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update doc for reordered GameInfoDialog
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@ -276,7 +276,7 @@
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including mapping of CompuMate 'Backspace', 'Space' and 'Enter' functionality to
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to the actual keys on your keyboard</li>
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<li>Emulates the Mindlink Controller using your computer's mouse</li>
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<li>Supports autodetection for most common controller types</li>
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<li>Supports autodetection for most common controller types</li>
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<li>Support for real Atari 2600 controllers using the
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<a href="http://www.grandideastudio.com/portfolio/stelladaptor-2600">Stelladaptor</a> and
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<a href="http://2600-daptor.com">2600-daptor/2600-daptor II</a></li>
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@ -718,7 +718,7 @@
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<td>F9</td>
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</tr>
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<tr>
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<tr>
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<td>Save all states</td>
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<td>Alt + F9</td>
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<td>Cmd + F9</td>
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@ -1812,34 +1812,34 @@
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<p>The dialog items are explained in the following two tables.</p>
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<p><b>Top row (left to right)</b></p>
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<table border="1" cellpadding="4">
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<tr><th>Item</th><th>Description</th></tr>
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<tr><td>Current state</td><td>Shows the currently loaded state's number</td></tr>
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<tr><td>'Timeline' slider</td><td>Shows the position of the current state in the
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<table border="1" cellpadding="4">
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<tr><th>Item</th><th>Description</th></tr>
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<tr><td>Current state</td><td>Shows the currently loaded state's number</td></tr>
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<tr><td>'Timeline' slider</td><td>Shows the position of the current state in the
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recorded timeline. A state can be selected by dragging the slider with the mouse.
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To visualize state compression, small marks split the timeline into five, equally
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sized state number intervals.</td></tr>
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<tr><td>Total states</td><td>Shows the total number of save states in the
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<tr><td>Total states</td><td>Shows the total number of save states in the
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Time Machine</td></tr>
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</table>
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</table>
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<p><b>Bottom row (left to right)</b></p>
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<table border="1" cellpadding="4">
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<tr><th>Item</th><th>Description</th></tr>
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<tr><td>Current time</td><td>Shows the time of the currently selected status,
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<table border="1" cellpadding="4">
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<tr><th>Item</th><th>Description</th></tr>
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<tr><td>Current time</td><td>Shows the time of the currently selected status,
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relative to the first one</td></tr>
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<tr><td>'Start/Stop' button</td><td>Starts or stops the Time Machine</td></tr>
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<tr><td>'Continue' button</td><td>Exits the dialog and continues emulation</td></tr>
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<tr><td>'Rewind All' button</td><td>Navigates back to the begin of the timeline</td></tr>
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<tr><td>'Rewind One' button</td><td>Navigates back by one state</td></tr>
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<tr><td>'Unwind One' button</td><td>Navigates forward by one state</td></tr>
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<tr><td>'Unwind All' button</td><td>Navigates forward to the end of the timeline</td></tr>
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<tr><td>'Save All' button</td><td>Saves all states to disk</td></tr>
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<tr><td>'Load All' button</td><td>Loades all states from disk</td></tr>
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<tr><td>Navigation info</td><td>Informs about the interval of the user's last
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<tr><td>'Start/Stop' button</td><td>Starts or stops the Time Machine</td></tr>
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<tr><td>'Continue' button</td><td>Exits the dialog and continues emulation</td></tr>
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<tr><td>'Rewind All' button</td><td>Navigates back to the begin of the timeline</td></tr>
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<tr><td>'Rewind One' button</td><td>Navigates back by one state</td></tr>
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<tr><td>'Unwind One' button</td><td>Navigates forward by one state</td></tr>
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<tr><td>'Unwind All' button</td><td>Navigates forward to the end of the timeline</td></tr>
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<tr><td>'Save All' button</td><td>Saves all states to disk</td></tr>
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<tr><td>'Load All' button</td><td>Loades all states from disk</td></tr>
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<tr><td>Navigation info</td><td>Informs about the interval of the user's last
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Time Machine navigation. The interval can vary if the timeline is compressed.</td></tr>
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<tr><td>Total time</td><td>Shows the total time covered by the save states
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<tr><td>Total time</td><td>Shows the total time covered by the save states
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(aka 'Horizon')</td></tr>
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</table>
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</table>
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<br>
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<p>The 'Time Machine' mode can be configured by the user. For details see
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@ -1917,57 +1917,57 @@
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shown.</td>
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</tr>
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<tr>
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<td><pre>-audio.enabled <1|0></pre></td>
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<td>Enable or disable sound generation.</td>
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</tr>
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<tr>
