[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
- Previous message: [Scummvm-cvs-logs] CVS: scummvm/doc 02_01.tex,1.2,1.2.4.1 03_04.tex,1.8,1.8.2.1
- Next message: [Scummvm-cvs-logs] CVS: docs/docbook faq.html,1.1,1.2 faq.pdf,1.1,1.2 faq.txt,1.1,1.2
- Messages sorted by:
[ date ]
[ thread ]
[ subject ]
[ author ]
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 @@
/ProcSet [ /PDF /Text ]
>> endobj
251 0 obj <<
-/Length 46433
+/Length 46437
/Filter /FlateDecode
>>
stream
@@ -425,14 +425,14 @@
kz
åm9zcS(p´(Ö!5
!SQÙsØP(r$HÖý5õ"G<dÍa:aÈDövÙ5Ñ"G3dÍa1¡ÈL YsK2µ="G*dÍa(¡ÈÑI YsTI(q$¼£DÂx£ ¯Æ°PàÈ#P¬9#9Ú$kËE0ÉÃ,©"ì9l"9$kEÉÃB#@²æ0
0dJ"{;EÉÃB£@²æ°Pä ¬9Ì9ë 9l9Ò$kÃEîÉ£êA[ôàå&Lñ@bÏaï È; Ys;(r´HÖ¡5!S9ÙsØ8(r$HÖ}5u"GÜdÍaÚ`È
Döv
Y5Q"GÓdÍaÑ È4 Ys325=-"GÊdÍQÈ Äc@ðr+ÅÃÁ)ì9ì9ò$kãEvÉÃrA#\@²æ0[0dª"{EdÉÃ`A£W@²æ°VPä¬9LRÈÃNA#S@²æ0RPäh¬9,9$kóC¦N ²ç¨MPâ& x9aGbÍa È% Ys$2E=="GdÍa ÈÑ" YsX"(rHÖfË6 5"GdÍa} È Ys2å=Ý"GvdÍat ÈÑ YsX(rHÖåFµ5Fò¶Ô
[...3507 lines suppressed...]
+0000151628 00000 n
+0000151722 00000 n
+0000157116 00000 n
+0000163652 00000 n
+0000163691 00000 n
+0000163729 00000 n
+0000163956 00000 n
trailer
<<
-/Size 804
-/Root 802 0 R
-/Info 803 0 R
+/Size 851
+/Root 849 0 R
+/Info 850 0 R
>>
startxref
-158006
+164111
%%EOF
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
----------------------------------------------------------------------
- Previous message: [Scummvm-cvs-logs] CVS: scummvm/doc 02_01.tex,1.2,1.2.4.1 03_04.tex,1.8,1.8.2.1
- Next message: [Scummvm-cvs-logs] CVS: docs/docbook faq.html,1.1,1.2 faq.pdf,1.1,1.2 faq.txt,1.1,1.2
- Messages sorted by:
[ date ]
[ thread ]
[ subject ]
[ author ]
More information about the Scummvm-git-logs
mailing list