[Scummvm-cvs-logs] CVS: docs/docbook manual.xml,1.8,1.9 manual.html,1.6,1.7 manual.pdf,1.6,1.7 manual.txt,1.5,1.6

Max Horn fingolfin at users.sourceforge.net
Sun Dec 19 17:32:21 CET 2004


Update of /cvsroot/scummvm/docs/docbook
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv11559

Modified Files:
	manual.xml manual.html manual.pdf manual.txt 
Log Message:
Added some content from the README; added some notes on how I imagine certain sections might look like

Index: manual.xml
===================================================================
RCS file: /cvsroot/scummvm/docs/docbook/manual.xml,v
retrieving revision 1.8
retrieving revision 1.9
diff -u -d -r1.8 -r1.9
--- manual.xml	5 Dec 2004 13:36:49 -0000	1.8
+++ manual.xml	20 Dec 2004 01:30:56 -0000	1.9
@@ -126,6 +126,11 @@
         <para>TODO: 
           (with more detail than now); pointer to
           the to-be-written "Developer's Guide to ScummVM"
+          * List all required libs; where to get them; how to install them
+          * List all optional libs etc.
+          * We could separate this by OS, or by compiler/dev system.
+            I think the current split in the README (section 9.0) isn't
+            too bad.
         </para>
       </section>
     </section>
@@ -558,12 +563,119 @@
 
     <section>
       <title>Graphics Filters</title>
-      <para>TODO</para>
+      <para>
+      ScummVM offers several anti-aliasing filters to attempt to improve visual
+      quality. These are the same filters used in many other emulators, such as
+      MAME. These filters take the original game graphics, and scale it by a 
+      certain fixed factor (usually 2x or 3x) before displaying them to you.
+      So for example, if the game originally run at a resolution of 320x200
+      (typical for most of the SCUMM games), then using a filter with scale
+      factor 2x will effectively yield 640x400 graphics. Likewise with a 
+      3x filter you'll get 960x600.
+      </para>
+      
+      <para>
+      They are:
+      </para>
+      <variablelist>
+        <varlistentry>
+        <term>normal</term>
+        <listitem><para>No filtering, no scaling. Fastest.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>2x</term>
+        <listitem><para>No filtering, factor 2x (default for non 640x480 games).</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>3x</term>
+        <listitem><para>No filtering, factor 3x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>2xsai</term>
+        <listitem><para>2xsai filter, factor 2x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>super2xsai</term>
+        <listitem><para>Enhanced 2xsai filtering, factor 2x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>supereagle</term>
+        <listitem><para>Less blurry than 2xsai, but slower. Factor 2x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>advmame2x</term>
+        <listitem><para>Doesn't rely on blurring like 2xSAI, fast. Factor 2x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>advmame3x</term>
+        <listitem><para>Doesn't rely on blurring like 2xSAI, fast. Factor 3x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>hq2x</term>
+        <listitem><para>Very nice high quality filter but slow. Factor 2x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>hq3x</term>
+        <listitem><para>Very nice high quality filter but slow. Factor 3x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>tv2x</term>
+        <listitem><para>Interlace filter, tries to emulate a TV. Factor 2x.</para></listitem>
+        </varlistentry>
+
+        <varlistentry>
+        <term>dotmatrix</term>
+        <listitem><para>Dot matrix effect. Factor 2x.</para></listitem>
+        </varlistentry>
+      </variablelist>
+
+      <para>
+      To select a graphics filter, pass its name via the '-g' option to scummvm,
+      for example:
+      </para>
+      <screen>  scummvm -g advmame2x monkey2</screen>
+      <para>
+      Note #1: Not all backends support all or any filters. The ones listed above
+      are for the default SDL backend.
+      </para>
+      <para>
+      Note #2: Filters can be very slow when ScummVM is compiled in a debug
+      configuration without optimizations. And there is always a speed impact when
+      using any form of anti-aliasing/linear filtering.
+      </para>
+      <para>
+      Note #3: The FM-TOWNS version of Zak (zaktowns target) uses an original 
+      resolution of 320x240 - hence for this game scalers will scale to 
+      640x480 or 960x720.
+      </para>
     </section>
 
