feat: profile supermodel 0.4 with Model 1 and 2

This commit is contained in:
Abdessamad Derraz committed 2026-11-09 08:20:58 +01:00
1 parent 4f7a19364d
commit 7915aa68a8
1 file changed
+31 -25
+31 -25
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@@ -7,16 +7,16 @@ source:
upstream: "https://github.com/trzy/Supermodel"
profiled_date: "2026-09-17"
source_commit:
standalone: "14815455dc28fca2c8662fb1ed99d447ecf8f364"
libretro: "84bc106b45b279bf868a53b9232897c8dc10ca17"
upstream_commit: "14815455dc28fca2c8662fb1ed99d447ecf8f364"
standalone: "efbdc866fcddc9bff23da00b1722d17e52115567"
libretro: "20dfc573e005b0933b07a749db15a693d50db1dd"
upstream_commit: "efbdc866fcddc9bff23da00b1722d17e52115567"
core_version:
standalone: "v0.3a-20261025-git-1481545"
standalone: "v0.4-20261108-git-efbdc86"
libretro: "0.3a-WIP"
version_basis:
standalone:
kind: tag
tag: "v0.3a-20261025-git-1481545"
tag: "v0.4-20261108-git-efbdc86"
distance: 0
libretro:
kind: file
@@ -27,6 +27,8 @@ cores:
- supermodel
systems:
- sega-model3
- sega-model2
- sega-model1
data_root:
windows:
@@ -46,7 +48,11 @@ notes: |
Open-source Sega Model 3 arcade emulator by Bart Trzynadlowski (trzy) and
contributors, under GPL-3.0. Emulates all three Model 3 steppings (1.0, 1.5,
2.0/2.1) including Real3D graphics, SCSP sound, DSB1/DSB2 MPEG music boards,
drive boards, and net board. Cross-platform (Windows, Linux, macOS).
drive boards, and net board. Cross-platform (Windows, Linux, macOS). The
standalone build also emulates Sega Model 1 and Sega Model 2 (steppings 2,
2A, 2B and 2C). Games.xml declares their games as ROM sets like the Model 3
ones, and no system file is read for either board.
ref: Src/GameLoader.cpp:274-335, Src/OSD/SDL/Main.cpp:2616-2626
The libretro core is Libretro-Supermodel, developed by sgiannop on top of
the 2019 libretro attempt and now held under the libretro organisation on
@@ -74,16 +80,16 @@ notes: |
GUI saves its settings. NVRAM/<game>.nv and Saves/<game>.st<slot> are
written by the emulator itself.
ref: Src/OSD/Windows/FileSystemPath.cpp:28-51, Src/OSD/OSX/FileSystemPath.cpp:28-50,
Src/OSD/Unix/FileSystemPath.cpp:51-160, Src/OSD/SDL/Main.cpp:1407-1426,
Src/OSD/SDL/Main.cpp:1458, Src/OSD/SDL/Gui.cpp:1492,
Src/OSD/SDL/Main.cpp:2274
Src/OSD/Unix/FileSystemPath.cpp:51-160, Src/OSD/SDL/Main.cpp:1467-1486,
Src/OSD/SDL/Main.cpp:1518, Src/OSD/SDL/Gui.cpp:1536,
Src/OSD/SDL/Main.cpp:2364
The standalone also emulates the Real3D Pro-1000. Games.xml declares it as
the set pro1000 with platform Real3D Pro-1000, and its firmware (p1_p4.bin,
p2.bin) is a ROM set loaded like any game, not a system file. Programs for
the Pro-1000 reach the emulated board through wnaspi32.dll, which the
project builds for the folder of those programs and Supermodel never opens.
ref: Config/Games.xml:1404-1428, Src/GameLoader.cpp:252-296,
ref: Config/Games.xml:10030-10054, Src/GameLoader.cpp:274-335,
Src/OSD/Windows/wnaspi32/wnaspi32.cpp:3-15
Libretro: retro_init joins "supermodel" to the frontend system directory and
@@ -96,7 +102,7 @@ notes: |
afterwards. Music.xml has no embedded copy.
