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SEGA Model 2 Emulator

by ElSemi
http://nebula.emulatronia.com
--- HISTORY --v0.8a
- Fixed missing trigger buttons in gun games
- Fixed desert tank locked into test mode
- Improved main cpu/sound cpu sync in Model2 Original games.
v0.8
- Rewritten the MultiPCM sound chip emulation. It fixes Original Model2 games so
unds and music.
- Fixed eye paremeters being read as unsigned by the display list parser, causin
g bad geometry
in daytona 4 players attract and sega rally 2 players attract.
- Fixed network board detection for sgt24h and overrev. Now you don't need to en
able network to
have them boot.
- Adjusted daytona steering limits to the real machine limits (according to the
service manual). It should
have a more accurate handling now.
- Added force feedback for car driving games. You need to enable it in the .ini
using the
option EnableFF=1 in the Input section. You can tweak more force parameters in t
hat section. Also some
games only enable the force feedback if the cabinet type is set to Deluxe in the
test mode.
- Added XInput support. You can enable XInput support in the .ini in the Input s
ection. XInput allows direct
access to XBox360 compatible controllers for vibration (they don't support vibra
tion through DirectInput).
Keep in mind that the windows XInput libraries only support vibration force feed
back so an XBox360 driving
controller won't have working force effects.
- Added optional meshed polygons for translucency (like the hardware does). Enab
le it with
MeshTransparency=1 in the ini. This option requires a Pixel Shader 3 capable vid
eocard.
- Fixed HOTD rom loading that caused missing tilemap graphics (how to play, map
on gameover).
- Added preliminary savestates support. The sound engine state is not being save
d yet. I've added this so I can
ask for states to try to fix the invisible walls problem in daytona.
v0.7a
Fixed network code not fully working (I accidentally left a part disabled in the
last build).
Improved daytona video & sound sync
v0.7
More accurate emulation of some TGP by using the data tables from the mainboard.
You'll need these
table roms in Model2.zip or inside the game zip. Thanks to Peabo for the donatio
n of a Daytona board

that helped to understand how they worked. This has fixed most of the bugs in da
ytona usa (reverse and most
invisble wall hits) and sega rally (automatic transmission).
Improved color table decoding that gives more bright colors for some games.
Improved SCSP timing. It should be more accurate and musics should not sound out
of sync anymore. As a
bonus feature I've left in a debug sound player that allows you to load a SSF (S
aturn Sound Format) file
for playing. To use it, load a game using SCSP (model 2a,b or c) and enter test
mode (so it doesn't send
sound commands) then press LeftControl+F5 and choose the ssf file to play.
Improved clipping. By moving to vertex/pixel shaders I've got rid of all the cli
pping issues that happened
with ATI video cards and recent NVIDIA ones. Remember to remove set SoftwareVert
exProcessing to 0. You'll need
a pixel shader 1.1 and vertex shader 1.1 capable card. It's the lowest shader ve
rsion so any video should work. As
a side effect of this change, there is only a geometrizer now, so the Geometrize
r opion in the ini file is not used.
Fixed problems with textures ending in the lowest line of the texture sheet not
being uploaded to direct3d (sega
rally black background in 2nd stage and topskater missing floors).
Added Wave Runner (Model 2C)
Added support for direct3d automimpap generation (see emulator.ini AutoMip optio
n)
Added network emulation (see NETWORK section below)
v0.6
So many changes that I can't remember...Lighting fixes, control fixes, sound fix
es...
ManxTT is working, but sound is broken.
Merged some features from the cps3 emu (vsync, custom fullscreen res,...)
v0.5a
This is a small bugfix release:
Fixed (hopefully at last) the analog wraparound bug.
Fixed wrong colour table translation in vcop madium and expert levels.
Added a couple of useful features:
Launch game from commandline (just add the driver name. ex: Emulator.exe stcc)
Auto-switch to fullscreen after game loading (the option is in the Video menu)
v0.5
This release fixes several playability bugs in Daytona USA (analog controls
wraparound and windows disappearing when going to fullscreen) and adds a new
playable game: Motor Raid.
It also contains a modified color lookup table processing that improves the
colors in the original model 2 games (daytona, vcop and dtank).
The emulator now includes a nice icon and background image, thanks to jordigahan
and Peabo for them.
v0.4 Daytonaaaaa

