I've added this so I can ask for states to try to fix the invisible walls problem in daytona. This information applies only to the most recent version. They take a percentage value between 0 mute and 200. Probably some problems have been fixed, but there might still be some around. You can now also try to fix the renderer to the vsync of your monitor with an option in the ini file ForceSync. I can't put my finger on what's happening exactly. Your hardware may need a specific change to the settings.
When you exit m2, your current settings will be saved for next time. The main changes are all speed related. Added a couple of useful features: Launch game from commandline just add the driver name. It will attempt to load two 48x48 pngs. I'm working on a more advanced script that adds more mame-like functionality to the crosshairs.
I don't know what the resolution was set to in M2, but it was probably a 4:3 one. Rename this to a lua file and try it out. I'm stuck with a stetched games Everytime I exit out of Fusion, it freaks my monitor out. The mouse code works fine, so it won't be an issue, but bugs can always arise when you are transferring code. I have to use windowed mode for them or for one windowed and the other can go fullscreen with high res on the primary screen. And your script might be missing something. Also some games only enable the force feedback if the cabinet type is set to Deluxe in the test mode.
To load a savestate, select the slot and then press F10. Hey, I've hacked the m2 emu exes so they don't hide the cursor when in fullscreen, you can download them from and as usual, use several virus scanners when downloading executables from random people on the internet :P. Turning, strafing, forward and backwards motion, jumping, and crouching can all be mapped individually. But I never had trouble pulling off stuff in the arcade when I did play there. The blue player 2 cross-hair should be the one that's visible. Added — check Fullscreen now with the shooting games the window will not be minimized when shooting in the upper corner.
I don't know where I got it from. The special Shift Up and Shift Down inputs accomplish these functions but are not mapped to anything by default. It makes me wonder just how this game was emulated. But I'm having an odd problem on my cabinet when trying to launch model 2 games fullscreen. Read some other options there to tell the emu how to map a mouse to a player. I'll post a script in plain text in the next post so you guys can play with it. Added - check Joy Xbox360 xinput.
So launch a game and if it launches full screen hit Escape to drop it to windowed mode. In the emu it will just freeze the game because there is not watchdog, just hit F3 to restart the game. Mind you, I cannot play half as good as I used to but I at least remember some of the counters to certain moves and online I aint counterign shit lol. Supermodel has full support for joysticks, gamepads, and wheels. Linezoom is missing, but I haven't found a single place where it's used. Howard, I looked and looked again.
Sal, have you ever done it on the M2 Emu? And the system allows you to configure the controls from within the game, but once you pick a game that is a shooter it hijacks the mouse to use within the game. By default, they are not mapped to anything. The normal inputs map each individual joystick. Now I move onto the Model 3 light gun setup using SuperModel. Thank god for Howards insomnia hey! Is there anything like this application that hyperspin can open it up at the same time it starts the game! To run at 1024x768 in full screen, type: supermodel scud.
Upon launching games in fullscreen it crashes but loading them in window mode they work fine. So when you go to reload it does not go off screen. Apparently you can, and you can have all your init postdraw and end functions in the other script. I did change those numbers as now i am running the emulator on an another pc the numbers are 2560 × 1440 1440p. I will check it the Learn mode is emulated a little later on today. Edit: Just checked i do have the model2.
Features Added - list view of all the supported games of version 1. So I'm going to make the default ones a little on the small side so that they don't look awful at lower resolutions. Video Settings The video mode cannot be changed during run-time. Not sure if it is an issue or not, but when in the calibration screen in fullscreen mode and I move the crosshair off the right side of the screen, a windows style pointer appears a few inches from the edge of the screen. It makes me feel as if newer games are defenetly possible online. 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. I might try hooking my monitor up to it.