games run good when ppc frequency = 50!


It is very impressive in 1920/1080(looks like xbox 360 game!),but just in 4/3 display!

If i want fullscreen,i need to change resolution to 1280/1024...with -fullscreen command of course!


Thanks a lot Bart,you are my hero because,you make my arcade dream true!

SUPERMODEL is a f...g drug,i played all the week for very long hours!


I have small craftiness for the sound, for those who it interests:

Go on YouTube and launch a video of a race of Scud race for example and synchronize the whole, so that l illusion operates!lol!


Its works good for me lol!

So what do you think about Demul wip??

I hope sound arrive soon ,Bart,i love you man,you are the best!


If you want to play scud or daytona with a racing wheel or a joypad,i recommand you "XPADDER",its works very well in daytona with my xbox 360 official wheel!

PS:
STAR WARS TRILOGY works like a charm at 59/60 fps with a youtube video for sound lol!

For shooting use : "Q" button none "A"

Edited by bart lover (04/04/11 05:06 PM)



GraphicArts
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Re: 64-bit Windows build now available. new [Re: bart lover]
#250797 - 04/04/11 05:11 PM


I tried Daytona 2 on the 64 bit version, it is still running at only about 50% speed but is only using up about 40% Max of my CPU for some reason.



Bart T.
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Re: 64-bit Windows build now available. new [Re: GraphicArts]
#250800 - 04/04/11 05:29 PM


What is the frame rate (-show-fps option)? Also, try setting -ppc-frequency=50 .



Bart T.
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Re: 64-bit Windows build now available. new [Re: bart lover]
#250801 - 04/04/11 05:31 PM


> Hi guys!
> PS:
> STAR WARS TRILOGY works like a charm at 59/60 fps with a youtube video for sound
> lol!
>
> For shooting use : "Q" button none "A"

That's strange (not as strange as your choice of username, but that's another issue...) It should be mapped to A by default, unless there's some foreign keyboard weirdness going on.

You can re-map the keys if you want by using the -config-inputs option.



Bart T.
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Re: 64-bit Windows build now available. new [Re: Elratauru]
#250802 - 04/04/11 05:37 PM



> managed to run at fullspeed: Virtua Striker 2 '98. That game made me push the ppc
> clock to 58mhz and the most fps I could get were only 54. The game still felt kinda
> slow, so I would assume that VS2 really pushes the Model 3 hardware compared to other
> Step 2.0-2.1 games, I tried with more clock speed, but it was useless since I was
> pushing my cpu too much.

I haven't looked at it in detail. It might be a different issue altogether (like, say, IRQs), particularly if it seems to be running at half-speed while the frame rate is 60 FPS.


>
> Also, this may be an interesting question: I know that sound will come later, and Im
> not in a hurry either, but are we gonna emulate the sound in separate core? I know
> synchronization can be a bitch sometimes when doing multi-threading stuff, but this
> would help a lot speed-wise.

Right now, Supermodel only uses a single thread and will continue to do so for a while until the basics are hammered out. I know it would be more efficient to use multiple threads, but a lot more needs to be figured out about Model 3 timing for this to work properly.



GraphicArts
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250803 - 04/04/11 05:48 PM


> What is the frame rate (-show-fps option)? Also, try setting -ppc-frequency=50 .

That is better, much faster, thanks for that.

The Framrate is moving from 50 to just over 60fps with Daytona 2, i still got about 50% cpu left. Pretty fast emulator, Amazing work. My Intel core 2 Duo 3.16Ghz was only about $300.00 and that was a year or 2 ago, far from the most expensive CPU, so that is great that you don't need a $600,00 cpu to run it at full speed.

I brought a second hand hard drive that is pretty old and sounds slow, i might get a new one, it might run at a constant 60fps.



bart lover
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250809 - 04/04/11 06:30 PM


Thanks for all Bart!

Lol,i m not gay!lol!

Seriously,Do you think,you can make a 32 bits version fasters as 64 bits version!??

Is it possible or not!

Because,i love xp 32 bits and i don t want to buy seven at all!?

