emulator: Supermodel Dojo type: standalone core_classification: enhanced_fork source: "https://github.com/blueminder/supermodel-dojo" upstream: "https://github.com/trzy/Supermodel" author: "blueminder" profiled_date: "2026-08-12" source_commit: "d409fe784b8328d798098708adc760900bcc6937" upstream_commit: "98fcbff223e23b1530c8f899aca2fc4fd5663ab4" upstream_frozen: "The dojo branch merged trzy/Supermodel at this commit through merge ab1ecae. Later upstream commits are not in the port." core_version: "v0.3a-20261022-git-d409fe7" display_name: "Sega - Model 3 (Supermodel Dojo)" verification: existence cores: - supermodel-dojo systems: - sega-model3 - real3d-pro1000 mode: standalone data_root: windows: path: "" source_ref: "Src/OSD/Windows/FileSystemPath.cpp:34-59" note: "Config/, Assets/, NVRAM/, Saves/, Replays/ and ROMs/ are relative names, so the folder the release archive is extracted to when started from it" macos: path: "" source_ref: "Src/OSD/OSX/FileSystemPath.cpp:35-58" note: "relative names, as on Windows" linux: path: "~/.local/share/supermodel-dojo, else $XDG_DATA_HOME/supermodel-dojo" source_ref: "Src/OSD/Unix/FileSystemPath.cpp:80-204" note: "~/.supermodel-dojo when it exists, and the working directory when Config/ is there and no home directory resolves. Config sits apart, in ~/.config/supermodel-dojo/Config or $XDG_CONFIG_HOME/supermodel-dojo/Config" notes: | Fork of Supermodel adding delay based netplay, session replay with mid replay takeover, a training mode, and an in-emulator GUI that lists the sets, the replays and the settings when the binary starts without arguments. The emulator side is upstream merged forward: the dojo branch takes trzy/Supermodel at 98fcbff of 2026-10-20 through merge ab1ecae, and the commits after it are netplay, replay and release changes. The two repositories are not linked on GitHub, so the pin is read from the merge itself, whose second parent 98fcbff resolves in both trees. ref: README.md:3-20, Src/OSD/SDL/Main.cpp:2565-2597 Windows and macOS return relative names, Config/, Assets/, NVRAM/, Saves/, Replays/, ROMs/, resolved against the working directory, which is where the release archive puts them and where ES-DE starts the process. Linux uses the working directory when no home directory resolves, $HOME/.supermodel-dojo/ when that directory exists, otherwise $HOME/.config/supermodel-dojo/Config and $HOME/.local/share/supermodel-dojo/, each replaced by its XDG variable when the home folder is absent and the variable is set, and falls back to the Config/Games.xml and Assets/ sitting next to the binary when the home copy is absent. ROMs/ is the default ROMDirectory, where the GUI looks for .zip. ref: Src/OSD/Windows/FileSystemPath.cpp:28-60, Src/OSD/OSX/FileSystemPath.cpp:28-58, Src/OSD/Unix/FileSystemPath.cpp:63-77, 130-141, 144-198, Src/Dojo/Replay.cpp:28-31, Src/OSD/SDL/Main.cpp:1796, es-de resources/systems/windows/es_systems.xml:171 ROM sets are MAME format per game archives identified by the CRC32 values in Games.xml, 64 sets at this revision. A parent set holds the ROMs a regional variant reuses, a relation between versions of one game rather than a shared BIOS: a split child archive makes the loader open .zip from the same directory. Each Model 3 board carries its own program, video, sound and drive board ROMs, so no system ROM is read outside those archives. ref: Config/Games.xml, Src/GameLoader.cpp:371-610, Src/GameLoader.cpp:1029-1060 Games.xml also declares the set pro1000, the Real3D Pro-1000 image generator, whose cpu_rom and init_rom regions are the flash images of the Pro-1000 SDK update. The machine refuses to start without either region. A scsi_rom region is optional, a synthetic image is built when it is absent, and that image takes the logo model from Assets/ when both 3dlogo files are there. ref: Config/Games.xml:1404-1428, Src/Pro1000/Pro1000.cpp:2128-2160, Src/OSD/SDL/Main.cpp:2737-2740 The emulator writes and reads back its own Supermodel.ini, generated from the built in Dojo defaults whenever it is absent, plus NVRAM/.nv, Saves/.st and Replays/_.supr with a .st0 sidecar when the session starts from a save state. ref: Src/OSD/SDL/Main.cpp:1677-1697, 2568, 724-752, 