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author Zoë Blade <zoe@bytenoise.co.uk>2015-04-08 15:27:15 +0100
committer Zoë Blade <zoe@bytenoise.co.uk>2015-04-08 15:27:15 +0100
commit4cc89fb55209346b433e3334e3962c967fffae8a (patch)
treebeb067ab06995c27b172fa0cf258778247dc0958 /docs
parenta2ac9522990947dbe59197b7df6dd6bd4f9839e8 (diff)
Tidy whitespace in plain text files
Diffstat (limited to 'docs')
-rw-r--r--docs/SDL.txt17
-rw-r--r--docs/config.txt56
-rw-r--r--docs/floppy.txt4
-rw-r--r--docs/hlsl.txt4
-rw-r--r--docs/imgtool.txt22
-rw-r--r--docs/m6502.txt4
-rw-r--r--docs/windows.txt10
7 files changed, 58 insertions, 59 deletions
diff --git a/docs/SDL.txt b/docs/SDL.txt
index e755819f4da..5361c7e4e39 100644
--- a/docs/SDL.txt
+++ b/docs/SDL.txt
@@ -13,7 +13,7 @@ Debugging options
-[no]oslog
- Outputs the error.log data to the stderr TTY channel (usually the
+ Outputs the error.log data to the stderr TTY channel (usually the
command line window MAME was started in). This can be used at
the same time as -log to output the log data to both targets as well.
Default is OFF (-nooslog).
@@ -34,20 +34,19 @@ Performance options
-[no]multithreading / -[no]mt
- Enables multithreading for the final drawing operation. This can help
+ Enables multithreading for the final drawing operation. This can help
performance on multicore/hyperthreaded systems with slow video cards,
but may cause undesired behavior in some games.
Note that some drivers in MAME and MESS will use multiple threads even
when this is set to OFF, assuming -numprocessors allows it.
The default is OFF (-nomultithreading).
-
-numprocessors <auto|value> / -np <auto|value>
Specify the number of processors to use for work queues. Specifying
- "auto" will use the value reported by the system or environment
+ "auto" will use the value reported by the system or environment
variable OSDPROCESSORS. To avoid abuse, this value is internally limited
- to 4 times the number of processors reported by the system.
+ to 4 times the number of processors reported by the system.
The default is "auto".
-sdlvideofps
@@ -68,8 +67,8 @@ Video options
-video <soft|opengl|none>
- Specifies which video subsystem to use for drawing. The default for
- Mac OS X is 'opengl' because OS X is guaranteed to have a compliant
+ Specifies which video subsystem to use for drawing. The default for
+ Mac OS X is 'opengl' because OS X is guaranteed to have a compliant
OpenGL stack. The default on all other systems is 'soft'.
-numscreens <count>
@@ -188,7 +187,7 @@ Video OpenGL-specific options
-[no]gl_pbo Enable OpenGL PBO, if available (default on)
These 4 options are for compatibility in -video opengl. If you report
- rendering artifacts you may be asked to try messing with them by the
+ rendering artifacts you may be asked to try messing with them by the
devs, but normally they should be left at their defaults which results
in the best possible video performance.
@@ -363,7 +362,7 @@ SDL Joystick Mapping
-joy_idx6 Name of joystick mapped to joystick #6, default is auto.
-joy_idx7 Name of joystick mapped to joystick #7, default is auto.
-joy_idx8 Name of joystick mapped to joystick #8, default is auto.
--sixaxis Use special handling for PS3 Sixaxis controllers.
+-sixaxis Use special handling for PS3 Sixaxis controllers.
Default is OFF (-nosixaxis)
diff --git a/docs/config.txt b/docs/config.txt
index 2d780d6b777..1189c773508 100644
--- a/docs/config.txt
+++ b/docs/config.txt
@@ -294,21 +294,21 @@ of your command:
Displays a list of all devices known to be hooked up to a game. The ":"
is considered the game itself with the devices list being attached to give
the user a better understanding of what the emulation is using.
-
+
-listslots [<gamename|wildcard>]
Show available slots and options for each slot (if available). Primarily
used for MESS to allow control over internal plug-in cards, much like PC's
needing video, sound and other cards.
-
+
-listmedia / -lm [<gamename|wildcard>]
-
+
List available media that the chosen game or system allows to be used. This
includes media types (cartridge, cassette, diskette and more) as well as
common file extentions which are supported.
