update doc for reordered GameInfoDialog

This commit is contained in:
Thomas Jentzsch 2019-08-11 15:56:48 +02:00
parent 1d9aafbd60
commit cbbc40aa0e
6 changed files with 171 additions and 176 deletions

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@ -276,7 +276,7 @@
including mapping of CompuMate 'Backspace', 'Space' and 'Enter' functionality to
to the actual keys on your keyboard</li>
<li>Emulates the Mindlink Controller using your computer's mouse</li>
<li>Supports autodetection for most common controller types</li>
<li>Supports autodetection for most common controller types</li>
<li>Support for real Atari 2600 controllers using the
<a href="http://www.grandideastudio.com/portfolio/stelladaptor-2600">Stelladaptor</a> and
<a href="http://2600-daptor.com">2600-daptor/2600-daptor II</a></li>
@ -718,7 +718,7 @@
<td>F9</td>
</tr>
<tr>
<tr>
<td>Save all states</td>
<td>Alt + F9</td>
<td>Cmd + F9</td>
@ -1812,34 +1812,34 @@
<p>The dialog items are explained in the following two tables.</p>
<p><b>Top row (left to right)</b></p>
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Description</th></tr>
<tr><td>Current state</td><td>Shows the currently loaded state's number</td></tr>
<tr><td>'Timeline' slider</td><td>Shows the position of the current state in the
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Description</th></tr>
<tr><td>Current state</td><td>Shows the currently loaded state's number</td></tr>
<tr><td>'Timeline' slider</td><td>Shows the position of the current state in the
recorded timeline. A state can be selected by dragging the slider with the mouse.
To visualize state compression, small marks split the timeline into five, equally
sized state number intervals.</td></tr>
<tr><td>Total states</td><td>Shows the total number of save states in the
<tr><td>Total states</td><td>Shows the total number of save states in the
Time Machine</td></tr>
</table>
</table>
<p><b>Bottom row (left to right)</b></p>
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Description</th></tr>
<tr><td>Current time</td><td>Shows the time of the currently selected status,
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Description</th></tr>
<tr><td>Current time</td><td>Shows the time of the currently selected status,
relative to the first one</td></tr>
<tr><td>'Start/Stop' button</td><td>Starts or stops the Time Machine</td></tr>
<tr><td>'Continue' button</td><td>Exits the dialog and continues emulation</td></tr>
<tr><td>'Rewind All' button</td><td>Navigates back to the begin of the timeline</td></tr>
<tr><td>'Rewind One' button</td><td>Navigates back by one state</td></tr>
<tr><td>'Unwind One' button</td><td>Navigates forward by one state</td></tr>
<tr><td>'Unwind All' button</td><td>Navigates forward to the end of the timeline</td></tr>
<tr><td>'Save All' button</td><td>Saves all states to disk</td></tr>
<tr><td>'Load All' button</td><td>Loades all states from disk</td></tr>
<tr><td>Navigation info</td><td>Informs about the interval of the user's last
<tr><td>'Start/Stop' button</td><td>Starts or stops the Time Machine</td></tr>
<tr><td>'Continue' button</td><td>Exits the dialog and continues emulation</td></tr>
<tr><td>'Rewind All' button</td><td>Navigates back to the begin of the timeline</td></tr>
<tr><td>'Rewind One' button</td><td>Navigates back by one state</td></tr>
<tr><td>'Unwind One' button</td><td>Navigates forward by one state</td></tr>
<tr><td>'Unwind All' button</td><td>Navigates forward to the end of the timeline</td></tr>
<tr><td>'Save All' button</td><td>Saves all states to disk</td></tr>
<tr><td>'Load All' button</td><td>Loades all states from disk</td></tr>
<tr><td>Navigation info</td><td>Informs about the interval of the user's last