Thanks you very much Bart,you did an awsome good work!



GraphicArts
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Re: 64-bit Windows build now available. new [Re: bart lover]
#250810 - 04/04/11 06:44 PM


> Thanks for all Bart!
>
> Lol,i m not gay!lol!
>
> Seriously,Do you think,you can make a 32 bits version fasters as 64 bits version!??
>
> Is it possible or not!
>
> Because,i love xp 32 bits and i don t want to buy seven at all!?
>
> Thanks you very much Bart,you did an awsome good work!


Trying to make fun of us all are we.

I think your efforts are about as successful as Charlie Sheens Torpedo of Truth tours.



GraphicArts
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Re: strange performance new [Re: Elratauru]
#250813 - 04/04/11 07:21 PM


The demos don't but GamePlay in Model 3 step 2 games runs at a constant 60fps on my pc with the Emulator frequency set on 50.

Sega rally 2, 60fps
http://img718.imageshack.us/i/19639064.png

Ok guys this is my last post in this thread, it has been a blast, and thanks again for this great Emulator.

Later



Outrun2006
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250814 - 04/04/11 07:47 PM


> Grab it here. Contributed by Nik Henson. Haven't tried it myself, but he says it
> offers a very modest boost (5-6 FPS) at some points where the 32-bit build normally
> slows down. Let me know if it works.
>
> Well, I think that's a wrap! Hopefully I can scrape together another release in a few
> weeks. Check the What's New page for WIP updates (don't expect anything this week
> though). I think I've spammed the MAMEWorld forum with this OT stuff enough :P

Excellent news Bart! Do you think there's a chance the next release will have A)Sound and/or B)Steering wheel and force feedback support? Those are the only things I'm waiting on before I try this emu



bart lover
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Re: 64-bit Windows build now available. new [Re: Outrun2006]
#250815 - 04/04/11 07:54 PM


And me too man,force feed back and sound would make an awsome experience of model 3 racing game like the original arcade!!

You can dl XPADDER to mappe direction,brake...etc!

Its work good with my xbox 360 wheel and my 360 pad controller!



RetroRepair
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Re: 64-bit Windows build now available. new [Re: bart lover]
#250817 - 04/04/11 08:11 PM


Still not working here

It finds and loads roms but when the window opens it's transparent and while I get the FPS to indicate it's running I see nothing.

Specs:

Windows 7 Ultimate
Geforce 7300 GS, shader language 1.20
E6300
1GB RAM



Bart T.
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Re: 64-bit Windows build now available. new [Re: RetroRepair]
#250818 - 04/04/11 09:06 PM


Send me a screenshot. I'm not sure what could be going on. Also, start it with -show-fps to make sure it's not just running ridiculously slow.

As for features for the next version: I haven't started working on it yet! This weekend, perhaps. My priority is figuring out sound first. Patience, please No further comment.



GraphicArts
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Re: strange performance new [Re: Elratauru]
#250820 - 04/04/11 09:12 PM


One last Question, anyone know how to get the Live Cam Demo running in Daytona 2!


Daytona 2 Live Cam
http://www.youtube.com/watch?v=jCzNraRFVC0



karadaniano
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Re: And the next top model is... new [Re: Bart T.]
#250821 - 04/04/11 09:16 PM


did someone notice that in fullscreen the fps increase from 6 to 12? scud race was runing at 56 almost all the time and going down to 50 in some areas, also in the attract mode it was going down to 35 for a quarter of a second, but in fullscreen it has more than 60 fps all the time!



CrapBoardSoftware
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250822 - 04/04/11 09:19 PM


> As for features for the next version: I haven't started working on it yet! This
> weekend, perhaps. My priority is figuring out sound first. Patience, please No
> further comment.

You opened Pandora's box of SEGA fanboys



Outrun2006
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250827 - 04/04/11 09:43 PM



> As for features for the next version: I haven't started working on it yet! This
> weekend, perhaps. My priority is figuring out sound first. Patience, please No
> further comment.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


This statement, although somewhat vague, tells me that you acknowledge our desires to have force feedback wheel support. This makes me EXTREMELY happy! I can tell you right now, that I am going to run down the street BUCK NAKED doing flip flops when this happends!!!!!!!!!!!!!!!!!!!!!!!!!!!!