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<td><pre>-audio.enabled <1|0></pre></td>
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<td>Enable or disable sound generation.</td>
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</tr>
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<tr>
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<td><pre>-audio.volume <0 - 100></pre></td>
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<td>Set the volume.</td>
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</tr>
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<tr>
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<td><pre>-audio.volume <0 - 100></pre></td>
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<td>Set the volume.</td>
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</tr>
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<tr>
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<td><pre>-audio.preset <1 - 5></pre></td>
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<td>Set an audio preset. Numbers in sequence represent presets for
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'custom', 'low quality, 'medium lag', 'high quality, medium lag',
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'high quality, low lag' and 'ultra quality, minimal lag'.</td>
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</tr>
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<tr>
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<td><pre>-audio.preset <1 - 5></pre></td>
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<td>Set an audio preset. Numbers in sequence represent presets for
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'custom', 'low quality, 'medium lag', 'high quality, medium lag',
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'high quality, low lag' and 'ultra quality, minimal lag'.</td>
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</tr>
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<tr>
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<td><pre>-audio.fragment_size <128|256|512|1024|2048|4096></pre></td>
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<td>Set the number of samples in a single fragment processed by the audio driver.</td>
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</tr>
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<tr>
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<td><pre>-audio.fragment_size <128|256|512|1024|2048|4096></pre></td>
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<td>Set the number of samples in a single fragment processed by the audio driver.</td>
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</tr>
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<tr>
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<td><pre>-audio.sample_rate <44100|48000|96000></pre></td>
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<td>Set sound sample output frequency.</td>
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</tr>
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<tr>
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<td><pre>-audio.sample_rate <44100|48000|96000></pre></td>
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<td>Set sound sample output frequency.</td>
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</tr>
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<tr>
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<td><pre>-audio.resampling_quality <1|2|3></pre></td>
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<td>Set resampling quality to low (1), high (2) or ultra (3).</td>
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</tr>
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<tr>
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<td><pre>-audio.resampling_quality <1|2|3></pre></td>
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<td>Set resampling quality to low (1), high (2) or ultra (3).</td>
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</tr>
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<tr>
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<td><pre>-audio.headroom <0 - 20></pre></td>
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<td>Set number of additional half-frames to prebuffer.</td>
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</tr>
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<tr>
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<td><pre>-audio.headroom <0 - 20></pre></td>
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<td>Set number of additional half-frames to prebuffer.</td>
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</tr>
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<tr>
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<td><pre>-audio.buffer_size <0 - 20></pre></td>
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<td>Set maximum number of additional half-frames to buffer.</td>
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</tr>
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<tr>
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<td><pre>-audio.buffer_size <0 - 20></pre></td>
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<td>Set maximum number of additional half-frames to buffer.</td>
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</tr>
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<tr>
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<td><pre>-audio.stereo <1|0></pre></td>
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<td>Enable or disable stereo mode for all ROMs.</td>
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</tr>
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<tr>
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<td><pre>-audio.stereo <1|0></pre></td>
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<td>Enable or disable stereo mode for all ROMs.</td>
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</tr>
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<tr>
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<td><pre>-audio.dpc_pitch <10000 - 30000></pre></td>
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<td>Set the pitch o f Pitfall II music.</td>
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</tr>
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<tr>
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<td><pre>-audio.dpc_pitch <10000 - 30000></pre></td>
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<td>Set the pitch o f Pitfall II music.</td>
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</tr>
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<tr>
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<td><pre>-tia.zoom <zoom></pre></td>
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@ -1996,9 +1996,9 @@
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aspect ratio.</td>
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</tr>
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<tr>
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<td><pre>-tia.fs_overscan <0 - 10></pre></td>
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<td>Add overscan to TIA image while in fullscreen mode</td>
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<tr>
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<td><pre>-tia.fs_overscan <0 - 10></pre></td>
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<td>Add overscan to TIA image while in fullscreen mode</td>
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</tr>
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<tr>
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@ -2608,9 +2608,9 @@
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</tr><tr>
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<td><pre>-dev.rwportbreak <1|0></pre></td>
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<td>Since the 2600 has no dedicated R/W line, different addresses are used
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for RAM read or write access. If the code reads from such a write address, this causes
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an unwanted, semi-random write to that address.