Time Machine navigation. The interval can vary if the timeline is compressed.</td></tr>
<tr><td>Total time</td><td>Shows the total time covered by the save states
<tr><td>Total time</td><td>Shows the total time covered by the save states
(aka 'Horizon')</td></tr>
</table>
</table>
<br>
<p>The 'Time Machine' mode can be configured by the user. For details see
@ -1917,57 +1917,57 @@
shown.</td>
</tr>
<tr>
<td><pre>-audio.enabled &lt;1|0&gt;</pre></td>
<td>Enable or disable sound generation.</td>
</tr>
<tr>
<td><pre>-audio.enabled &lt;1|0&gt;</pre></td>
<td>Enable or disable sound generation.</td>
</tr>
<tr>
<td><pre>-audio.volume &lt;0 - 100&gt;</pre></td>
<td>Set the volume.</td>
</tr>
<tr>
<td><pre>-audio.volume &lt;0 - 100&gt;</pre></td>
<td>Set the volume.</td>
</tr>
<tr>
<td><pre>-audio.preset &lt;1 - 5&gt;</pre></td>
<td>Set an audio preset. Numbers in sequence represent presets for
'custom', 'low quality, 'medium lag', 'high quality, medium lag',
'high quality, low lag' and 'ultra quality, minimal lag'.</td>
</tr>
<tr>
<td><pre>-audio.preset &lt;1 - 5&gt;</pre></td>
<td>Set an audio preset. Numbers in sequence represent presets for
'custom', 'low quality, 'medium lag', 'high quality, medium lag',
'high quality, low lag' and 'ultra quality, minimal lag'.</td>
</tr>
<tr>
<td><pre>-audio.fragment_size &lt;128|256|512|1024|2048|4096&gt;</pre></td>
<td>Set the number of samples in a single fragment processed by the audio driver.</td>
</tr>
<tr>
<td><pre>-audio.fragment_size &lt;128|256|512|1024|2048|4096&gt;</pre></td>
<td>Set the number of samples in a single fragment processed by the audio driver.</td>
</tr>
<tr>
<td><pre>-audio.sample_rate &lt;44100|48000|96000&gt;</pre></td>
<td>Set sound sample output frequency.</td>
</tr>
<tr>
<td><pre>-audio.sample_rate &lt;44100|48000|96000&gt;</pre></td>
<td>Set sound sample output frequency.</td>
</tr>
<tr>
<td><pre>-audio.resampling_quality &lt;1|2|3&gt;</pre></td>
<td>Set resampling quality to low (1), high (2) or ultra (3).</td>
</tr>
<tr>
<td><pre>-audio.resampling_quality &lt;1|2|3&gt;</pre></td>
<td>Set resampling quality to low (1), high (2) or ultra (3).</td>
</tr>
<tr>
<td><pre>-audio.headroom &lt;0 - 20&gt;</pre></td>
<td>Set number of additional half-frames to prebuffer.</td>
</tr>
<tr>
<td><pre>-audio.headroom &lt;0 - 20&gt;</pre></td>
<td>Set number of additional half-frames to prebuffer.</td>
</tr>
<tr>
<td><pre>-audio.buffer_size &lt;0 - 20&gt;</pre></td>
<td>Set maximum number of additional half-frames to buffer.</td>
</tr>
<tr>
<td><pre>-audio.buffer_size &lt;0 - 20&gt;</pre></td>
<td>Set maximum number of additional half-frames to buffer.</td>
</tr>
<tr>
<td><pre>-audio.stereo &lt;1|0&gt;</pre></td>
<td>Enable or disable stereo mode for all ROMs.</td>
</tr>
<tr>
<td><pre>-audio.stereo &lt;1|0&gt;</pre></td>
<td>Enable or disable stereo mode for all ROMs.</td>
</tr>
<tr>
<td><pre>-audio.dpc_pitch &lt;10000 - 30000&gt;</pre></td>
<td>Set the pitch o f Pitfall II music.</td>
</tr>
<tr>
<td><pre>-audio.dpc_pitch &lt;10000 - 30000&gt;</pre></td>
<td>Set the pitch o f Pitfall II music.</td>
</tr>
<tr>
<td><pre>-tia.zoom &lt;zoom&gt;</pre></td>
@ -1996,9 +1996,9 @@
aspect ratio.</td>
</tr>
<tr>
<td><pre>-tia.fs_overscan &lt;0 - 10&gt;</pre></td>
<td>Add overscan to TIA image while in fullscreen mode</td>
<tr>
<td><pre>-tia.fs_overscan &lt;0 - 10&gt;</pre></td>
<td>Add overscan to TIA image while in fullscreen mode</td>
</tr>
<tr>
@ -2608,9 +2608,9 @@
</tr><tr>
<td><pre>-dev.rwportbreak &lt;1|0&gt;</pre></td>
<td>Since the 2600 has no dedicated R/W line, different addresses are used
for RAM read or write access. If the code reads from such a write address, this causes
an unwanted, semi-random write to that address.
