diff options
author | Aaron Giles <aaron@aarongiles.com> | 2010-10-16 00:55:11 +0000 |
---|---|---|
committer | Aaron Giles <aaron@aarongiles.com> | 2010-10-16 00:55:11 +0000 |
commit | c30bcb69489d4382ab75a9979dae3e6607f73d8b (patch) | |
tree | e1fd1c74dd6401effe364d02fb7a40009a9f93c9 /docs | |
parent | dbdc1594ff16d963593282d3e6443735b264e251 (diff) |
Fix crash when specifying -effect.
Moved -effect implementation out of OSD code and into core since
the implementations were identical across Windows/SDL and implemented
in the core itself.
Diffstat (limited to 'docs')
-rw-r--r-- | docs/config.txt | 17 | ||||
-rw-r--r-- | docs/windows.txt | 17 |
2 files changed, 17 insertions, 17 deletions
diff --git a/docs/config.txt b/docs/config.txt index c6935bb1c8f..658cc82e5e5 100644 --- a/docs/config.txt +++ b/docs/config.txt @@ -705,6 +705,23 @@ Core screen options This controls the brightness level when MAME is paused. The default value is 0.65. +-effect <filename> + + Specifies a single PNG file that is used as an overlay over any game + screens in the video display. This PNG file is assumed to live in the + root of one of the artpath directories. The pattern in the PNG file is + repeated both horizontally and vertically to cover the entire game + screen areas (but not any external artwork), and is rendered at + the target resolution of the game image. For -video gdi and -video d3d + modes, this means that one pixel in the PNG will map to one pixel on + your output display. For -video ddraw, this means that one pixel in the + PNG will map to one pixel in the prescaled game screen. If you wish to + use an effect that requires mapping n PNG pixels to each game screen + pixel with -video ddraw, you need to specify a -prescale factor of n as + well. The RGB values of each pixel in the PNG are multiplied against the + RGB values of the target screen. The default is 'none', meaning no + effect. + Core vector options diff --git a/docs/windows.txt b/docs/windows.txt index 9fd62312188..e5e19c59527 100644 --- a/docs/windows.txt +++ b/docs/windows.txt @@ -135,23 +135,6 @@ Windows video options increases the effective resolution of non-screen elements such as artwork and fonts. The default is 1. --effect <filename> - - Specifies a single PNG file that is used as an overlay over any game - screens in the video display. This PNG file is assumed to live in the - root of one of the artpath directories. The pattern in the PNG file is - repeated both horizontally and vertically to cover the entire game - screen areas (but not any external artwork), and is rendered at - the target resolution of the game image. For -video gdi and -video d3d - modes, this means that one pixel in the PNG will map to one pixel on - your output display. For -video ddraw, this means that one pixel in the - PNG will map to one pixel in the prescaled game screen. If you wish to - use an effect that requires mapping n PNG pixels to each game screen - pixel with -video ddraw, you need to specify a -prescale factor of n as - well. The RGB values of each pixel in the PNG are multiplied against the - RGB values of the target screen. The default is 'none', meaning no - effect. - -[no]waitvsync Waits for the refresh period on your computer's monitor to finish |