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When this option is enabled, such reads interrupt emulation and the debugger is entered.</td>
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for RAM read or write access. If the code reads from such a write address, this causes
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an unwanted, semi-random write to that address.
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When this option is enabled, such reads interrupt emulation and the debugger is entered.</td>
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</tr><tr>
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<td><pre>-dev.thumb.trapfatal <1|0></pre></td>
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<td>When enabled, this allows the Thumb ARM emulation to
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@ -2704,14 +2704,14 @@
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<tr><td>Renderer</td><td>Use specified rendering mode</td><td>-video</td></tr>
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<tr><td>TIA palette</td><td>Palette for emulation mode</td><td>-palette</td></tr>
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<tr><td>TIA interpolation</td><td>Interpolation for TIA image</td><td>-tia.inter</td></tr>
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<tr><td>TIA zoom</td><td>Zoom level for emulation mode </td><td>-tia.zoom</td></tr>
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<tr><td>TIA zoom</td><td>Zoom level for emulation mode </td><td>-tia.zoom</td></tr>
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<tr><td>NTSC aspect</td><td>Width of TIA image in NTSC mode</td><td>-tia.aspectn</td></tr>
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<tr><td>PAL aspect</td><td>Width of TIA image in PAL mode</td><td>-tia.aspectp</td></tr>
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<tr><td>Emul. speed</td><td>Emulation speed</td><td>-speed</td></tr>
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<tr><td>VSync</td><td>Enable vertical synced updates</td><td>-vsync</td></tr>
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<tr><td>VSync</td><td>Enable vertical synced updates</td><td>-vsync</td></tr>
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<tr><td>Fullscreen</td><td>Self-explanatory</td><td>-fullscreen</td></tr>
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<tr><td>Stretch</td><td>In fullscreen mode, completely fill screen with TIA image</td><td>-tia.fs_stretch</td></tr>
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<tr><td>Overscan</td><td>In fullscreen mode, add overscan to the TIA image</td><td>-tia.fs_overscan</td></tr>
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<tr><td>Overscan</td><td>In fullscreen mode, add overscan to the TIA image</td><td>-tia.fs_overscan</td></tr>
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<tr><td>Fast SuperCharger load</td><td>Skip progress loading bars for SuperCharger ROMs</td><td>-fastscbios</td></tr>
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<tr><td>Show UI messages</td><td>Overlay UI messages onscreen</td><td>-uimessages</td></tr>
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<tr><td>Center window</td><td>Attempt to center application windows, else position at last position</td><td>-center</td></tr>
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@ -2772,7 +2772,7 @@
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</td><td>-audio.resampling_quality</td></tr>
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<tr><td>Headroom</td><td>Number of frames to buffer before playback starts. Higher values increase latency, but reduce the potential for dropouts.</td><td>-audio.headroom</td></tr>
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<tr><td>Buffer size</td><td>Maximum size of the audio buffer. Higher values increase maximum latency, but reduce the potential for dropouts</td><td>-audio.buffer_size</td></tr>
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<tr><td>Stereo for all ROMs</td><td>Enables stereo mode for all ROMs.</td><td>-audio.stereo</td></tr>
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<tr><td>Stereo for all ROMs</td><td>Enables stereo mode for all ROMs.</td><td>-audio.stereo</td></tr>