786-809, Src/OSD/DojoConfigFile.h:31, Src/Dojo/Replay.cpp:23-51 Two reads take a path the user chooses and have no fixed name: the MP3 tracks named inside Music.xml, and external GLSL vertex and fragment shaders for the legacy 3D engine, whose config keys are empty by default so the built in shader source is compiled instead. ref: Src/Sound/MPEG/MpegAudio.cpp:71-86, Src/OSD/SDL/Main.cpp:1800-1801, Src/Graphics/Shader.cpp:100-106 The v0.3a--git- releases are built from the dojo branch and named Supermodel Dojo. The archive of 2026-10-22 ships the supermodel binary, Assets/, Config/Games.xml, Config/Music.xml and empty NVRAM/, ROMs/ and Saves/ folders, plus wnaspi32.dll on Windows, the ASPI bridge that lets Pro-1000 host programs reach the emulated machine. A build stamps its version from the commit date and short sha, and the tree falls back to 0.3a-WIP. The older dojo-preview tags, Preview 6 of 2025-04-27 the last, shipped a separate launcher. ref: .github/workflows/release.yml:4-5, .github/workflows/release.yml:21, .github/workflows/release.yml:48-49, Makefiles/Rules.inc:325-327, Src/Version.h:32 ES-DE reaches it through the SUPERMODEL-DOJO find rule, present in the Windows set alone among the seven, for the arcade, mame and model3 systems. ref: es-de resources/systems/windows/es_find_rules.xml:1107-1116, es-de resources/systems/windows/es_systems.xml:171, 1068, 1220 files: - name: Games.xml size: 152634 sha1: bb937d4841ae039d9d5f16b33bf5ba0382e41081 path: "Config/Games.xml" required: true bundled: true 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." source_ref: "source Src/OSD/SDL/Main.cpp:126, Src/OSD/SDL/Main.cpp:1789, Src/OSD/SDL/Main.cpp:2280, Src/OSD/SDL/Main.cpp:2663-2674, source Src/GameLoader.cpp:601-611, Src/GameLoader.cpp:1066-1069, source Src/OSD/Windows/FileSystemPath.cpp:28-32" - name: p1crosshair.bmp path: "Assets/p1crosshair.bmp" size: 295992 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." source_ref: "upstream Src/OSD/SDL/Crosshair.cpp:34-51, source Src/OSD/SDL/Main.cpp:2723-2729, source Assets/DIR.txt" - name: p2crosshair.bmp path: "Assets/p2crosshair.bmp" size: 295992 required: true 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: "upstream Src/OSD/SDL/Crosshair.cpp:35, 49-51, source Src/OSD/SDL/Main.cpp:2723-2729" - name: Music.xml path: "Config/Music.xml" required: false bundled: true 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. Shipped in the v0.3a-20261022-git-d409fe7 archives, the Windows zip with CRLF line endings (sha1 4c556c3a848ef61205a53a9a73ba5e46970d445f)." source_ref: "source Src/OSD/SDL/Main.cpp:127, Src/OSD/SDL/Main.cpp:989, source Src/Sound/MPEG/MpegAudio.cpp:88-108" - name: "pro1000.zip" required: true category: bios_zip system: real3d-pro1000 description: "Real3D Pro-1000 firmware set (SDK flash update, loop code 5.4, INIT ROM 54)" note: "Loaded as the content of the pro1000 machine, the set picked by the CRC32 of its members. Required to run the Pro-1000 only, Model 3 games never read it." source_ref: "source Config/Games.xml:1404-1428, source Src/Pro1000/Pro1000.cpp:2128-2142, source Src/GameLoader.cpp:1029-1043" contents: - name: "p1_p4.bin" description: "Flash parts 1 and 4, boot stub and loop code, loaded at 0xFFF00000" crc32: "6026a0db" - name: "p2.bin" description: "Flash part 2, INIT ROM, loaded at 0xFFF80000" crc32: "945bbcf5" - name: "3dlogo.cmem" path: "Assets/3dlogo.cmem" required: false system: real3d-pro1000 description: "Pro-1000 SDK logo model, culling data" note: "Read with 3dlogo.pmem into the synthetic SCSI ROM when the set has no scsi_rom region. Both files or neither, one alone is rejected with an error. The .pmem size must equal the polygon word count in the .cmem header, so both come from one model. The machine boots without them." source_ref: "source Src/Pro1000/SyntheticSCSIROM.cpp:102-127, source Src/Pro1000/SyntheticSCSIROM.cpp:159-163, source Src/Pro1000/SyntheticSCSIROM.cpp:232" - name: "3dlogo.pmem" path: "Assets/3dlogo.pmem" required: false system: real3d-pro1000 description: "Pro-1000 SDK logo model, polygon data" source_ref: "source Src/Pro1000/SyntheticSCSIROM.cpp:104-106, source Src/Pro1000/SyntheticSCSIROM.cpp:119-127, source Src/Pro1000/SyntheticSCSIROM.cpp:159-163"