This version includes the (still preliminary) emulation of the Fujitsu MB86234 D
SP
present in the original Model 2 and Model 2 A-CRX boards. This means that some o
f
the games running in these boards are playable now.
The emulation is still preliminary because it has been done by reverse engineeri
ng
the complete instruction set of the DSP and there are still bugs. This has been
possible thanks to the help of Olivier Galibert (that helped me starting writtin
g the
DSP disassembler some years ago) and Ernesto Corvi (that analyzed my disassembli
es and
compared against other games and the model1 HLE in mame).
I'll list now the known problems and gliches in the games:
Daytona USA games: when stopping the car, or starting a course from a stop (adva
nced and
expert) the screen says REVERSE.
Sega Rally: Automatic transmission doesn't work, only manual.
Original Model 2 games have wrong colours in the 3D textures and wrong lighting.
To play Daytona USA, when the network check screen appears, press F2 to enter te
st mode
and in Game Settings set the game mode to Standalone.
This package includes the single threaded and the multithreaded version. Use the
multithreaded version in systems with more than a cpu, dual core, core duo, etc.
..
There are several fixes in the syncronization code that should reduce the crashe
s
in the emulator.
v0.3 MultiCPU Experimental build
This version contains an experimental multithreaded emulation code that will mak
e
different parts of the emulation run in a separate thread (Currently separates C
PU,
GPU and Sound emulation). This will allow multi-core CPUs (Dual core and Core Du
o)
to take advantage of both processors and boost the emulator performance a lot
(all games are 60fps now in my Athlon 3800+ X2).
It is only recommended for multi-core cpu users, as single core processor might
have
slower performance than the single threaded build.
As a bonus, this version includes a preliminary recompiler SCSP DSP emulation. T
he recompiler
is very fast and shouldn't affect the performance. The DSP effects still aren't
100% correct, but
it sounds quite right.
v0.3 (well, there was an unreleased 0.2 somewhere in my HD so this is 0.3)
I've rewritten part of the emulator for increased speed.
The SHARC core has also been speedup by removing unused SHARC features that were
n't used by model2.
Added frameskip and autoframeskip (with + and - in the keypad).
Added Ski Super G and OverRev.
Fixed topskater and virtualon control maps.
This is probably the last version of the emulator, unless some Fujitsu TGP MB862

34 docs appear
to finish the emulation of the 2 and 2A cores. Sorry, I know I still have to do
the digital
sound board emulation for STCC and TopSkater but I have no free time.
v0.1 Alpha
This is a major rewrite of the Model 2 core from Nebula M2.
Basically it supports the same games than Nebula M2, except the music in
games using the Digital Sound Board.
It uses a new (lighter) framework that requires DirectX 9.0.
--- USAGE --Usage is easy, just load emulator, select rom and play :).
Missing rom files will be reported in a console window.
PLEASE, READ EMULATOR.INI TO CHANGE OPTIONS AND KNOW HOW TO CONFIGURE YOUR ROM D
IRECTORIES
Fixed Keys:
PAUSE

- Pauses the emulator


while paused:
ENTER - Single step
SPACE - Unpause while held

SCROLL LOCK - Toggle framelimit


ALT-ENTER - Toggle Fullscreen (sometimes the emulator doesn't return fro
m fullscreen.
press ALT-F4 to close it and windows will return to the orig
inal resolution)
F9
- Show speed (Frames per second and frame time)
CTRL-F9 - Show more stats
F8
- Even more
F7
- Toggle tilemap rendering (big speedup)
Keypad+ - Increase Frameskip
Keypad- - Decrease Frameskip
For the rest of the keys, check the input config screen after a game has been lo
aded (Game->Config Controls...).
NETWORK
Model 2 network is designed as a ring linking all games together. In order to us
e it, you must properly emulate
the ring with your machines running the emulator. The original games are designe
d to run in a high speed, low latency,
no packet drop, optic fiber network, so it's very likely it won't work over inte
rnet. It works fine on LAN.
To configure the network, create a m2network.ini file like this in the same dire
ctory where emulator.ini is:
[Network]
RxPort=1978

NextIP=xxx.xxx.xxx.xxx
NextPort=1978
where:
RxPort is the port where your machine is listening for packets
NextIP is the IP of the next machine in the ring
NextPort is the port where the next machine is listening for packets
Remember to setup them so they make a ring. For example, for 3 computers connect
ed
Computer1 (192.168.1.1): RxPort=1978
Computer2 (192.168.1.2): RxPort=1978
Computer3 (192.168.1.3): RxPort=1978

NextIP=192.168.1.2
NextIP=192.168.1.3
NextIP=192.168.1.1

NextPort=1978
NextPort=1978
NextPort=1978

If you want to run several emulator instances in the same machine, you must use
different
RxPorts for each instance.
Once the network is setup, enter test mode in each emulator and set one as maste
r and the rest as
slaves (some games also allow you to select Relay mode that is like a live tv sh
ow of the race :) )
When running with network enabled, it's very likely that Windows or your firewal
l will warn about
the emulator trying to access the network. You must allow it (or open these port
s in your firewalls) or
the network won't run.
KNOWN ISSUES
General
There are no options, so don't hammer the "Options..." menu :)
Sometimes emulator doesn't return from fullscreen (Solution: kill with ALT-F4)
Mipmaps give too blurry textures (bad mipmap level selection)
Sonic Fighters
Strange lighting
SGT 24h
Enter test mode and set control type to A or you'll get reversed pedal control
HOTD, GUNBLADE NY and BEL require that you calibrate the gun before playing!!!!
SKI Super G
After the letters appear, the screen is full white (the logo should show), inser
t a coin or wait.
OverRev
The cars in the demo mode drive quite strange.
The sky background colour is not drawn transparent sometimes (red or black sky).

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