GraphicArts
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Re: And the next top model is... new [Re: karadaniano]
#250828 - 04/04/11 09:46 PM


> One last Question, anyone know how to get the Live Cam Demo running in Daytona 2!
>
>
> Daytona 2 Live Cam
> http://www.youtube.com/watch?v=jCzNraRFVC0

It is cool i found out but you can't do it yet in the Emulator, cause it only runs when you set it on Single not on live.

I read that this game was in that movie Dude Where's My Car



RetroRepair
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250829 - 04/04/11 09:57 PM




Uploaded with ImageShack.us

It's not fast but this was taken after about 3 minutes.



Bart T.
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Re: 64-bit Windows build now available. new [Re: RetroRepair]
#250831 - 04/04/11 10:05 PM


Email me at supermodel.emu at gmail dot com.



GraphicArts
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Re: 64-bit Windows build now available. new [Re: RetroRepair]
#250832 - 04/04/11 10:06 PM


> Uploaded with ImageShack.us
>
> It's not fast but this was taken after about 3 minutes.

It is for XP though isn't it!. If it has one, Windows 7's XP Emulator Console might not be able to run every XP Application. XP'S dos emulation console only runs like half of the old dos games, thank heavens for Dosbox, the second greatest 2d emulator after Mame. i could play some of them old dos games for hours, interesting games, much more so than the current generation games,



Bart T.
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Thanks for all the great feedback but.. new [Re: Bart T.]
#250833 - 04/04/11 10:07 PM


... it's time to end this thread. Feel free to email me at supermodel.emu at gmail dot com concerning problems. I'll look into opening a forum in the future. It's not fair to the other users of this board.

Thanks and see you next time



c0de
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Re: And the next top model is... new [Re: Bart T.]
#250834 - 04/04/11 10:09 PM


any compile-instructions for ubuntu 10.10? does not build by now... a package would also be welcome
and: how crucial is a good gpu? i only have intel hd graphics...



bart lover
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Re: 64-bit Windows build now available. new [Re: Bart T.]
#250836 - 04/04/11 10:19 PM


> Send me a screenshot. I'm not sure what could be going on. Also, start it with
> -show-fps to make sure it's not just running ridiculously slow.
>
> As for features for the next version: I haven't started working on it yet! This
> weekend, perhaps. My priority is figuring out sound first. Patience, please No
> further comment.




gregf
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Re: Thanks for all the great feedback but.. new [Re: Bart T.]
#250837 - 04/04/11 10:22 PM


>I'll look into opening a forum in the future. It's not fair to the other users of this
> board.

No problem imo. I hope if and whenever non-cpu games support happens in MAME, the threads will be this many as well.....nah...never happen.

MAME Chat forum is probably ideal forum for now in case any new posts need to be posted regarding Supermodel. And whenever next Supermodel update happens, back here to post another announcement in News forum.



gregf
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Re: 64-bit Windows build now available. new [Re: CrapBoardSoftware]
#250838 - 04/04/11 10:30 PM



>> As for features for the next version: I haven't started working on it yet! This
>> weekend, perhaps. My priority is figuring out sound first. Patience, please No
>> further comment.

>You opened Pandora's box of SEGA fanboys

Almost reminds me with CPS-2 emulation finally taking place back in January 2001, with Raz's Xors, but without the drama such as when Dave and Finalburn stopped further support of any more CPS-2 games only a few weeks after and then the RG CPS-2 forums had its own riots taking place. Good, funny emutimes back then. Almost like watching a fight scene on a Jerry Springer tv talk show.



R. Belmont
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Re: And the next top model is... new [Re: c0de]
#250840 - 04/04/11 10:57 PM


> any compile-instructions for ubuntu 10.10? does not build by now... a package would
> also be welcome
> and: how crucial is a good gpu? i only have intel hd graphics...

make -f Makefiles/Makefile.SDL.UNIX-MODERN.GCC should work for most recent Linux distros. What error messages are you getting?

