mirror of
https://github.com/holub/mame
synced 2025-04-26 02:07:14 +03:00
Tidy tidying
Vas correctly points out that I'm a bit overzealous with blank line deletions when they're there for perfectly good reasons.
This commit is contained in:
parent
4cc89fb552
commit
cbe827d44e
@ -115,6 +115,7 @@ private:
|
||||
UINT32 m_simm_base;
|
||||
dynamic_array<UINT32> m_simm;
|
||||
|
||||
|
||||
UINT32 m_cpu_regs[0x7c];
|
||||
|
||||
UINT32 m_pci1_laddr, m_pci2_laddr, m_pci_io_laddr;
|
||||
|
@ -110,6 +110,7 @@ Stephh's additional notes (based on the games M68000 code and some tests) :
|
||||
- There is no Dip Switch to determine if you are allowed to continue a game
|
||||
or not, so you ALWAYS have the possibility to continue a game.
|
||||
|
||||
|
||||
Stephh's log (2002.06.19) :
|
||||
|
||||
- Create macros for players inputs and "Coinage" Dip Switch
|
||||
|
@ -21,7 +21,7 @@ Known bugs:
|
||||
Build SDL 2.0 from HG
|
||||
======================
|
||||
|
||||
Pull 2.0 from hg. Than
|
||||
Pull 2.0 from hg. Then
|
||||
|
||||
sh autogen.sh
|
||||
./configure --prefix=/usr/local/sdl13/ --disable-video-svga --enable-video-directfb --enable-fusionsound
|
||||
@ -66,7 +66,7 @@ The following modes are working:
|
||||
SDL13
|
||||
=====
|
||||
|
||||
This is driver using SDL texture and line drawing support. It supports
|
||||
This is driver using SDL texture and line drawing support. It supports
|
||||
-prescale, -filter and -waitvsync. The driver determines which pixel
|
||||
formats perform best and converts textures to these pixel formats and at
|
||||
the same time performs any necessary rotation.
|
||||
@ -93,7 +93,7 @@ Soft:
|
||||
OpenGL:
|
||||
=======
|
||||
|
||||
Plain opengl does work. Anything more advanced like pbo, fbo or glsl will
|
||||
Plain opengl does work. Anything more advanced like pbo, fbo or glsl will
|
||||
most probably not work with more than one screen.
|
||||
|
||||
./mamed -mt -video opengl mario -nogl_pbo -nogl_vbo -nogl_glsl -numscreens 2
|
||||
@ -125,6 +125,6 @@ yv12, yv12x2, yuy2, yuy2x2:
|
||||
Rendering in software / scaling with hardware (if supported)
|
||||
|
||||
Whether these are actually hardware accelerated depends on the SDL driver
|
||||
and the hardware. The SDL directfb driver supports all above if the hardware
|
||||
supports it. However, only one YUV-texture per display is supported.
|
||||
and the hardware. The SDL directfb driver supports all above if the hardware
|
||||
supports it. However, only one YUV-texture per display is supported.
|
||||
The second window consequently will get "software" YUV blitting.
|
||||
|
Loading…
Reference in New Issue
Block a user