     <section>
       <title>Music and Sound</title>
-      <para>TODO</para>
+      <para>TODO
+      part 1: Sound/midi drivers: list them all, with desc, and explanations
+          (current sections 7.0-7.5)
+      part 2: Using compressed audiofiles (7.6.x)
+            --> Intro-section which briefly mentions pros/cons of compressing
+                your audio data; and compares the different encoding schemes.
+                It would also caution the user to check that their ScummVM
+                build actually supports that particular encoding
+            --> sections for: CD tracks; SCUMM; Simon; BS1; BS2
+                right now we have multiple near-identical sections for
+                CD MP3; CD Ogg; CD Flac; MONSTER.SOU MP3; ... etc. you get the
+                idea. I'd prefer if we joined these, to reduce duplications...
+      part 3: Output sample rate
+      </para>
     </section>
 
   </chapter>

Index: manual.html
===================================================================
RCS file: /cvsroot/scummvm/docs/docbook/manual.html,v
retrieving revision 1.6
retrieving revision 1.7
diff -u -d -r1.6 -r1.7
--- manual.html	5 Dec 2004 02:31:06 -0000	1.6
+++ manual.html	20 Dec 2004 01:30:57 -0000	1.7
@@ -69,29 +69,29 @@
 <dt>4.2. <a href="#AEN322">All config file switches in
 detail</a></dt>
 <dt>4.3. <a href="#AEN325">Graphics Filters</a></dt>
-<dt>4.4. <a href="#AEN328">Music and Sound</a></dt></dl></dd>
+<dt>4.4. <a href="#AEN383">Music and Sound</a></dt></dl></dd>
 <dt>A. <a href="#sec.supported-games">Supported Games</a></dt>
 <dd>
 <dl>
-<dt>A.1. <a href="#AEN334">LucasArts Games</a></dt>
-<dt>A.2. <a href="#AEN337">Humongous Games</a></dt>
-<dt>A.3. <a href="#AEN340">Adventure Soft Games</a></dt>
-<dt>A.4. <a href="#AEN343">Revolution Games</a></dt>
-<dt>A.5. <a href="#AEN346">Interactive Binary Illusions
+<dt>A.1. <a href="#AEN389">LucasArts Games</a></dt>
+<dt>A.2. <a href="#AEN392">Humongous Games</a></dt>
+<dt>A.3. <a href="#AEN395">Adventure Soft Games</a></dt>
+<dt>A.4. <a href="#AEN398">Revolution Games</a></dt>
+<dt>A.5. <a href="#AEN401">Interactive Binary Illusions
 Games</a></dt>
-<dt>A.6. <a href="#AEN349">Other Games</a></dt></dl></dd>
-<dt>B. <a href="#AEN352">Tools</a></dt>
+<dt>A.6. <a href="#AEN404">Other Games</a></dt></dl></dd>
+<dt>B. <a href="#AEN407">Tools</a></dt>
 <dd>
 <dl>
-<dt>B.1. <a href="#AEN355">compress_san</a></dt>
-<dt>B.2. <a href="#AEN371">extract</a></dt>
-<dt>B.3. <a href="#AEN376">queenrebuild</a></dt>
-<dt>B.4. <a href="#AEN381">simon2mp3</a></dt>
-<dt>B.5. <a href="#AEN386">sword1mp3</a></dt>
-<dt>B.6. <a href="#AEN391">sword2mp3</a></dt></dl></dd>
-<dt>C. <a href="#AEN397">Credits</a></dt>
-<dt><a href="#AEN568">Glossary</a></dt>
-<dt><a href="#AEN591">Index</a></dt></dl></div>
+<dt>B.1. <a href="#AEN410">compress_san</a></dt>
+<dt>B.2. <a href="#AEN426">extract</a></dt>
+<dt>B.3. <a href="#AEN431">queenrebuild</a></dt>
+<dt>B.4. <a href="#AEN436">simon2mp3</a></dt>
+<dt>B.5. <a href="#AEN441">sword1mp3</a></dt>
+<dt>B.6. <a href="#AEN446">sword2mp3</a></dt></dl></dd>
