docs: Add links to some internal layouts that demonstrate various features, and udpate required MSYS64 packages for using lld.
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@ -101,8 +101,9 @@ with MSYS2 and the **pacman** package manager.
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``mingw-w64-i686-python``.
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``mingw-w64-i686-python``.
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* For debugging you may want to install ``gdb``.
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* For debugging you may want to install ``gdb``.
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* To link using the LLVM linker (generally much faster than the GNU linker),
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* To link using the LLVM linker (generally much faster than the GNU linker),
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you'll need ``mingw-w64-x86_64-lld`` for 64-bit builds, or
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you'll need ``mingw-w64-x86_64-lld`` and ``mingw-w64-x86_64-libc++`` for
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``mingw-w64-i686-lld`` for 32-bit builds.
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64-bit builds, or ``mingw-w64-i686-lld`` and ``mingw-w64-i686-libc++`` for
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32-bit builds.
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* To build against the portable SDL interfaces, you'll need
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* To build against the portable SDL interfaces, you'll need
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``mingw-w64-x86_64-SDL2`` and ``mingw-w64-x86_64-SDL2_ttf`` for 64-bit builds,
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``mingw-w64-x86_64-SDL2`` and ``mingw-w64-x86_64-SDL2_ttf`` for 64-bit builds,
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or ``mingw-w64-i686-SDL2`` and ``mingw-w64-i686-SDL2_ttf`` for 32-bit builds.
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or ``mingw-w64-i686-SDL2`` and ``mingw-w64-i686-SDL2_ttf`` for 32-bit builds.
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@ -1365,3 +1365,42 @@ To check a layout file for common errors, run the script with the path to the
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file no check and no output file name or base variable name. For example:
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file no check and no output file name or base variable name. For example:
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**python scripts/build/complay.py artwork/dino/default.lay**
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**python scripts/build/complay.py artwork/dino/default.lay**
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.. _layout-examples:
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Example layout files
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--------------------
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These layout files demonstrate various artwork system features. They are all
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internal layouts included in MAME.
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`sstrangr.lay <https://git.redump.net/mame/tree/src/mame/layout/sstrangr.lay?h=mame0226>`_
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A simple case of using translucent colour overlays to visually separate and
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highlight elements on a black and white screen.
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`seawolf.lay <https://git.redump.net/mame/tree/src/mame/layout/seawolf.lay?h=mame0226>`_
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This system uses lamps for key gameplay elements. Blending modes are used
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for the translucent colour overlay placed over the monitor, and the lamps
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reflected in front of the monitor. Also uses collections to allow parts of
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the layout to be disabled selectively.
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`armora.lay <https://git.redump.net/mame/tree/src/mame/layout/armora.lay?h=mame0226>`_
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This game’s monitor is viewed directly through a translucent colour overlay
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rather than being reflected from inside the cabinet. This means the overlay
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reflects ambient light as well as affecting the colour of the video image.
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`tranz330.lay <https://git.redump.net/mame/tree/src/mame/layout/tranz330.lay?h=mame0226>`_
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A multi-segment alphanumeric display and keypad. The keys are clickable,
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and provide visual feedback when pressed.
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`esq2by16.lay <https://git.redump.net/mame/tree/src/mame/layout/esq2by16.lay?h=mame0226>`_
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Builds up a multi-line dot matrix character display. Repeats are used to
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avoid repetition for the rows in a character, characters in a line, and
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lines in a page. Group colors allow a single element to be used for all
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four display colours.
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`cgang.lay <https://git.redump.net/mame/tree/src/mame/layout/cgang.lay?h=mame0226>`_
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Animates the position of element items to simulate an electromechanical
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shooting gallery game. Also demonstrates effective use of components to
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build up complex graphics.
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`unkeinv.lay <https://git.redump.net/mame/tree/src/mame/layout/unkeinv.lay?h=mame0226>`_
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Shows the position of a slider control with LEDs on it.
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`md6802.lay <https://git.redump.net/mame/tree/src/mame/layout/md6802.lay?h=mame0226>`_
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Effectively using groups as a procedural programming language to build up an
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image of a trainer board.
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