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<tr><td>Pitfall II music pitch</td><td>Defines the pitch of Pitfall II music (which may vary between carts).</td><td>-audio.dpc_pitch</td></tr>
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</table>
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<p>
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@ -2813,10 +2813,10 @@
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<tr><td>Dialogs position</td><td>Position of dialogs with Stella window</td><td>-dialogpos</td></tr>
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<tr><td>HiDPI mode</td><td>Scales the UI by a factor of two when enabled</td><td>-hidpi</td></tr>
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<tr><td>List input delay</td><td>Maximum delay between keypresses in list-widgets before a search string resets. </td><td>-listdelay</td></tr>
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<tr><td>Mouse wheel scroll</td><td>Number of lines a mouse scroll will move in list-widgets</td><td>-mwheel</td></tr>
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<tr><td>Double-click speed</td><td>Speed of mouse double-clicks</td><td>-mdouble</td></tr>
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<tr><td>Controller repeat delay</td><td>Delay before controller input repeats</td><td>-ctrldelay</td></tr>
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<tr><td>Controller repeat rate</td><td>Rate of controller input repeats</td><td>-ctrlrate</td></tr>
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<tr><td>Mouse wheel scroll</td><td>Number of lines a mouse scroll will move in list-widgets</td><td>-mwheel</td></tr>
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<tr><td>Double-click speed</td><td>Speed of mouse double-clicks</td><td>-mdouble</td></tr>
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<tr><td>Controller repeat delay</td><td>Delay before controller input repeats</td><td>-ctrldelay</td></tr>
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<tr><td>Controller repeat rate</td><td>Rate of controller input repeats</td><td>-ctrlrate</td></tr>
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</table>
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</td>
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</tr>
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@ -2846,7 +2846,7 @@
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<table border="1" cellpadding="4">
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<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
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<tr><td>Save path</td><td>Specifies where to save snapshots</td><td>-snapsavedir</td></tr>
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<!--<tr><td>Load path</td><td>Specifies where to load snapshots</td><td>-snaploaddir</td></tr> -->
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<!--<tr><td>Load path</td><td>Specifies where to load snapshots</td><td>-snaploaddir</td></tr> -->
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<tr><td>Continuous snapshot interval</td><td>Interval (in seconds) between snapshots</td><td>-ssinterval</td></tr>
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<tr><td>Use actual ROM name</td><td>Use the actual ROM filename instead of the internal database name.</td><td>-snapname</td></tr>
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<tr><td>Overwrite existing files</td><td>Whether to overwrite old snapshots</td><td>-sssingle</td></tr>
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@ -2890,7 +2890,7 @@
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<p><b>Game Properties</b> dialog:</p>
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<table border="5" cellpadding="2" frame="box" rules="none">
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<tr>
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<td><img src="graphics/options_gameinfo.png"></td>
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<td><img src="graphics/options_gameinfo_emulation.png"></td>
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<td> </td>
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<td valign="top"><br>This dialog allows you to change all ROM properties
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as described in <b>Advanced Configuration - <a href="#Properties">Game Properties</a></b>.