+<dt>C. <a href="#AEN452">Credits</a></dt>
+<dt><a href="#AEN623">Glossary</a></dt>
+<dt><a href="#AEN646">Index</a></dt></dl></div>
 <div class="LOT">
 <dl class="LOT">
 <dt><b>List of Examples</b></dt>
@@ -103,7 +103,7 @@
 a hard disk (Unix)</a></dt>
 <dt>3-4. <a href="#AEN302">Running Full Throttle from CD,
 fullscreen and with subtitles enabled (Unix)</a></dt>
-<dt>B-1. <a href="#AEN367">Using compress_san</a></dt></dl></div>
+<dt>B-1. <a href="#AEN422">Using compress_san</a></dt></dl></div>
 <div class="chapter">
 <hr>
 <h1><a name="AEN7"></a>Chapter 1. Introduction</h1>
@@ -204,7 +204,11 @@
 <h3 class="section"><a name="AEN59">2.1.2. Compiling from
 source</a></h3>
 <p>TODO: (with more detail than now); pointer to the to-be-written
-"Developer's Guide to ScummVM"</p></div></div>
+"Developer's Guide to ScummVM" * List all required libs; where to
+get them; how to install them * List all optional libs etc. * We
+could separate this by OS, or by compiler/dev system. I think the
+current split in the README (section 9.0) isn't too
+bad.</p></div></div>
 <div class="section">
 <hr>
 <h2 class="section"><a name="AEN62">2.2. Installation</a></h2>
@@ -463,11 +467,84 @@
 <div class="section">
 <hr>
 <h2 class="section"><a name="AEN325">4.3. Graphics Filters</a></h2>
-<p>TODO</p></div>
+<p>
 ScummVM offers several anti-aliasing filters to attempt to
+improve visual quality. These are the same filters used in many
+other emulators, such as MAME. These filters take the original game
+graphics, and scale it by a certain fixed factor (usually 2x or 3x)
+before displaying them to you. So for example, if the game
+originally run at a resolution of 320x200 (typical for most of the
+SCUMM games), then using a filter with scale factor 2x will
+effectively yield 640x400 graphics. Likewise with a 3x filter
+you'll get 960x600.</p>
+<p>
 They are:</p>
+<div class="variablelist">
+<dl>
+<dt>normal</dt>
+<dd>
+<p>No filtering, no scaling. Fastest.</p></dd>
+<dt>2x</dt>
+<dd>
+<p>No filtering, factor 2x (default for non 640x480
+games).</p></dd>
+<dt>3x</dt>
+<dd>
+<p>No filtering, factor 3x.</p></dd>
+<dt>2xsai</dt>
+<dd>
+<p>2xsai filter, factor 2x.</p></dd>
+<dt>super2xsai</dt>
+<dd>
+<p>Enhanced 2xsai filtering, factor 2x.</p></dd>
+<dt>supereagle</dt>
+<dd>
+<p>Less blurry than 2xsai, but slower. Factor 2x.</p></dd>
+<dt>advmame2x</dt>
+<dd>
+<p>Doesn't rely on blurring like 2xSAI, fast. Factor 2x.</p></dd>
+<dt>advmame3x</dt>
+<dd>
+<p>Doesn't rely on blurring like 2xSAI, fast. Factor 3x.</p></dd>
+<dt>hq2x</dt>
+<dd>
+<p>Very nice high quality filter but slow. Factor 2x.</p></dd>
+<dt>hq3x</dt>
+<dd>
+<p>Very nice high quality filter but slow. Factor 3x.</p></dd>
+<dt>tv2x</dt>
+<dd>
+<p>Interlace filter, tries to emulate a TV. Factor 2x.</p></dd>
+<dt>dotmatrix</dt>
+<dd>
+<p>Dot matrix effect. Factor 2x.</p></dd></dl></div>
+<p>
 To select a graphics filter, pass its name via the '-g'
+option to scummvm, for example:</p>
+<pre class="screen">
+  scummvm -g advmame2x monkey2
+</pre>
+
+<p>
 Note #1: Not all backends support all or any filters. The
+ones listed above are for the default SDL backend.</p>