ref: Src/OSD/libretro/libretro.cpp:855-863, Src/OSD/libretro/libretro.cpp:889-894,
Src/OSD/libretro/libretro.cpp:1113, Src/OSD/libretro/LibretroWrapper.cpp:166-206,
Src/OSD/libretro/LibretroWrapper.cpp:208-228, Makefile:640-653, Makefile:659-661
Src/OSD/libretro/LibretroWrapper.cpp:208-228, Makefile:699-712, Makefile:718-720
Libretro NVRAM is the frontend .srm through the memory API. On the first frame
a <game>.nv written by the standalone build is imported from the save directory
@@ -122,12 +128,12 @@ files:
mode: standalone
required: true
bundled: true
size: 152634
sha1: "bb937d4841ae039d9d5f16b33bf5ba0382e41081"
md5: "41d8329d3b798f3ec2a9b29d9ad77e97"
size: 498173
sha1: "0c7ee725d44f5fbc67700f86fcff7961cefaad60"
md5: "38cf442c8df6e8e24f8cf6af36eded54"
description: "ROM set definitions"
note: "Parsed at startup into the game database. Every ROM region, file name and CRC32 the loader matches against comes from here, so an unreadable file leaves no set to resolve and the launch returns before the emulator is built. The path is a config key, so -game-xml-file moves it. Nothing about the file is verified beyond parsing. The hash is that of the copy the pinned revision ships."
source_ref: "Src/OSD/SDL/Main.cpp:122, 1519, 1996, 2360-2370, Src/GameLoader.cpp:601-611, 1066-1069"
source_ref: "Src/OSD/SDL/Main.cpp:125, 1579, 2071, 2450-2460, Src/GameLoader.cpp:658-668, 1166-1169"
- name: Games.xml
path: "supermodel/Games.xml"
@@ -144,7 +150,7 @@ files:
- "29fd5bc40cea222e040c1a1cfd60ea2e"
description: "ROM set definitions, libretro copy"
note: "Read through the VFS from {system}/supermodel/Games.xml, or Config/Games.xml under it, and parsed from memory. When neither path holds a file the core writes its embedded copy to supermodel/Games.xml at startup, and when the read still yields nothing the compiled-in bytes are parsed instead, so the core identifies every set without a file supplied, but a file that is present takes precedence. The second hash is the embedded array, which predates the indentation cleanup of the repository copy by one tab."
source_ref: "Src/OSD/libretro/LibretroWrapper.cpp:187-206, Src/OSD/libretro/LibretroWrapper.cpp:221-222, Src/OSD/libretro/LibretroWrapper.cpp:822, Src/OSD/libretro/LibretroWrapper.cpp:834-859, Src/GameLoader.cpp:1019-1030, Makefile:651-653"
source_ref: "Src/OSD/libretro/LibretroWrapper.cpp:187-206, Src/OSD/libretro/LibretroWrapper.cpp:221-222, Src/OSD/libretro/LibretroWrapper.cpp:822, Src/OSD/libretro/LibretroWrapper.cpp:834-859, Src/GameLoader.cpp:1019-1030, Makefile:710-712"
- name: Supermodel.ini
path: "supermodel/Supermodel.ini"
@@ -157,7 +163,7 @@ files:
md5: "06533608174992f6ea180ae190011778"
description: "Configuration override"
note: "Read from {system}/supermodel/Supermodel.ini, or Config/Supermodel.ini under it, when present, and a file that fails to parse aborts the load. Core options are applied over it afterwards, so it only reaches keys the options do not set and per-game sections. Extracted from the embedded copy when absent."
source_ref: "Src/OSD/libretro/LibretroWrapper.cpp:187-206, Src/OSD/libretro/LibretroWrapper.cpp:219-220, Src/OSD/libretro/LibretroWrapper.cpp:812-817, Src/OSD/libretro/LibretroWrapper.cpp:858, Src/OSD/libretro/LibretroWrapper.cpp:865-866, Makefile:659-661"
source_ref: "Src/OSD/libretro/LibretroWrapper.cpp:187-206, Src/OSD/libretro/LibretroWrapper.cpp:219-220, Src/OSD/libretro/LibretroWrapper.cpp:812-817, Src/OSD/libretro/LibretroWrapper.cpp:858, Src/OSD/libretro/LibretroWrapper.cpp:865-866, Makefile:718-720"
- name: p1crosshair.bmp
standalone_path: "Assets/p1crosshair.bmp"
@@ -168,8 +174,8 @@ files:
required: true
bundled: true
description: "Player 1 light gun crosshair texture"
note: "Both bitmaps are read on every launch whatever CrosshairStyle holds, since the load runs before the style decides anything, and a null surface aborts startup ahead of the Model 3 object. 32 bit BMP with alpha, sides a multiple of 2. The libretro build opens the same two files from the Assets directory of the standalone layout, outside the frontend directories, but forces the vector style and never draws them, and its repository does not ship them."