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@ -2936,8 +2936,8 @@
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use a controller direction or button. Then that key (combination) or controller
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action will be bound to the selected event. </br>
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Notes:<ul>
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<li>If nothing seems to happen, either Stella can't see the input device, or the
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selected event doesn't support being remapped to the input device.</li>
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<li>If nothing seems to happen, either Stella can't see the input device, or the
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selected event doesn't support being remapped to the input device.</li>
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<li>Events which are available in both event modes can be remapped individually.</li>
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<li>Left and right modifiers are mapped separately. To map them as one, press both
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modifier keys during mapping.</li>
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@ -3268,22 +3268,22 @@
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<td> </td>
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<td valign="top">
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<table border="1" cellpadding="4">
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<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
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<tr><td>Chip type</td><td>Type of emulated TIA chip. Allows testing for
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TIA versions which exhibit timing problems in certain games. The
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'Custom' option allows testing for glitch combinations.</td><td>-dev.tia.type</td></tr>
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<tr><td>Inverted HMOVE clock...</td><td>Emulates the Kool-Aid Man
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collision and Cosmic Ark stars glitches for the given objects.</td>
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<td>-dev.tia.plinvphase</br>-dev.tia.msinvphase</br>-dev.tia.blinvphase</td></tr>
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<tr><td>Delayed Playfield</td><td>Emulates playfield registers delayed
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by one color clock. This e.g. causes glitches in Pesco (stray playfield
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pixel) and Quick Step! (colored step borders)</td>
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<td>-dev.tia.delaypfbits</br>-dev.tia.delaypfcolor</td></tr>
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<tr><td>Delayed VDEL... swap for</td><td>Emulates a VDELP0/P1/BL swap
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delayed by one color clock. This e.g cause glitches in the He-Man title
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screen.</td>
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<td>-dev.tia.delayplswap</br>-dev.tia.delayblswap</td></tr>
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</table>
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<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
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<tr><td>Chip type</td><td>Type of emulated TIA chip. Allows testing for
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TIA versions which exhibit timing problems in certain games. The
|
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'Custom' option allows testing for glitch combinations.</td><td>-dev.tia.type</td></tr>
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<tr><td>Inverted HMOVE clock...</td><td>Emulates the Kool-Aid Man
|
||||
collision and Cosmic Ark stars glitches for the given objects.</td>
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<td>-dev.tia.plinvphase</br>-dev.tia.msinvphase</br>-dev.tia.blinvphase</td></tr>
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<tr><td>Delayed Playfield</td><td>Emulates playfield registers delayed
|
||||
by one color clock. This e.g. causes glitches in Pesco (stray playfield
|
||||
pixel) and Quick Step! (colored step borders)</td>
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||||
<td>-dev.tia.delaypfbits</br>-dev.tia.delaypfcolor</td></tr>
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<tr><td>Delayed VDEL... swap for</td><td>Emulates a VDELP0/P1/BL swap
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delayed by one color clock. This e.g cause glitches in the He-Man title
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screen.</td>
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<td>-dev.tia.delayplswap</br>-dev.tia.delayblswap</td></tr>
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</table>
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</td>
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</tr>
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</table>
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@ -3676,62 +3676,12 @@ Ms Pac-Man (Stella extended codes):
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<p>Each block in a property file consists of a set of properties for a single
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game. Stella supports the properties described below:</p>
|
||||
|
||||
<a><img src="graphics/options_gameinfo.png"></a>
|
||||
<a><img src="graphics/options_gameinfo_emulation.png"></a>
|
||||
<table CELLSPACING="10">
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.MD5:</i></td>
|
||||
<td>Indicates the MD5 checksum of the ROM image as a
|
||||
string of hexadecimal digits. Stella uses this property while
|
||||
attempting to match a game with its block of properties. If the
|
||||
value of the property matches the MD5 checksum of the ROM image then
|
||||
Stella uses that block of properties for the game. You can use the
|
||||
GNU md5sum program, which is included with most Linux distributions,
|
||||
to calculate the MD5 checksum of a ROM image.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.Manufacturer:</i></td>
|
||||
<td>Indicates the game's manufacturer.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.ModelNo:</i></td>
|
||||
<td>Indicates the manufacturer's model number for the game.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.Name:</i></td>
|
||||
<td>Indicates the actual name of the game. When you save snapshots,
|
||||
load/save state files, or use the <a href="#ROMAudit"><b>ROM Audit Mode</b></a> functionality,
|
||||
this is the name that will be used for the respective file(s).</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.Note:</i></td>
|
||||
<td>Contains any special notes about playing the game.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.Rarity:</i></td>
|
||||
<td>Indicates how rare a cartridge is, based on the scale described on AtariAge.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.Sound:</i></td>
|
||||
<td>Indicates if the game should use 1 or 2 channels for sound output.
