Files
libretro/emulators/supermodel.yml
T

77 lines
3.6 KiB
YAML

emulator: Supermodel
type: standalone
source: https://github.com/trzy/Supermodel
upstream: https://github.com/trzy/Supermodel
profiled_date: "2026-03-26"
source_commit: "d6dec3dcf0922459801907950d966e5767c674de"
core_version: "0.3a"
display_name: "Supermodel (Sega Model 3)"
cores:
- supermodel
systems:
- sega-model3
mode: standalone
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).
Uses MAME-compatible ROM sets loaded from ZIP archives. GameLoader identifies
games by CRC32 checksums defined in Config/Games.xml. Parent/child ROM set
relationships exist between regional variants of the same game, not as shared
BIOS sets. No standalone BIOS or firmware files are loaded outside of game ZIPs.
EmuDeck installs the Flatpak package (com.supermodel3.Supermodel). Config
stored in ~/.supermodel/Config/. No checkBIOS entry in EmuDeck.
Four data files of its own are read from the install tree, Config/ and Assets/
relative to the working directory on Windows and macOS, under the home
directory on Linux. Supermodel.ini, NVRAM/<game>.nv and Saves/<game>.st<slot>
are written by the emulator itself.
ref: Src/OSD/Windows/FileSystemPath.cpp:28-49
files:
- name: Games.xml
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: "Src/OSD/SDL/Main.cpp:114, 1498, 1939, 2297-2307, Src/GameLoader.cpp:551-561, 1016-1019"
- 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: "Src/OSD/SDL/Crosshair.cpp:34-51, Src/OSD/SDL/Main.cpp:2350-2356, 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: "Src/OSD/SDL/Crosshair.cpp:35, 49-51, Src/OSD/SDL/Main.cpp:2350-2356"
- 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."
source_ref: "Src/OSD/SDL/Main.cpp:115, 940, Src/Sound/MPEG/MpegAudio.cpp:88-108"
exclusion_note: >
The Sega 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
ZIPs via CRC32-based identification defined in Games.xml. The files listed
above are the emulator's own data, not system ROMs.