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100 emulator names the two platforms run had no profile, so their packs carried nothing for them. Each was read from the platform's own launcher or scriptmodule: the same program as an existing profile takes the name in cores:, a different build gets its own profile read from that version, a launcher or self-contained game goes to remove_cores, and the rest are new profiles written from their source or shipped binary. The files they need that the collection lacked are collected from the upstream distributions. Bungie and splitwolf trees are read by path and stay out of dedup.
142 lines
7.0 KiB
YAML
142 lines
7.0 KiB
YAML
emulator: Supermodel (Sinden fork)
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type: standalone
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core_classification: enhanced_fork
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source: "https://github.com/DirtBagXon/model3emu-code-sinden"
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upstream: "https://github.com/trzy/Supermodel"
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author: "DirtBagXon"
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profiled_date: "2026-10-20"
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source_commit: "377d259c59c90c0042278aca58603eb4bd7b03f3"
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upstream_commit: "ddbc3066e077e4c99581d2ab7d3452fd1a603723"
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core_version: "0.3a-ddbc306-mm DirtBagXon (Sinden)"
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display_name: "Sega - Model 3 (Supermodel, Sinden fork)"
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verification: existence
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cores:
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- "supermodel3"
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systems:
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- "sega-model3"
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- "real3d-pro1000"
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notes: |
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DirtBagXon's Supermodel fork with Sinden light gun support, rebased on
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trzy's tree at ddbc306, the revision its version string names. RetroPie builds the main branch on x86 and the arm branch
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everywhere else, the arm branch at commit 454ed3f when the system SDL2 is
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2.0.22 or older. The arm branch is a separate, older line (revision
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6ae0cf2f237586c4a3cc791514ec1b0f3cd4c56c, "0.3a-8c6af68-arm-mm") and is
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described in its own paragraph below. Entries carry the main branch.
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ref: Src/Version.h:32
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RetroPie copies Config/Games.xml, and on x86 the Assets directory, into
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$md_conf_root/arcade/supermodel3 and starts the emulator from there. On
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Linux the main branch resolves Config/, Assets/, NVRAM/ and Saves/
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relative to the working directory when Config/ exists there, otherwise
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under ~/.supermodel/ when present, otherwise under the XDG config and data
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homes.
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ref: Src/OSD/Unix/FileSystemPath.cpp:99-157, Src/OSD/SDL/Main.cpp:120-122
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ROM sets are MAME format archives described by Games.xml. The game is
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chosen by the archive's own file name, which must match a game name, and
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the parent archive <parent>.zip is opened from the same directory. ROMs
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inside are matched by CRC32. Model 3 boards carry their own program,
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video, sound and drive board ROMs, so a Model 3 game reads nothing outside
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its archives.
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ref: Src/GameLoader.cpp:1044-1101
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The main branch also emulates the Real3D Pro-1000 image generator, the
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hardware the Model 3 graphics derive from. Games.xml declares it as the
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set pro1000, whose two regions are the flash images of the Pro-1000 SDK
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update: p1_p4.bin (boot stub and loop code) and p2.bin (INIT ROM). The
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machine refuses to start without either region. A scsi_rom region is
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optional, a synthetic image is built when it is absent.
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ref: Config/Games.xml:1404-1428, Src/Pro1000/Pro1000.cpp:2114-2146,
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Src/Pro1000/Pro1000.cpp:165-181
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Supermodel.ini is optional. It is written from compiled-in defaults when
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absent. NVRAM/<game>.nv is loaded when present and written on exit.
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External GLSL shaders are read only when VertexShader or FragmentShader
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names a file, both default to empty.
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ref: Src/OSD/SDL/Main.cpp:1407-1427, Src/OSD/SDL/Main.cpp:2356,
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Src/OSD/SDL/Main.cpp:791-822, Src/OSD/SDL/Main.cpp:1545-1546
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The arm branch has no Pro-1000 emulation and no path resolution: the
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paths Config/Supermodel.ini, Config/Games.xml, NVRAM/<game>.nv and
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Saves/<game>.st<slot> are fixed and relative to the working directory.
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Crosshairs are drawn as primitives, no Assets bitmap and no Music.xml are
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read, which is why RetroPie installs Assets on x86 only. Its Games.xml
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(63 sets, size 158300, sha1 ccbc64e2f5b9aefd89ff9acd7227eff230aed8ed)
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differs from the main branch copy.
