Le premier émulateur de Sega Model 3 créé par Bart Trzynadlowski, Ville Linde et Stefano Teso dans sa version de développement (voir ici ou là ) [source].
Fichiers de configurations préparés ici.
Les changements:
Le système de mise à jour passe de SVN à GIT, du coup le nom des versions changent, par simplicité j’utiliserai un système par date de release plus compréhensible que le par défaut de GIT.
## September 24, 2025
– Games.xml: Align ROM names with MAME. in #2
– Fix some errors, fix some performance warnings, and some simple (but effective) optimizations by @toxieainc in #1
– Some CPU updates and small/harmless optimizations by @toxieainc in #5
– Fix SUPERMODEL_DEBUGGER build. – Ian in #15
– Faster quad rendering by @toxieainc in #7
– Fix version warnings by @toxieainc in #8
– Small optimizations and fix pointer aliasing by @toxieainc in #17
– Fix new 3D engine texture2DLod function missing error on Linux/MESA. by @casasfernando in #25
– remove 2 dupe function calls, where ProcessLos should actually be rat… by @toxieainc in #26
– 68K now uses run-time hooks for IRQ and instruction hook callbacks by @trzy in #36
– change all INT16 mixing/intermediate clamping to floats by @toxieainc in #37
– [Makefile.Win32] $MSYSTEM check never fails. in #42
– Incomplete texture headers uploaded via FIFO are now discarded by @gm-matthew in #47
– Wait until IRQ2 is acknowledged before starting IRQ40 sequence by @gm-matthew in #48
– add undefd codepath for correct use of the 18bit DAC path (which seem… by @toxieainc in #41
– Keep Supermodel files (config, nvram, saves, etc.) in predictable paths by @casasfernando in #44
– Add FileSystemPath.cpp to Visual Studio project by @gm-matthew in #51
– Freemem by @CapitaineSheridan in #57
– Add missing filename to ErrorLog call. by @AaronBPaden in #58
– Update README.md with macOS build details by @TheBrinkOfTomorrow in #63
– Amelioration for networked multiplayer on single machine by @j-lag in #64
– Crosshair by @CapitaineSheridan in #56
– Autobuild script update following crosshair update by @CapitaineSheridan in #66
– Update README.txt in #67
– Crosshair: use actual adjusted viewport resolution (configuration res… by @trzy in #68
– Crosshair optimization: by @CapitaineSheridan in #70
– Hack/Work around to prevent I/O error after a while on fishing games with … by @CapitaineSheridan in #71
– Fix GCC 13 build. in #74
– Add description of swtrilgy patch from MAME by @gm-matthew in #76
– Drive board uses the value 0xFF (not 0x00) on ports 42 and 45 to stop… by @gm-matthew in #78
– Set soundboard CPU to correct clock speed by @gm-matthew in #79
– DMA device register always returns Step 1.x PCI ID by @gm-matthew in #81
– Fix Z80Debug.cpp compile with C++20 by @gm-matthew in #84
– Prevent « ROLLING START » scrolling glitch in Scud Race by @gm-matthew in #83
– Ping-pong flip timing depends of the value of tilegen register 0x08 by @gm-matthew in #86
– Implement correct « round to nearest » mode by @gm-matthew in #89
– Add LOD switching and blending out culling nodes by @gm-matthew in #101
– Implement LOD blending by @gm-matthew in #107
– Dirt Devils does not use the handbrake by @gm-matthew in #113
– fixed some -Wunused-* compiler warnings by @firewave in #114
– Inputs/MultiInputSource.cpp: fixed mismatching allocation and deallocation by @firewave in #117
– Model3.cpp: avoid usage of uninitialized memory by @firewave in #118
– Fixed Scud Race Plus « ROLLING START » patch by @gm-matthew in #120
– Floating point reversed z-buffer and new clipping code by @gm-matthew in #122
– No need to have changelog from 2011 in Readme.txt anymore. by @jaoxford in #129
– fix segfault in CMultiLogger by @baraclese in #136
– Fix 2D texture rendering on OSX by @h0tw1r3 in #138
– Adding newly dumped version of Scud Race by @gm-matthew in #147
– Only access SCSI device at 0xC0xxxxxx if it has been configured to do so by @gm-matthew in #149
– Sound IRQs are acknowledged by writing to MIDI data port by @gm-matthew in #151
– When disabling sound IRQs via MIDI control port, clear current IRQ by @gm-matthew in #152
– Minor shader optimization by @gm-matthew in #156
– Implementing texture NP values by @gm-matthew in #159
– Texture mipmaps must be at least 2×2 by @gm-matthew in #160
