result, you will need a full recompile with this change, since the
bitmap formats enum was altered.
Introduced new feature -burnin, which can be used to generate a PNG
that represents the overall brightness seen during the course of
running a game. This PNG can be used as a fake "bezel" that overlays
the screen via the artwork systems (with a low alpha, say 0.1 or 0.2)
to simulate running a game with a monitor that has been burned in
from another game.
Fixed the -crsshairpath option to be spelled properly.
* Added Crosshair Options menu
- ability to individually enable/disable crosshairs
- ability for them to automatically disappear after a set amount of time
- ability to select crosshair graphic
- all settings are saved in the cfg file
* Removed F1 toggle for crosshairs
* Added new command option -crsshairpath
- store all selectable graphics here
- see config.txt for further info
OSD NOTE: render_load_png() has been changed to no longer force usage of the artwork directory.
Do a search for "render_load_png(" and replace with "render_load_png(OPTION_ARTPATH, " if needed.
----------------------------
F1 is now free to use for something new. I was thinking it would be perfect for a context sensitive help file. Each menu item could have a help tag, that it would look up and display info from an HTML file.
files. Removed old option 'cheat_file'.
Updated xmlfile.c to specify the line number for each node, for more
accurate error reporting.
Removed old cheat.c/.h and replaced them with code that will read and
write the new XML-based cheat format using the new cheatpath option
(cheats still need to be enabled in order to load at all). Note that
the cheats are not implemented yet, but they are fully parsed. To test
saving, whenever a cheat file is successfully loaded, it is immediately
written back out as 'output.xml' to the cheat directory for validation.
Enabled by default for snapshots and movie rendering.
Added new option: -snapsize, which lets you specify the target
resolution for snapshots and movies. The existing behavior is still
the default: create snapshots and movies at native pixel
resolutions.
Added new option: -snapview, which lets you specify a particular
view to use for rendering snapshots and movies. The existing
behavior is still the default: use a special internal view and
render each screen to its own snapshot in its own file. When using
this option to specify a view other than 'internal', only a single
snapshot file will be produced regardless of how many screens the
game has.
Improved AVI and MNG recording to properly duplicate/skip frames
as appropriate to keep the correct framerate.
names are generated.
Added new astring functions astring_del, astring_replace, and astring_replacec
to help perform simple search/replace substitution.
to write RGB bitmaps. Unfortunately, the only option is fully
uncompressed, which means the resulting AVIs are *HUGE* and
may not play correctly in realtime due to high data rate. The
intention is that these uncompressed AVIs are post-processed
by other utilities to compress the video and produce a
realtime playable result.
Added new command-line option -aviwrite which works just like
-mngwrite, except it produces AVIs and streams sound to them.
Updated documentation accordingly.
Shift+F12 still produces MNGs for now, though this might change
in the future.
Modified fileio.c to retain the full pathname to the file so
that it can be queried while the file is open.
- removed years from copyright notices
- removed redundant (c) from copyright notices
- updated "the MAME Team" to be "Nicola Salmoria and the MAME Team"