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authorGravatarGravatar Aaron Giles <aaron@aarongiles.com>2010-10-16 00:55:11 +0000
committerGravatarGravatar Aaron Giles <aaron@aarongiles.com>2010-10-16 00:55:11 +0000
commitc30bcb69489d4382ab75a9979dae3e6607f73d8b (patch)
treee1fd1c74dd6401effe364d02fb7a40009a9f93c9 /docs
parentdbdc1594ff16d963593282d3e6443735b264e251 (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.txt17
-rw-r--r--docs/windows.txt17
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