0.3a r868 / 01-12-2021






SuperModel emulates Sega's Model 3 arcade platform which uses OpenGL and SDL library. It's still considered to be in "alpha" stage of development, meaning it lacks many planned features and does not yet have a user-friendly graphical interface, game compatibility remains low, and all CPUs are emulated using straightforward interpretation rather than fast just-in-time translation. 

Front-end UI available are either available SuperModel 3 UI or SuperModel Assistant.


Most Recent Changes


  • Increase MIDI FIFO buffer size for SCSP; should prevent FIFO overflows


PowerPC IRQ line deassertion; DMA only fires interrupts when required


Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs.


Shared RAM on simulated netboard is now double-buffered; Spikeout Final Edition no longer requires a hack to work.


New JTAG patch for Sega Rally 2; linked mode now fully working.


Increase size of DSB2 FIFO buffer; fixes Sega Rally 2 music occasionally not switching or fading ou


Non-linked games no longer falsely list the net board under extra hardware


UI Update Details (06-01-2021)

  • following recent rom set name changes in Games.xml 

  • Added – list view of all the supported games

  • Added – preview of each game (snaps).

  • Added – button of the roms directories.

  • Added – check Load button (Load Rom)

  • Added – all video options

  • Added – all sound options

  • Added – all control options (for the time being it uses the supermodel configurator (accurate and will never fail)

  • Added – system link options (preliminary) will only work with the only version created by Spindizzi


  • Fix 16-bit variables not displaying correctly in Z80 debugger (at least in MSVC builds)


  • Fix netboard resets and detection of simulated netboard linking to itself


  • Adding simulated netboard; all linked games except Sega Rally 2 working at full speed.


  • Corrected alignment issues with netboard RAM; send/receive parameters no longer need to be manipulated to work correctly. Fixes bugs including Scud Race linked car orientation.


  • Add some async network methods. Async send copies to an internal buffer and sends in another thread so doesn't block at all. Added CheckDataAvailable method to the TCPReceive class. Can check or wait for data without blocking.


  • DSB2 clock speed from 4MHz to 11MHz.


  • New dumps added:


  • Fixed cycle counting overflow that was causing DSB2 to halt execution.


  • missing header


  • DSB2 IRQ 2 now fires at 1KHz rather than once per frame, improving


  • Just a few compile warnings


  • Fix project file


  • Build bot script.


  • Introduce new config keywords.

  • In xinput mode, lets the choice to have left and right gamepad motors vibrate together.
    XInputStereoVibration = 1 (both motors) [default]
    XInputStereoVibration = 0 (separate motors)

  • In sdl input mode, new control option to set minimum strength above which a Model 3 constant force command will be simulated on an sdl gamepad device.
    SDLConstForceThreshold = 30 [default]
    note : the vibration strength can be mod with SDLConstForceMax = [val]


  • The controls of bass/getbass games were no longer good, following recent rom set name changes in Games.xml.


  • Corrected game set names & game titles (Brian Troha)


  • Added rumble skipad in Ski Champ game.


  • Service menu activated in swtrilgyp.


  • Add -O3 optimization option for OSX and Linux.