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files:
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- name: "Games.xml"
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path: "Config/Games.xml"
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required: true
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bundled: true
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size: 152608
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sha1: "79fa74742f4b18e250c11c1dea5837fdf57cd54c"
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md5: "f2f5f09ca0a275696319176b4f41b8d6"
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description: "ROM set definitions"
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note: "Parsed by the GameLoader constructor. Without it no game is defined, the archive name matches nothing and main returns 1. The path is the GameXMLFile key, so -game-xml-file moves it. The hash is that of Config/Games.xml at the pinned revision, 64 sets, which RetroPie copies on every install. Shipped in the 377d259 Linux, macOS and Windows release archives."
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source_ref: "Src/OSD/SDL/Main.cpp:121, Src/OSD/SDL/Main.cpp:1534, Src/OSD/SDL/Main.cpp:2444-2449, Src/GameLoader.cpp:601-610, Src/GameLoader.cpp:1066-1071, Src/GameLoader.cpp:1111-1113"
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- name: "p1crosshair.bmp"
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path: "Assets/p1crosshair.bmp"
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required: true
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bundled: true
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size: 295992
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sha1: "581cea232c296c7bd76f3101c3ae1bffdf5abf08"
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md5: "9012018f50f707c1707009346eb5d18b"
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description: "Player 1 light gun crosshair texture"
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note: "Both bitmaps are loaded whatever CrosshairStyle holds, and a failed load aborts startup before the machine is created."
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source_ref: "Src/OSD/SDL/Crosshair.cpp:34-51, Src/OSD/SDL/Main.cpp:2499-2506"
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- name: "p2crosshair.bmp"
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path: "Assets/p2crosshair.bmp"
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required: true
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bundled: true
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size: 295992
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sha1: "13c5e692c7acf2ec8243ac421d58fdf69c6c2370"
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md5: "866dbf59a0e2d849de2365e1c953cc97"
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description: "Player 2 light gun crosshair texture"
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note: "Read in the same call as the player 1 bitmap and equally fatal when it fails to load. Both bitmaps are shipped in the 377d259 release archives."
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source_ref: "Src/OSD/SDL/Crosshair.cpp:35, Src/OSD/SDL/Crosshair.cpp:48-51"
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- name: "Music.xml"
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path: "Config/Music.xml"
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required: false
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bundled: true
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size: 9224
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sha1: "b44ed959fe2948a03d81b98e67ca32f2b4c37e78"
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md5: "ddb4e23db15dda67539eee24de23de4b"
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description: "Custom MPEG music track map"
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note: "Consulted only for a game with a DSB1 or DSB2 board, and skipped when absent. RetroPie does not copy it. Shipped in the 377d259 release archives, the Windows zip with CRLF line endings (sha1 4c556c3a848ef61205a53a9a73ba5e46970d445f)."
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source_ref: "Src/OSD/SDL/Main.cpp:122, Src/OSD/SDL/Main.cpp:947, Src/Sound/MPEG/MpegAudio.cpp:88-102"
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- name: "pro1000.zip"
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required: true
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category: bios_zip
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system: real3d-pro1000
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description: "Real3D Pro-1000 firmware set (SDK flash update, loop code 5.4, INIT ROM 54)"
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note: "Loaded as the content of the pro1000 machine, named after the set. Required to run the Pro-1000 only, Model 3 games never read it."
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source_ref: "Config/Games.xml:1404-1428, Src/Pro1000/Pro1000.cpp:2114-2125, Src/GameLoader.cpp:1066-1071"
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contents:
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- name: "p1_p4.bin"
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description: "Flash parts 1 and 4, boot stub and loop code, loaded at 0xFFF00000"
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crc32: "6026a0db"
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- name: "p2.bin"
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description: "Flash part 2, INIT ROM, loaded at 0xFFF80000"
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crc32: "945bbcf5"
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- name: "3dlogo.cmem"
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path: "Assets/3dlogo.cmem"
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required: false
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system: real3d-pro1000
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description: "Pro-1000 SDK logo model, culling data"
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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 machine boots without them."
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source_ref: "Src/Pro1000/SyntheticSCSIROM.cpp:102-125, Src/Pro1000/SyntheticSCSIROM.cpp:232"
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- name: "3dlogo.pmem"
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path: "Assets/3dlogo.pmem"
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required: false
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system: real3d-pro1000
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description: "Pro-1000 SDK logo model, polygon data"
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source_ref: "Src/Pro1000/SyntheticSCSIROM.cpp:104-106, Src/Pro1000/SyntheticSCSIROM.cpp:119-125"
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