+<p>
 Note #2: Filters can be very slow when ScummVM is compiled
+in a debug configuration without optimizations. And there is always
+a speed impact when using any form of anti-aliasing/linear
+filtering.</p>
+<p>
 Note #3: The FM-TOWNS version of Zak (zaktowns target)
+uses an original resolution of 320x240 - hence for this game
+scalers will scale to 640x480 or 960x720.</p></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN328">4.4. Music and Sound</a></h2>
-<p>TODO</p></div></div>
+<h2 class="section"><a name="AEN383">4.4. Music and Sound</a></h2>
+<p>TODO part 1: Sound/midi drivers: list them all, with desc, and
+explanations (current sections 7.0-7.5) part 2: Using compressed
+audiofiles (7.6.x) --> Intro-section which briefly mentions
+pros/cons of compressing your audio data; and compares the
+different encoding schemes. It would also caution the user to check
+that their ScummVM build actually supports that particular encoding
+--> sections for: CD tracks; SCUMM; Simon; BS1; BS2 right now we
+have multiple near-identical sections for CD MP3; CD Ogg; CD Flac;
+MONSTER.SOU MP3; ... etc. you get the idea. I'd prefer if we joined
+these, to reduce duplications... part 3: Output sample
+rate</p></div></div>
 <div class="appendix">
 <hr>
 <h1><a name="sec.supported-games"></a>Appendix A. Supported
@@ -477,44 +554,44 @@
 supported precisely, where to get cutscene packs etc.</p>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN334">A.1. LucasArts Games</a></h2>
+<h2 class="section"><a name="AEN389">A.1. LucasArts Games</a></h2>
 <p>TODO: Add a list of all LEC SCUMM games here, with note
 regarding which variants we (don't) support, pointers to special
 problems (how to deal with the mac versions if you are on a PC, for
 example), etc.</p></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN337">A.2. Humongous Games</a></h2>
+<h2 class="section"><a name="AEN392">A.2. Humongous Games</a></h2>
 <p>TODO</p></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN340">A.3. Adventure Soft
+<h2 class="section"><a name="AEN395">A.3. Adventure Soft
 Games</a></h2>
 <p>TODO: Simon 1, Simon 2 (and their many variants)</p></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN343">A.4. Revolution Games</a></h2>
+<h2 class="section"><a name="AEN398">A.4. Revolution Games</a></h2>
 <p>TODO: BASS, BS1, BS2</p></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN346">A.5. Interactive Binary
+<h2 class="section"><a name="AEN401">A.5. Interactive Binary
 Illusions Games</a></h2>
 <p>TODO: FOTAQ</p></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN349">A.6. Other Games</a></h2>
+<h2 class="section"><a name="AEN404">A.6. Other Games</a></h2>
 <p>TODO: Tell people here regarding support for additional games
 (FAQ); maybe point at FreeSCI, Dosbox, others</p></div></div>
 <div class="appendix">
 <hr>
-<h1><a name="AEN352"></a>Appendix B. Tools</h1>
+<h1><a name="AEN407"></a>Appendix B. Tools</h1>
 <p>TODO: Explain sword2mp3, simon2mp3, extract, compress_san, etc.
 ; rescumm shouldn't have to be explained anymore; not sure if
 descumm should be explained here, it seems more fit for the dev
