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cleanup
svn-id: r5779
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54
README
54
README
@ -336,23 +336,28 @@ quality. These are the same filters used in many other emulators, such as
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MAME.
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They are:
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-gnormal - No filtering, original 320x200 resolution. Fastest.
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-g2x - No filtering, double screen/window size to 640x400 (default)
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-g3x - No filtering, triple screen/window size to 800x600
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-g2xsai - 2xsai filtering, double screen/window size to 640x400
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-gsuper2xsai - Enhanced 2xsai filtering. 640x400 screen/window size
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-gsupereagle - Less blurry than 2xsai, but slower. Also 640x400
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-gadvmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI.
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normal - No filtering, original 320x200 resolution. Fastest.
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2x - No filtering, double screen/window size to 640x400 (default)
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3x - No filtering, triple screen/window size to 800x600
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2xsai - 2xsai filtering, double screen/window size to 640x400
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super2xsai - Enhanced 2xsai filtering. 640x400 screen/window size
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supereagle - Less blurry than 2xsai, but slower. Also 640x400
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advmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI.
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Note that filters are very slow when ScummVM is compiled in a debug
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To select a graphics filter, pass its name via the '-g' option to scummvm, for example:
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scummvm -g advmame2x monkey2
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Note #1: Bot all backends support all or any filters. The ones listed above
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are for the default SDL backend.
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Note #2: Filters can be very slow when ScummVM is compiled in a debug
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configuration without optimizations. And there is always a speed impact when
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using any form of anti-aliasing/linear filtering. Also note that the FmTowns
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Zak (zak256 target) uses an original resolution of 320x480 - hence for this
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game scalers will be 640x480 and 960x720.
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using any form of anti-aliasing/linear filtering.
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Note #3: The FmTowns version of Zak (zak256 target) uses an original resolution
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of 320x240 - hence for this game scalers will scale to 640x480 or 960x720.
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The alternative to these scalers is to try using the SDL_gl.cpp target. This
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will allow you to use hardware accelerated functions, like bilinear filtering
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and FSAA, on suitable OpenGL capable cards.
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Autosaves:
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----------
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@ -388,15 +393,18 @@ emulation. MIDI may not be available on all operating systems or may need
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manual configuration. If you ARE using MIDI, you have several different
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choices of output, depending on your operating system and configuration.
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-eadlib - Uses internal Adlib Emulation (default)
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-ewindows - Windows MIDI. Uses built-in sequencer, for Windows users
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-eseq - Uses /dev/sequencer for MIDI, *nix users. See below.
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-eqt - Quicktime sound, for Macintosh users.
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-ecore - CoreAudio sound, for MacOS X users.
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-eamidi - Uses the MorphOS MIDI system, for MorphOS users
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-ealsa - Output using ALSA sequencer device. See below.
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-enull - Null output. Don't play any music.
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adlib - Uses internal Adlib Emulation (default)
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windows - Windows MIDI. Uses built-in sequencer, for Windows users
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seq - Uses /dev/sequencer for MIDI, *nix users. See below.
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qt - Quicktime sound, for Macintosh users.
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core - CoreAudio sound, for MacOS X users.
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amidi - Uses the MorphOS MIDI system, for MorphOS users
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alsa - Output using ALSA sequencer device. See below.
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null - Null output. Don't play any music.
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To select a sound driver, pass its name via the '-e' option to scummvm, for example:
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scummvm -e adlib monkey2
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Playing sound with Adlib emulation:
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-----------------------------------
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