– Give PowerPC more cycles to acknowledge sound IRQs by @gm-matthew in #162
– Don’t expand culling planes unless widescreen is enabled by @gm-matthew in #165
– Specular lighting works differently on flat-shaded polys by @gm-matthew in #168
– First 4MB of VROM maps to polygon RAM by @gm-matthew in #169
– New textureNP implementation by @gm-matthew in #173
– Step15Luminous() applies to all luminous polys, not just textured ones by @gm-matthew in #174
– Added support for custom MPEG music in a new Music.xml config file by @trzy in #179
– Makefiles updated by @trzy in #180
– New JTAG implementation by @gm-matthew in #182
– Poll inputs before running frame by @gm-matthew in #186
– slightly optimize depth & stencil usage by @toxieainc in #188
– Use correct GetUniformLocation by @toxieainc in #190
– Fix debugger build by @gm-matthew in #191
– Fix -print-gl-info after fb785b3 by @DirtBagXon in #192
– Fix texel offsets when sampling the AA buffer by @toxieainc in #193
– Increase precision and performance for Base/Alpha Layer compositing by @toxieainc in #194
– Implement CRT color emulation by @toxieainc in #195
– Fix some warnings, including potential stack corruption by (v)sprintf by @toxieainc in #196
– Implement different upscaling filters for the 2D layers by @toxieainc in #197
– improve SuperSleepUntil implementation by @toxieainc in #198
– Static Analysis by @toxieainc in #202
– DPI awareness by @toxieainc in #208
– More static analysis fixes by @toxieainc in #205
– Update external libs by @toxieainc in #211
– Add xdg base dirs by @jflatt in #217
– Properly enable fesetround/fegetround usage by @toxieainc in #216
– Improve edge test precision of quad test, and add missing ‘—-‘-area by @toxieainc in #213
– Improved soundboard IRQ handling by @gm-matthew in #225
– Implement « Block Culling » modeword bit of Mercury ASIC by @gm-matthew in #229
– Fixed JTAG config parameters when loading savestates by @gm-matthew in #231
– Fixing tilegen bugs in Scud Race by @gm-matthew in #234
– sdl: add support for gamecontroller api by @aderumier in #233
– Write default Supermodel.ini if not present by @trzy in #235
– Common digital sensitivity and decay speed settings for all digital buttons mapped to analog inputs by @trzy in #236
– Update README.md by @laromicas in #260
## September 23, 2025
– `build.yml`: Delete `Supermodel.ini` after validation to prevent it from being included in release packages.
– Added required `changelog.sh` for package creation via `pkg build` target.
– Replaced `std::strcpy` with `strcpy` to potentially fix build issues on Ubuntu.
– Fixed SDL include path on macOS to allow imgui to build.
– Added GitHub Actions for building release packages on pushes to `master`.
– Updated Makefiles: macOS no longer requires `libAGL`; improved GitHub Actions support.
– Added `pkg/` to `.gitignore`.
– Merged `master` branch from [trzy/Supermodel](https://github.com/trzy/Supermodel).
– Introduced a GUI for Supermodel. Launches with no command-line parameters to maintain compatibility with old loaders/frontends.
## September 20, 2025
– Merged pull request #260 from `laromicas/patch-1`.
– Updated `README.md`.
## September 17, 2025
– Merged `master` branch from [trzy/Supermodel](https://github.com/trzy/Supermodel).
– Increased tolerance for floating-point comparisons in shaders. Fixes potential visual artifacts.
## September 15, 2025
– Fixed macOS build failure due to lingering Framework links in `ppcd`.
## August 19, 2025
– Improved lighting model for pixels with alpha. Fixes edge cases in Daytona rendering.
## August 6, 2025
– Updated `README.md`.
– Added required library for Linux compilation.
## May 28, 2025
– Merged `master` branch from [trzy/Supermodel](https://github.com/trzy/Supermodel).
– Fixed missing include.
– Misc fixes
A noter qu’un nouveau fork ajoutant le support du Sinden est dispo ici.
Ajout:(inclut officiellement)
– correction des musiques dans sega rally 2 (mix)
– correction musique 1er niveau 2joueurs (la cave rouge) dans vf3 (pas sûr de la modif, et donc cela peut éventuellement entrainer d’autre problèmes sonore sur d’autre jeux).
Les fichiers sont compilés par Kof2112 ou Lo v2, merci à eux.
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