 guide, but that's probably debatable...</p>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN355">B.1. compress_san</a></h2>
+<h2 class="section"><a name="AEN410">B.1. compress_san</a></h2>
 <p>TODO</p>
 <p><b class="command">compress_san</b> <tt class=
 "replaceable"><i>inputfile</i></tt> <tt class=
@@ -524,7 +601,7 @@
 zlib for compressing FOBJ gfx chunks inside a san file. It also can
 create ogg separate file with smush audio track (only COMI
 currently supported).</p>
-<div class="example"><a name="AEN367"></a>
+<div class="example"><a name="AEN422"></a>
 <p><b>Example B-1. Using compress_san</b></p>
 <pre class="screen">
 compress_san opening.san uncomp comp
@@ -537,7 +614,7 @@
 been built with Ogg support enabled.</p></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN371">B.2. extract</a></h2>
+<h2 class="section"><a name="AEN426">B.2. extract</a></h2>
 <p>TODO</p>
 <p>Used to compress .sou files to .so3 (MP3), .sog (Vorbis), or
 .sof (FLAC).</p>
@@ -579,7 +656,7 @@
 </div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN376">B.3. queenrebuild</a></h2>
+<h2 class="section"><a name="AEN431">B.3. queenrebuild</a></h2>
 <p>TODO</p>
 <p>Used to rebuild the datafile of Flight of the Amazon Queen, to
 allow optional MP3/Ogg/FLAC compression.</p>
@@ -597,7 +674,7 @@
 </div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN381">B.4. simon2mp3</a></h2>
+<h2 class="section"><a name="AEN436">B.4. simon2mp3</a></h2>
 <p>TODO</p>
 <p>Compresses Simon voc/wav files to MP3/Ogg/FLAC.</p>
 <pre class="screen">
@@ -639,7 +716,7 @@
 </div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN386">B.5. sword1mp3</a></h2>
+<h2 class="section"><a name="AEN441">B.5. sword1mp3</a></h2>
 <p>TODO</p>
 <p>Used to compress Broken Sword 1's music and speech files using
 mp3 or vorbis.</p>
@@ -663,7 +740,7 @@
 </div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN391">B.6. sword2mp3</a></h2>
+<h2 class="section"><a name="AEN446">B.6. sword2mp3</a></h2>
 <p>TODO</p>
 <p>Used to compress Broken Sword 2's music and speech .clu files to
 .cl3 (MP3), .clg (Vorbis) or .clf (FLAC).</p>
@@ -708,8 +785,8 @@
 </div></div>
 <div class="appendix">
 <hr>
-<h1><a name="AEN397"></a>Appendix C. Credits</h1>
-<div class="informaltable"><a name="AEN399"></a>
+<h1><a name="AEN452"></a>Appendix C. Credits</h1>
+<div class="informaltable"><a name="AEN454"></a>
 <table border="0" frame="void" rules="none" class="CALSTABLE">
 <col width="19" title="start">
 <col width="151" title="name">
@@ -938,7 +1015,7 @@
 reimplement that it is today. Feel free to drop us a line and tell
 us what you think, guys!</p></div>
 <div class="GLOSSARY">
-<h1><a name="AEN568"></a>Glossary</h1>
+<h1><a name="AEN623"></a>Glossary</h1>
 <p>TODO: (explaining abbreviations etc.). Like SCUMM, FOTAQ, COMI,
 FOA, ITE, ...</p>
 <dl>
@@ -961,7 +1038,7 @@
 <p>TODO</p></dd></dl></div>
 <div class="index">
 <hr>
-<h1><a name="AEN591"></a>Index</h1>
+<h1><a name="AEN646"></a>Index</h1>
 <p>TODO: Note that docbook can be used to automate the generation
 of an index!</p></div></div>
 </body>