When this option is enabled, such reads interrupt emulation and the debugger is entered.</td>
for RAM read or write access. If the code reads from such a write address, this causes
an unwanted, semi-random write to that address.
When this option is enabled, such reads interrupt emulation and the debugger is entered.</td>
</tr><tr>
<td><pre>-dev.thumb.trapfatal &lt;1|0&gt;</pre></td>
<td>When enabled, this allows the Thumb ARM emulation to
@ -2704,14 +2704,14 @@
<tr><td>Renderer</td><td>Use specified rendering mode</td><td>-video</td></tr>
<tr><td>TIA palette</td><td>Palette for emulation mode</td><td>-palette</td></tr>
<tr><td>TIA interpolation</td><td>Interpolation for TIA image</td><td>-tia.inter</td></tr>
<tr><td>TIA zoom</td><td>Zoom level for emulation mode </td><td>-tia.zoom</td></tr>
<tr><td>TIA zoom</td><td>Zoom level for emulation mode </td><td>-tia.zoom</td></tr>
<tr><td>NTSC aspect</td><td>Width of TIA image in NTSC mode</td><td>-tia.aspectn</td></tr>
<tr><td>PAL aspect</td><td>Width of TIA image in PAL mode</td><td>-tia.aspectp</td></tr>
<tr><td>Emul. speed</td><td>Emulation speed</td><td>-speed</td></tr>
<tr><td>VSync</td><td>Enable vertical synced updates</td><td>-vsync</td></tr>
<tr><td>VSync</td><td>Enable vertical synced updates</td><td>-vsync</td></tr>
<tr><td>Fullscreen</td><td>Self-explanatory</td><td>-fullscreen</td></tr>
<tr><td>Stretch</td><td>In fullscreen mode, completely fill screen with TIA image</td><td>-tia.fs_stretch</td></tr>
<tr><td>Overscan</td><td>In fullscreen mode, add overscan to the TIA image</td><td>-tia.fs_overscan</td></tr>
<tr><td>Overscan</td><td>In fullscreen mode, add overscan to the TIA image</td><td>-tia.fs_overscan</td></tr>
<tr><td>Fast SuperCharger load</td><td>Skip progress loading bars for SuperCharger ROMs</td><td>-fastscbios</td></tr>
<tr><td>Show UI messages</td><td>Overlay UI messages onscreen</td><td>-uimessages</td></tr>
<tr><td>Center window</td><td>Attempt to center application windows, else position at last position</td><td>-center</td></tr>
@ -2772,7 +2772,7 @@
</td><td>-audio.resampling_quality</td></tr>
<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>
<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>
<tr><td>Stereo for all ROMs</td><td>Enables stereo mode for all ROMs.</td><td>-audio.stereo</td></tr>
<tr><td>Stereo for all ROMs</td><td>Enables stereo mode for all ROMs.</td><td>-audio.stereo</td></tr>
<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>
</table>
<p>
@ -2813,10 +2813,10 @@
<tr><td>Dialogs position</td><td>Position of dialogs with Stella window</td><td>-dialogpos</td></tr>
<tr><td>HiDPI mode</td><td>Scales the UI by a factor of two when enabled</td><td>-hidpi</td></tr>
<tr><td>List input delay</td><td>Maximum delay between keypresses in list-widgets before a search string resets. </td><td>-listdelay</td></tr>
<tr><td>Mouse wheel scroll</td><td>Number of lines a mouse scroll will move in list-widgets</td><td>-mwheel</td></tr>
<tr><td>Double-click speed</td><td>Speed of mouse double-clicks</td><td>-mdouble</td></tr>
<tr><td>Controller repeat delay</td><td>Delay before controller input repeats</td><td>-ctrldelay</td></tr>
<tr><td>Controller repeat rate</td><td>Rate of controller input repeats</td><td>-ctrlrate</td></tr>
<tr><td>Mouse wheel scroll</td><td>Number of lines a mouse scroll will move in list-widgets</td><td>-mwheel</td></tr>
<tr><td>Double-click speed</td><td>Speed of mouse double-clicks</td><td>-mdouble</td></tr>
<tr><td>Controller repeat delay</td><td>Delay before controller input repeats</td><td>-ctrldelay</td></tr>
<tr><td>Controller repeat rate</td><td>Rate of controller input repeats</td><td>-ctrlrate</td></tr>
</table>
</td>
</tr>
@ -2846,7 +2846,7 @@
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
<tr><td>Save path</td><td>Specifies where to save snapshots</td><td>-snapsavedir</td></tr>
<!--<tr><td>Load path</td><td>Specifies where to load snapshots</td><td>-snaploaddir</td></tr> -->
<!--<tr><td>Load path</td><td>Specifies where to load snapshots</td><td>-snaploaddir</td></tr> -->