|
||||
All original Atari 2600 machines supported 1 channel only,
|
||||
but some homebrew games have been written to take advantage of stereo
|
||||
sound mods. The value must be <b>Mono</b> or <b>Stereo</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.StartBank:</i></td>
|
||||
<td>Indicates which bank to use for reading the reset vector.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><a name="PropertiesCartType"><i>Cartridge.Type:</i></a></td>
|
||||
<td>Indicates the bank-switching type for the game.
|
||||
<tr>
|
||||
<td VALIGN="TOP"><a name="PropertiesCartType"><i>Cartridge.Type:</i></a></td>
|
||||
<td>Indicates the bank-switching type for the game.
|
||||
The value of this property must be either <b>Auto</b> or one of the following
|
||||
(for more information about bank-switching see Kevin Horton's <a href="http://kevtris.org/files/sizes.txt">2600 bankswitching
|
||||
document</a> or the documentation in each cartridge's source code file) types. Types marked
|
||||
@ -3786,13 +3736,50 @@ Ms Pac-Man (Stella extended codes):
|
||||
<tr><td>MDM </td><td>Menu Driven Megacart </td><td>.MDM </td></tr>
|
||||
<tr><td>SB </td><td>128-256k SUPERbanking </td><td>.SB </td></tr>
|
||||
<tr><td>UA </td><td>8K UA Ltd. </td><td>.UA </td></tr>
|
||||
<tr><td>UASW </td><td>8K UA Ltd. (swapped banks)</td><td>.UASW </td></tr>
|
||||
<tr><td>UASW </td><td>8K UA Ltd. (swapped banks)</td><td>.UASW </td></tr>
|
||||
<tr><td>WD </td><td>Wickstead Design </td><td>.WD </td></tr>
|
||||
<tr><td>X07 ¹</td><td>64K AtariAge </td><td>.X07 </td></tr>
|
||||
</table></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.StartBank:</i></td>
|
||||
<td>Indicates which bank to use for reading the reset vector.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Display.Format:</i></td>
|
||||
<td>Indicates the television format the game was designed for. The value
|
||||
must be <b>Auto</b>, <b>NTSC</b>, <b>PAL</b>, <b>SECAM</b>, <b>NTSC50</b>,
|
||||
<b>PAL60</b> or <b>SECAM60</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Display.Phosphor:</i></td>
|
||||
<td>Indicates whether the phosphor effect should be emulated or not.
|
||||
The value must be <b>Yes</b> or <b>No</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Display.PPBlend:</i></td>
|
||||
<td>Indicates the amount of blending which will occur while using the
|
||||
phosphor effect. The value must be <i>n</i> such that 0 <= <i>n</i>
|
||||
<= 100. The default value is whatever is specified for tv.phosblend.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.Sound:</i></td>
|
||||
<td>Indicates if the game should use 1 or 2 channels for sound output.