-listsoftware [<gamename|wildcard>]
-
+
Posts to screen all software lists which can be used by the entered gamename
or system. Notice, this is simply a copy/paste of the .XML file which reside
in the HASH folder which are allowed to be used.
@@ -331,12 +331,12 @@ of your command:
softwarelistname. By default, all drivers that have valid ZIP files or directories
in the rompath are verified; however, you can limit this list by specifying a
specific softwarelistname (without .XML) after the -verifysoftlist command.
-
+
-listmidi
Create a list of list available MIDI I/O devices for use with emulation.
-
+
Configuration options
---------------------
@@ -570,14 +570,14 @@ Core state/playback options
find the next empty value for %i and use that for a filename. The
default is %g/%i, which creates a separate folder for each game,
and names the snapshots under it starting with 0000 and increasing
- from there. In addition to the above, for drivers using different
- media, like carts or floppy disks, you can also use the %d_[media]
+ from there. In addition to the above, for drivers using different
+ media, like carts or floppy disks, you can also use the %d_[media]
indicator. Replace [media] with the media switch you want to use.
- A few examples: if you use 'mame robby -snapname foo/%g%i' snapshots
+ A few examples: if you use 'mame robby -snapname foo/%g%i' snapshots
will be saved as 'snaps\foo\robby0000.png' , 'snaps\foo\robby0001.png'
- and so on ; if you use 'mess nes -cart robby -snapname %g/%d_cart'
- snapshots will be saved as 'snaps\nes\robby.png' ; if you use
- 'mess c64 -flop1 robby -snapname %g/%d_flop1/%i' snapshots will be
+ and so on ; if you use 'mess nes -cart robby -snapname %g/%d_cart'
+ snapshots will be saved as 'snaps\nes\robby.png' ; if you use
+ 'mess c64 -flop1 robby -snapname %g/%d_flop1/%i' snapshots will be
saved as 'snaps\c64\robby\0000.png'.
-snapsize <width>x<height>
@@ -607,30 +607,30 @@ Core state/playback options
-statename <name>
Describes how MAME should store save state files, relative to the
- state_directory path. <name> is a string that provides a template that
- is used to generate a relative path. Two simple substitutions are
- provided: the / character represents the path separator on any target
- platform (even Windows); the string %g represents the driver name of
- the current game. The default is %g, which creates a separate folder for
- each game. In addition to the above, for drivers using different
- media, like carts or floppy disks, you can also use the %d_[media]
+ state_directory path. <name> is a string that provides a template that
+ is used to generate a relative path. Two simple substitutions are
+ provided: the / character represents the path separator on any target
+ platform (even Windows); the string %g represents the driver name of
+ the current game. The default is %g, which creates a separate folder for
+ each game. In addition to the above, for drivers using different
+ media, like carts or floppy disks, you can also use the %d_[media]
indicator. Replace [media] with the media switch you want to use.
- A few examples: if you use 'mame robby -statename foo/%g' save states
- will be stored inside 'sta\foo\robby\' ; if you use 'mess nes -cart
- robby -statename %g/%d_cart' save states will be stored inside
- 'sta\nes\robby\' ; if you use 'mess c64 -flop1 robby -statename
+ A few examples: if you use 'mame robby -statename foo/%g' save states
+ will be stored inside 'sta\foo\robby\' ; if you use 'mess nes -cart
+ robby -statename %g/%d_cart' save states will be stored inside
+ 'sta\nes\robby\' ; if you use 'mess c64 -flop1 robby -statename
%g/%d_flop1' save states will be stored inside 'sta\c64\robby\'.
-[no]burnin
- Tracks brightness of the screen during play and at the end of
+ Tracks brightness of the screen during play and at the end of
emulation generates a PNG that can be used to simulate burn-in
effects on other games. The resulting PNG is created such that the
- least used-areas of the screen are fully white (since burned-in areas
+ least used-areas of the screen are fully white (since burned-in areas
are darker, all other areas of the screen must be lightened a touch).
The intention is that this PNG can be loaded via an artwork file with
a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the
- entire screen. The PNG files are saved in the snap directory under
+ entire screen. The PNG files are saved in the snap directory under
the gamename/burnin-<screen.name>.png. The default is OFF (-noburnin).
@@ -1122,7 +1122,7 @@ Debugging options
A special 'internal' debugger for debugging. Activated when used along
with -debug. The default if OFF (-nodebug_internal).