Also, Intel HD graphics almost certainly will not work. A strong GPU is a must.



BIOS-D
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Re: And the next top model is... new [Re: Bart T.]
#250841 - 04/04/11 11:20 PM


> ... Supermodel?
>
> The very first alpha version of my Model 3 emulator is now available. Very
> preliminary, of course. She photographs well but is still a little unsure of herself
> on the runway!

Sucks to have an outdated videocard without OpenGL 2.0 support. I've felted left behind by emulators using Pixel Shaders v2.0 too. Good thing it's April already so I can finally build my Sandy bridge based PC.

Congrats for the project release.



CrapBoardSoftware
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Re: 64-bit Windows build now available. new [Re: gregf]
#250843 - 04/04/11 11:29 PM


> >> As for features for the next version: I haven't started working on it yet! This
> >> weekend, perhaps. My priority is figuring out sound first. Patience, please No
> >> further comment.
>
> > You opened Pandora's box of SEGA fanboys
>
> Almost reminds me with CPS-2 emulation finally taking place back in January 2001,
> with Raz's Xors, but without the drama such as when Dave and Finalburn stopped
> further support of any more CPS-2 games only a few weeks after and then the RG CPS-2
> forums had its own riots taking place. Good, funny emutimes back then. Almost like
> watching a fight scene on a Jerry Springer tv talk show.

I read the Dave thingie... this was the worst.



CrapBoardSoftware
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Re: 64-bit Windows build now available. new [Re: Outrun2006]
#250844 - 04/04/11 11:32 PM


> > As for features for the next version: I haven't started working on it yet! This
> > weekend, perhaps. My priority is figuring out sound first. Patience, please No
> > further comment.
>
> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>
>
> This statement, although somewhat vague, tells me that you acknowledge our desires to
> have force feedback wheel support. This makes me EXTREMELY happy! I can tell you
> right now, that I am going to run down the street BUCK NAKED doing flip flops when
> this happends!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Please do this. And post a video on utube when "they" finally arrest you. :P



Cable
retro gamer
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Posts: 131
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Re: And the next top model is... new [Re: Bart T.]
#250845 - 04/04/11 11:36 PM


Has anybody tried the GUI called supermodel xtassy fe which i noticed on one of the emu news sites (not sure if rules permit me naming it). Im not going to be home to try it till tomorrow just wondered how good it is?



Elratauru
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Re: And the next top model is... new [Re: Cable]
#250848 - 04/04/11 11:42 PM


> Has anybody tried the GUI called supermodel xtassy fe which i noticed on one of the
> emu news sites (not sure if rules permit me naming it). Im not going to be home to
> try it till tomorrow just wondered how good it is?

I have tried it just of curiosity... And from a design wise point it sucks. Colors everywhere, serif-fonts, ugly interface. I miss the times where the GUI's looked like another windows-like programs, simple and efficient.

Also I believe that running this using the console is way easier to run anything right now, you just need to remember the most used commands and you'll be fine...after all its not like Supermodel has that much stuff to configure.



Bart T.
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Re: And the next top model is... new [Re: R. Belmont]
#250849 - 04/05/11 12:02 AM


Also make sure you're using the v0.1.2a source code. 0.1.1a was missing some required glew headers (I didn't notice it initially because I had glew installed).



xxanderr1234
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Re: And the next top model is... new [Re: Bart T.]
#250864 - 04/05/11 04:06 AM



Bart, I just wanted to thank you for your great emu, Segas Model 3 arcades were always my favourates. I never thought we'd see playable model 3 emulation, so thanks.

One question regarding the emulator, on Lost World I cant get the gun to reload. I tried the right mouse button but it doesnt work, so I reconfigued it to the A key on my keyboard but that didnt work either. I've tried in windowed mode and full screen but still nothing. Im not sure what Im doing wrong, does it work fine for everyone else?