|
||||
All original Atari 2600 machines supported 1 channel only,
|
||||
but some homebrew games have been written to take advantage of stereo
|
||||
sound mods. The value must be <b>Mono</b> or <b>Stereo</b>.</td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<!--
|
||||
<p><b>Note:</b> Items marked as '*' are deprecated, and will probably be
|
||||
removed in a future release.</p>
|
||||
-->
|
||||
<a><img src="graphics/options_gameinfo_console.png"></a>
|
||||
<table CELLSPACING="10">
|
||||
<tr>
|
||||
@ -3835,7 +3822,7 @@ Ms Pac-Man (Stella extended codes):
|
||||
<tr><td>Trakball</td><td>Standard Atari 2600 CX22/CX80 'Trak-Ball' controller.</td></tr>
|
||||
<tr><td><a href="http://atariage.com/store/index.php?l=product_list&c=98">AtariVox ¹</a></td><td>A SpeakJet based unlimited-vocabulary speech/sound synthesizer with 32K EEPROM.</td></tr>
|
||||
<tr><td>SaveKey</td><td>A 32K EEPROM for saving high scores, etc. (the EEPROM portion of an AtariVox).</td></tr>
|
||||
<tr><td>Genesis </td><td>Sega Genesis controller, which can be used similar to a BoosterGrip, giving an extra button.</td></tr>
|
||||
<tr><td>Genesis </td><td>Sega Genesis controller, which can be used similar to a BoosterGrip, giving an extra button.</td></tr>
|
||||
<tr><td>CompuMate ¹</td><td>Spectravideo CompuMate (if either left or right is set, CompuMate is used for both).</td></tr>
|
||||
<tr><td>Mindlink ¹</td><td>Mindlink controller.</td></tr>
|
||||
</table></td>
|
||||
@ -3888,40 +3875,48 @@ Ms Pac-Man (Stella extended codes):
|
||||
-->
|
||||
</table>
|
||||
|
||||
<a><img src="graphics/options_gameinfo_display.png"></a>
|
||||
<a><img src="graphics/options_gameinfo_cartridge.png"></a>
|
||||
<table CELLSPACING="10">
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Display.Format:</i></td>
|
||||
<td>Indicates the television format the game was designed for. The value
|
||||
must be <b>Auto</b>, <b>NTSC</b>, <b>PAL</b>, <b>SECAM</b>, <b>NTSC50</b>,
|
||||
<b>PAL60</b> or <b>SECAM60</b>.</td>
|
||||
<td VALIGN="TOP"><i>Cartridge.MD5:</i></td>
|
||||
<td>Indicates the MD5 checksum of the ROM image as a
|
||||
string of hexadecimal digits. Stella uses this property while
|
||||
attempting to match a game with its block of properties. If the
|
||||
value of the property matches the MD5 checksum of the ROM image then
|
||||
Stella uses that block of properties for the game. You can use the
|
||||
GNU md5sum program, which is included with most Linux distributions,
|
||||
to calculate the MD5 checksum of a ROM image.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Display.YStart:</i></td>
|
||||
<td>Indicates the scan-line to start displaying at.
|
||||
The value must be <i>n</i> such that 0 <= <i>n</i> <= 64.
|
||||
Setting <i>n</i> to zero will enable ystart autodetection, which
|
||||
should work fine for the vast majority of ROMs.</td>
|
||||
<td VALIGN="TOP"><i>Cartridge.Manufacturer:</i></td>
|
||||
<td>Indicates the game's manufacturer.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Display.Phosphor:</i></td>
|
||||
<td>Indicates whether the phosphor effect should be emulated or not.
|
||||
The value must be <b>Yes</b> or <b>No</b>.</td>
|
||||
<td VALIGN="TOP"><i>Cartridge.ModelNo:</i></td>
|
||||
<td>Indicates the manufacturer's model number for the game.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Display.PPBlend:</i></td>
|
||||
<td>Indicates the amount of blending which will occur while using the
|
||||
phosphor effect. The value must be <i>n</i> such that 0 <= <i>n</i>
|
||||
<= 100. The default value is whatever is specified for tv.phosblend.</td>
|
||||
<td VALIGN="TOP"><i>Cartridge.Name:</i></td>
|
||||
<td>Indicates the actual name of the game. When you save snapshots,
|
||||
load/save state files, or use the <a href="#ROMAudit"><b>ROM Audit Mode</b></a> functionality,
|
||||
this is the name that will be used for the respective file(s).</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.Note:</i></td>
|
||||
<td>Contains any special notes about playing the game.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td VALIGN="TOP"><i>Cartridge.Rarity:</i></td>
|
||||
<td>Indicates how rare a cartridge is, based on the scale described on AtariAge.</td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<!--
|
||||
<p><b>Note:</b> Items marked as '*' are deprecated, and will probably be
|
||||
removed in a future release.</p>
|
||||
-->
|
||||
|
||||
<p>The name of the properties file is configurable through the
|
||||
'<i>-propsfile</i>' commandline argument and within the application itself
|
||||
(see <b>Advanced Configuration - <a href="#ConfigPaths">Configure Paths</a></b>). If the
|
||||
|
Loading…
x
Reference in New Issue
Block a user