-
+
Core misc options
@@ -1149,7 +1149,7 @@ Core misc options
Specifies the name of a font file to use for the UI font. If this font
cannot be found or cannot be loaded, the system will fall back to its
built-in UI font. On some platforms 'fontname' can be a system font
- name (TTF) instead of a (BDF) font file. The default is 'default' (use
+ name (TTF) instead of a (BDF) font file. The default is 'default' (use
the OSD-determined default font).
-ramsize [n]
diff --git a/docs/floppy.txt b/docs/floppy.txt
index 13439ff475b..7fc2331d4f6 100644
--- a/docs/floppy.txt
+++ b/docs/floppy.txt
@@ -369,7 +369,7 @@ The track is finished with a stream of MFM-encoded 0x4e.
The 250KHz pulse trains are used to lock the PLL to the signal
correctly. The cell pattern 4489 does not appear in normal
-MFM-encoded data and is used for clock/data separation.
+MFM-encoded data and is used for clock/data separation.
As for FM, the Western Digital-based controllers usually get rid of
everything but some 0x4e before the first sector and allow a better
@@ -392,7 +392,7 @@ Similarly two write splices are created when a sector is written at
the start and end of the data block part. They're not supposed to
happen on a mastered disk though, even if there are some rare
exceptions.
-
+
3 The new implementation
3.1 Floppy disk representation
diff --git a/docs/hlsl.txt b/docs/hlsl.txt
index a2d5f652b2b..50283bd365c 100644
--- a/docs/hlsl.txt
+++ b/docs/hlsl.txt
@@ -42,7 +42,7 @@ converge_y [r,g,b] Convergence in screen-relative Y directi
radial_converge_x [r,g,b] Radial convergence in screen-relative X direction.
radial_converge_y [r,g,b] Radial convergence in screen-relative Y direction.
Allowed values for convergence: -150 to 150 for each color.
-red_ratio [r,g,b] These parameters define a 3x3 matrix which is multiplied
+red_ratio [r,g,b] These parameters define a 3x3 matrix which is multiplied
grn_ratio [r,g,b] by the incoming RGB signal. This can be used for any
blu_ratio [r,g,b] standard matrix convolution, including H/S/V or simply
affecting the TV-style tint.
@@ -109,4 +109,4 @@ bloom_lvl6_weight 0.13 Bloom level 6 (.) weight. (0.00-1.00)
bloom_lvl7_weight 0.12 Bloom level 7 (.) weight. (0.00-1.00)
bloom_lvl8_weight 0.11 Bloom level 8 (.) weight. (0.00-1.00)
bloom_lvl9_weight 0.10 Bloom level 9 (.) weight. (0.00-1.00)
-bloom_lvl10_weight 0.09 Bloom level 10 (1x1 target) weight. (0.00-1.00) \ No newline at end of file
+bloom_lvl10_weight 0.09 Bloom level 10 (1x1 target) weight. (0.00-1.00)
diff --git a/docs/imgtool.txt b/docs/imgtool.txt
index d770eccbaeb..c9ac101d514 100644
--- a/docs/imgtool.txt
+++ b/docs/imgtool.txt
@@ -81,7 +81,7 @@ only for early revisions of lynx archivs
only extraction supported
not heavily tested
-Lynx archivs could and should be handled in a c64 emulation
+Lynx archivs could and should be handled in a c64 emulation
with the native lynx tool
@@ -128,7 +128,7 @@ special disk controller necessary for enhanced density
type 7: 3 1/2 inch, enhanced density, DS, 2.88mb: sectors 36, heads 2, tracks 80
unix with bash: use
-dd if=/dev/zero of=<name.dsk> bs=512 count=$((9*2*40))
+dd if=/dev/zero of=<name.dsk> bs=512 count=$((9*2*40))
to generate standard blank 360kb image
@@ -145,14 +145,14 @@ standard parameter for common disk formats:
type 0: 20mb standard pc/xt harddisk: 17 sectors, 4 heads, 615 cylinders
unix with bash: use
-dd if=/dev/zero of=<name.dsk> bs=512 count=$((17*4*615))
+dd if=/dev/zero of=<name.dsk> bs=512 count=$((17*4*615))
to generate standard blank 20mb pc xt harddisk image
Virtual MSX tape archive
------------------------
Converts .tap files from Virtual MSX 1.x to .cas files. It is not
-fault-tolerant.
+fault-tolerant.