Thanks



Elratauru
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Re: And the next top model is... new [Re: xxanderr1234]
#250877 - 04/05/11 05:55 AM


> One question regarding the emulator, on Lost World I cant get the gun to reload. I tried the right mouse button but it doesnt work, so I reconfigued it to the A key on my keyboard but that didnt work either. I've tried in windowed mode and full screen but still nothing. Im not sure what Im doing wrong, does it work fine for everyone else? Thanks

Hold right clic and press Left Click. Magic :P



xxanderr1234
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Re: And the next top model is... new [Re: Elratauru]
#250898 - 04/05/11 01:48 PM


> > One question regarding the emulator, on Lost World I cant get the gun to reload. I
> tried the right mouse button but it doesnt work, so I reconfigued it to the A key on
> my keyboard but that didnt work either. I've tried in windowed mode and full screen
> but still nothing. Im not sure what Im doing wrong, does it work fine for everyone
> else? Thanks
>
> Hold right clic and press Left Click. Magic :P

Thanks I knew I was being stupid



CiroConsentino
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any ClrMAME .dat file available ? new [Re: Bart T.]
#250918 - 04/05/11 07:46 PM


hi all,
is anyone building a .dat file (ClrMAME XML format) for Supermodel ?
does SEGA Model 3 use any bios sets ?

Although I asked, I don't need this file as I'll make my frontend (Emu Loader) extract the game info and ROMs list from MAME.
I'm just asking if anyone is doing it.

thanks in advance.



c0de
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Re: And the next top model is... new [Re: R. Belmont]
#250921 - 04/05/11 08:04 PM


> > any compile-instructions for ubuntu 10.10? does not build by now... a package would
> > also be welcome
> > and: how crucial is a good gpu? i only have intel hd graphics...
>
> make -f Makefiles/Makefile.SDL.UNIX-MODERN.GCC should work for most recent Linux
> distros. What error messages are you getting?

thanks, it works now. had to update the source from bart's page

> Also, Intel HD graphics almost certainly will not work. A strong GPU is a must.

damn



GraphicArts
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Re: And the next top model is... new [Re: c0de]
#250933 - 04/05/11 09:55 PM


xxanderr1234 aka Bart Lover, Kids ain't aloud here it says.

Here i found a forum for you.

http://www.pokemon-forum.com/



GraphicArts
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Re: And the next top model is... new [Re: R. Belmont]
#250935 - 04/05/11 10:02 PM


> > Question? How did the original old version of supermodel run back in 2003 - 2004? I
> > was always was curious about that.
>
> This *is* the original old version of supermodel, just minus the Windows-specific
> code paths and with significantly better 3D emulation.



Just wondering, what happened to Dirt Devils!, i remember seeing pictures of Dirt Devils running on Supermodel about 5 years ago.

The Emulation looked quiet good, full textures were showing on everything. Or does Ville have a different version!. I seen pictures of it running on Demul, at the momenbt it looks like a bomb his it haha. A week or 2 ago I'm sure i read that Ville's version is different than Barts.



SmitdoggAdministrator
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Discuss this in MAME Chat from here out. Closed because it's no longer news and it's getting a little creepy. (nt) kthx new [Re: Bart T.]
#250939 - 04/05/11 11:15 PM





karadaniano
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Posts: 55
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Re: And the next top model is... new [Re: GraphicArts]
#250941 - 04/05/11 11:18 PM


> > >
> Just wondering, what happened to Dirt Devils!, i remember seeing pictures of Dirt
> Devils running on Supermodel about 5 years ago.
>
> Is this a rewrite! It must be, i don't think you guys would have removed it cause the
> Emulation looked quiet good, full textures were showing on everything. Or does ville
> have a different version! A week or 2 ago I'm sure i read that his version is
> different.

bart started from 0, so i think the gamelist to, sega bass fishing and virtua striker ver 99 were playable to
it would be great if the official gui let you input the power clock frequency, since the performance is different with each game
EDIT: lol when i post this, was before smittdog suggest that, my apologies

Edited by karadaniano (04/05/11 11:21 PM)


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