Index: manual.pdf
===================================================================
RCS file: /cvsroot/scummvm/docs/docbook/manual.pdf,v
retrieving revision 1.6
retrieving revision 1.7
diff -u -d -r1.6 -r1.7
--- manual.pdf	5 Dec 2004 02:31:06 -0000	1.6
+++ manual.pdf	20 Dec 2004 01:31:01 -0000	1.7
@@ -403,7 +403,7 @@
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Index: manual.txt
===================================================================
RCS file: /cvsroot/scummvm/docs/docbook/manual.txt,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -d -r1.5 -r1.6
--- manual.txt	5 Dec 2004 02:31:07 -0000	1.5
+++ manual.txt	20 Dec 2004 01:31:02 -0000	1.6
@@ -221,7 +221,10 @@
   2.1.2. Compiling from source
 
    TODO: (with more detail than now); pointer to the to-be-written
-   "Developer's Guide to ScummVM"
+   "Developer's Guide to ScummVM" * List all required libs; where to get
+   them; how to install them * List all optional libs etc. * We could
+   separate this by OS, or by compiler/dev system. I think the current split
+   in the README (section 9.0) isn't too bad.
 
      ----------------------------------------------------------------------
 
@@ -517,13 +520,95 @@
 
 4.3. Graphics Filters
 
-   TODO
+   
 ScummVM offers several anti-aliasing filters to attempt to improve
+   visual quality. These are the same filters used in many other emulators,
+   such as MAME. These filters take the original game graphics, and scale it
+   by a certain fixed factor (usually 2x or 3x) before displaying them to
+   you. So for example, if the game originally run at a resolution of 320x200
+   (typical for most of the SCUMM games), then using a filter with scale
+   factor 2x will effectively yield 640x400 graphics. Likewise with a 3x
+   filter you'll get 960x600.
+
+   
 They are:
+
+   normal
+
+           No filtering, no scaling. Fastest.
+
+   2x
+
+           No filtering, factor 2x (default for non 640x480 games).
+
+   3x
+
+           No filtering, factor 3x.
+
+   2xsai
+
+           2xsai filter, factor 2x.
+
+   super2xsai
+
+           Enhanced 2xsai filtering, factor 2x.
+
+   supereagle
+
+           Less blurry than 2xsai, but slower. Factor 2x.
+
+   advmame2x
+
+           Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
+
+   advmame3x
+
+           Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
+
+   hq2x
+
+           Very nice high quality filter but slow. Factor 2x.
+
+   hq3x
+
+           Very nice high quality filter but slow. Factor 3x.
+
+   tv2x
+
+           Interlace filter, tries to emulate a TV. Factor 2x.
+
+   dotmatrix
+
+           Dot matrix effect. Factor 2x.
+
+   
 To select a graphics filter, pass its name via the '-g' option to
+   scummvm, for example:
+
+   scummvm -g advmame2x monkey2
+
+   
 Note #1: Not all backends support all or any filters. The ones listed
+   above are for the default SDL backend.
+
+   
 Note #2: Filters can be very slow when ScummVM is compiled in a debug
+   configuration without optimizations. And there is always a speed impact
+   when using any form of anti-aliasing/linear filtering.
+
+   
 Note #3: The FM-TOWNS version of Zak (zaktowns target) uses an original
+   resolution of 320x240 - hence for this game scalers will scale to 640x480
+   or 960x720.
 
      ----------------------------------------------------------------------
 
 4.4. Music and Sound
 
-   TODO
+   TODO part 1: Sound/midi drivers: list them all, with desc, and
+   explanations (current sections 7.0-7.5) part 2: Using compressed
+   audiofiles (7.6.x) --> Intro-section which briefly mentions pros/cons of
+   compressing your audio data; and compares the different encoding schemes.
+   It would also caution the user to check that their ScummVM build actually
+   supports that particular encoding --> sections for: CD tracks; SCUMM;
+   Simon; BS1; BS2 right now we have multiple near-identical sections for CD
+   MP3; CD Ogg; CD Flac; MONSTER.SOU MP3; ... etc. you get the idea. I'd
+   prefer if we joined these, to reduce duplications... part 3: Output sample
+   rate
 
      ----------------------------------------------------------------------
 





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