Virtual MSX Game Master 2 SRAM file
@@ -161,7 +161,7 @@ Very simple, not overly useful but some might want it. Virtual MSX stored the
SRAM of Konami's Game Master 2 in "gmaster2.ram". To convert this to something
useful with MESS and other MSX emulators, go:
-imgtool getall vmsx_gm2 gmaster2.ram
+imgtool getall vmsx_gm2 gmaster2.ram
You'll get a file called gmaster2.mem, which must place in the correct directory
of mess to use (MESS\MEMCARD\GameMaster2 if your Game Master 2 .rom file is
@@ -174,7 +174,7 @@ Converts .cas files to .wav files. The MSX driver can use .cas files directly
so you don't have to convert them. You can use it to export files to a real
MSX. Connect the MSX to the line out of your computer. Give the apropriate
command on the MSX (BLOAD "CAS:",R for example) and then play the .wav file
-on your computer.
+on your computer.
imgtool dir fmsx_cas file.cas
imgtool getall fmsx_cas file.cas
@@ -185,7 +185,7 @@ XelaSoft Archive (.xsa)
-----------------------
The XelaSoft Archive is a compressed file. It can only contain one
-file. Although it can contain any file, it's always used for MSX disk
+file. Although it can contain any file, it's always used for MSX disk
images. The were programs written by XelaSoft which made a dump
of a disk, and compressing them at the same time. Very useful to store
a disk dump on another disk. zip/gzip offer much better compression and
@@ -205,7 +205,7 @@ emulators, is .dsk (a plain dump without any header information). This
filetype converts them all to .dsk format.
msx_img are disk images with an extra byte at the beginning. It' 1 (0x01)
-for single-sided images and 2 (0x02) for double-side images. These
+for single-sided images and 2 (0x02) for double-side images. These
files are at: ftp://ftp.funet.fi/pub/msx/. The extension is .img
msx_ddi are DiskDupe 5.12 disk images. There is a 0x1800 bytes header
@@ -215,9 +215,9 @@ often contain garbage so it's simply stripped. The extension is .ddi
msx_msx are disk images with a weird sector order. You can find them
at: ftp://jazz.snu.ac.kr/pub/msx/. The extension is .msx
-msx_mul are "multi disk" images, used by fmsx-dos 1.6. It is simply
+msx_mul are "multi disk" images, used by fmsx-dos 1.6. It is simply
more than one .dsk image appended to one another. The extension is
-still .dsk, but the file is larger than 720kB (actually always a
+still .dsk, but the file is larger than 720kB (actually always a
multiple of 720kB.
@@ -235,7 +235,7 @@ The card filesystem is similar to FAT, but not identical.
The maximum card size is 1mb, and maximum file size is 64k.
(Files will be cut at 64k if they are larger - e.g. when putting a large file)
-As far as I know there is no directory system, however there is always a
+As far as I know there is no directory system, however there is always a
system "NC100" directory which points to the root directory. (Like the DOS "."
directory).
diff --git a/docs/m6502.txt b/docs/m6502.txt
index 2a45a3e172e..33d2bbdcec0 100644
--- a/docs/m6502.txt
+++ b/docs/m6502.txt
@@ -34,11 +34,11 @@ tree. The final class hierarchy is this:
|
+------+--------+--+--+-------+-------+
| | | | | |
- 6510 deco16 6504 6509 n2a03 65c02
+ 6510 deco16 6504 6509 n2a03 65c02
| |
+-----+-----+ r65c02
| | | |
-6510t 7501 8502 +---+---+
+6510t 7501 8502 +---+---+
| |
65ce02 65sc02
|
diff --git a/docs/windows.txt b/docs/windows.txt
index 4e31f7baf32..bbd14a19359 100644
--- a/docs/windows.txt
+++ b/docs/windows.txt
@@ -30,12 +30,12 @@ Windows debugging options
Specifies the name of the font to use for debugger windows. By default,
the font is Lucida Console.
-
+
-debugger_font_size <points> / -dfontsize <points>
Specifies the size of the font to use for debugger windows, in points.
By default, this is set to 9pt.
-
+
Windows performance options
@@ -54,13 +54,13 @@ Windows performance options
window and all DirectDraw/Direct3D code to execute on a second thread,
which can improve performance on hyperthreaded and multicore systems.
The default is OFF (-nomultithreading).
-
+
-numprocessors <auto|value> / -np <auto|value>
Specify the number of processors to use for work queues. Specifying
- "auto" will use the value reported by the system or environment
+ "auto" will use the value reported by the system or environment
variable OSDPROCESSORS. To avoid abuse, this value is internally limited
- to 4 times the number of processors reported by the system.
+ to 4 times the number of processors reported by the system.
The default is "auto".
-profile [n]