<tr><td>Continuous snapshot interval</td><td>Interval (in seconds) between snapshots</td><td>-ssinterval</td></tr>
<tr><td>Use actual ROM name</td><td>Use the actual ROM filename instead of the internal database name.</td><td>-snapname</td></tr>
<tr><td>Overwrite existing files</td><td>Whether to overwrite old snapshots</td><td>-sssingle</td></tr>
@ -2890,7 +2890,7 @@
<p><b>Game Properties</b> dialog:</p>
<table border="5" cellpadding="2" frame="box" rules="none">
<tr>
<td><img src="graphics/options_gameinfo.png"></td>
<td><img src="graphics/options_gameinfo_emulation.png"></td>
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td valign="top"><br>This dialog allows you to change all ROM properties
as described in <b>Advanced Configuration - <a href="#Properties">Game Properties</a></b>.
@ -2936,8 +2936,8 @@
use a controller direction or button. Then that key (combination) or controller
action will be bound to the selected event. </br>
Notes:<ul>
<li>If nothing seems to happen, either Stella can't see the input device, or the
selected event doesn't support being remapped to the input device.</li>
<li>If nothing seems to happen, either Stella can't see the input device, or the
selected event doesn't support being remapped to the input device.</li>
<li>Events which are available in both event modes can be remapped individually.</li>
<li>Left and right modifiers are mapped separately. To map them as one, press both
modifier keys during mapping.</li>
@ -3268,22 +3268,22 @@
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td valign="top">
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
<tr><td>Chip type</td><td>Type of emulated TIA chip. Allows testing for
TIA versions which exhibit timing problems in certain games. The
'Custom' option allows testing for glitch combinations.</td><td>-dev.tia.type</td></tr>
<tr><td>Inverted HMOVE clock...</td><td>Emulates the Kool-Aid Man
collision and Cosmic Ark stars glitches for the given objects.</td>
<td>-dev.tia.plinvphase</br>-dev.tia.msinvphase</br>-dev.tia.blinvphase</td></tr>
<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>
<td>-dev.tia.delaypfbits</br>-dev.tia.delaypfcolor</td></tr>
<tr><td>Delayed VDEL... swap for</td><td>Emulates a VDELP0/P1/BL swap
delayed by one color clock. This e.g cause glitches in the He-Man title
screen.</td>
<td>-dev.tia.delayplswap</br>-dev.tia.delayblswap</td></tr>
</table>
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
<tr><td>Chip type</td><td>Type of emulated TIA chip. Allows testing for
TIA versions which exhibit timing problems in certain games. The
'Custom' option allows testing for glitch combinations.</td><td>-dev.tia.type</td></tr>
<tr><td>Inverted HMOVE clock...</td><td>Emulates the Kool-Aid Man
collision and Cosmic Ark stars glitches for the given objects.</td>
<td>-dev.tia.plinvphase</br>-dev.tia.msinvphase</br>-dev.tia.blinvphase</td></tr>
<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>
<td>-dev.tia.delaypfbits</br>-dev.tia.delaypfcolor</td></tr>
<tr><td>Delayed VDEL... swap for</td><td>Emulates a VDELP0/P1/BL swap
delayed by one color clock. This e.g cause glitches in the He-Man title
screen.</td>
<td>-dev.tia.delayplswap</br>-dev.tia.delayblswap</td></tr>
</table>
</td>
</tr>
</table>
@ -3676,62 +3676,12 @@ Ms Pac-Man (Stella extended codes):
<p>Each block in a property file consists of a set of properties for a single
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 &#185;</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 &lt;= <i>n</i>
&lt;= 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 &#185</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 &#185</td><td>Spectravideo CompuMate (if either left or right is set, CompuMate is used for both).</td></tr>
<tr><td>Mindlink &#185</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 &lt;= <i>n</i> &lt;= 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 &lt;= <i>n</i>
&lt;= 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