source_ref: "Src/OSD/SDL/Crosshair.cpp:34-51, Src/OSD/SDL/Main.cpp:2415-2421, Assets/DIR.txt, Src/OSD/libretro/libretroCrosshair.cpp:36-60, Src/OSD/libretro/LibretroWrapper.cpp:465-471, Src/OSD/libretro/LibretroConfigProvider.h:361"
note: "Both bitmaps are read on every launch whatever CrosshairStyle holds, since the load runs before the style decides anything, and a null surface aborts startup ahead of the emulator object. 32 bit BMP with alpha, sides a multiple of 2. The libretro build opens the same two files from the Assets directory of the standalone layout, outside the frontend directories, but forces the vector style and never draws them, and its repository does not ship them."
source_ref: "Src/OSD/SDL/Crosshair.cpp:34-51, Src/OSD/SDL/Main.cpp:2505-2511, Assets/DIR.txt, Src/OSD/libretro/libretroCrosshair.cpp:36-60, Src/OSD/libretro/LibretroWrapper.cpp:465-471, Src/OSD/libretro/LibretroConfigProvider.h:361"
- name: p2crosshair.bmp
standalone_path: "Assets/p2crosshair.bmp"
@@ -181,7 +187,7 @@ files:
bundled: true
description: "Player 2 light gun crosshair texture"
note: "Read in the same call as the player 1 bitmap and equally fatal when it fails to load."
source_ref: "Src/OSD/SDL/Crosshair.cpp:35, 49-51, Src/OSD/SDL/Main.cpp:2415-2421, Src/OSD/libretro/libretroCrosshair.cpp:39, 55-58"
source_ref: "Src/OSD/SDL/Crosshair.cpp:35, 49-51, Src/OSD/SDL/Main.cpp:2505-2511, Src/OSD/libretro/libretroCrosshair.cpp:39, 55-58"
- name: Music.xml
not_bundled_on: [batocera, emudeck, recalbox]
@@ -189,12 +195,12 @@ files:
mode: standalone
required: false
bundled: true
size: 9224
sha1: "b44ed959fe2948a03d81b98e67ca32f2b4c37e78"
md5: "ddb4e23db15dda67539eee24de23de4b"
size: 9229
sha1: "5c86508cb337b604eecb9b881b4fc111d826f604"
md5: "6eeb3e30200e14aa28f958b8d34c2ded"
description: "Custom MPEG music track map"
note: "Consulted only for a game with a DSB1 or DSB2 board, and skipped when the file is absent. Maps an MPEG ROM offset to an MP3 the user supplies. The shipped file is a commented example, carried in Config of the release archives."
source_ref: "Src/OSD/SDL/Main.cpp:123, 962, Src/Sound/MPEG/MpegAudio.cpp:88-102"
source_ref: "Src/OSD/SDL/Main.cpp:126, 973, Src/Sound/MPEG/MpegAudio.cpp:89-103"
- name: Music.xml
path: "supermodel/Music.xml"
@@ -208,7 +214,7 @@ files:
source_ref: "Src/OSD/libretro/LibretroWrapper.cpp:223, Src/OSD/libretro/LibretroWrapper.cpp:494, Src/Sound/MPEG/MpegAudio.cpp:88-108"
exclusion_note: >
The Sega Model 3 arcade hardware has no shared system BIOS. Each game board
The Sega Model 1, Model 2 and Model 3 arcade hardware has no shared system BIOS. Each game board
contains its own program ROMs (CROM), video ROMs (VROM), sound program, sound
samples, and optional DSB/drive board ROMs, all contained within per-game
MAME-format ZIP archives. Supermodel loads all required data from these game