|author||Aaron Giles <firstname.lastname@example.org>||2009-07-13 22:34:43 +0000|
|committer||Aaron Giles <email@example.com>||2009-07-13 22:34:43 +0000|
Added basic support in bitmap.c for 64-bit indexed bitmaps. As a
result, you will need a full recompile with this change, since the bitmap formats enum was altered. Introduced new feature -burnin, which can be used to generate a PNG that represents the overall brightness seen during the course of running a game. This PNG can be used as a fake "bezel" that overlays the screen via the artwork systems (with a low alpha, say 0.1 or 0.2) to simulate running a game with a monitor that has been burned in from another game. Fixed the -crsshairpath option to be spelled properly.
Diffstat (limited to 'docs')
1 files changed, 13 insertions, 1 deletions
diff --git a/docs/config.txt b/docs/config.txt
index a3ca21a1fac..19614fb24f3 100644
@@ -514,9 +514,21 @@ Core state/playback options
Writes the final mixer output to the given <filename> in WAV format,
- producing an audio recording of the game session. The default is
+ producing an audio recording of the game session. The default is
NULL (no recording).
+ 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
+ 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
+ the gamename/burnin-<screen.name>.png. The default is OFF (-noburnin).
Core performance options