links added and fixed

This commit is contained in:
thrust26 2017-12-06 17:44:14 +01:00
parent ec4f56960b
commit 14330ac19d
1 changed files with 37 additions and 25 deletions

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@ -1520,7 +1520,7 @@
</tr>
<tr>
<td>Switch mouse between controller emulation modes (see <a href="#Controller">Game Properties - Controller</a>)</td>
<td>Switch mouse between controller emulation modes (see <b>Game Properties - <a href="#Controller">Controller</a></b>)</td>
<td>Control + 0</td>
<td>Control + 0</td>
</tr>
@ -1593,7 +1593,7 @@
</tr>
<tr>
<td>Save continuous PNG snapshots (per interval defined in <a href="#Snapshots">Snapshot Settings</a>)</td>
<td>Save continuous PNG snapshots (per interval defined in <a href="#Snapshots"><b>Snapshot Settings</b></a>)</td>
<td>Alt + s</td>
<td>Cmd + s</td>
</tr>
@ -2002,7 +2002,7 @@
<tr>
<td><pre>-cheat &lt;code&gt;</pre></td>
<td>Use the specified cheatcode (see Cheat section for description).</td>
<td>Use the specified cheatcode (see <a href="#Cheats"><b>Cheat</b></a> section for description).</td>
</tr>
<tr>
@ -2028,8 +2028,7 @@
<tr>
<td><pre>-joyallow4 &lt;1|0&gt;</pre></td>
<td>Allow all 4 directions on a joystick to be pressed
simultaneously. Bumper Bash ignores this setting,
and always allows all 4 directions.</td>
simultaneously.</td>
</tr>
<tr>
@ -2262,7 +2261,7 @@
<tr>
<td><pre>-dis.resolve &lt;1|0&gt;</pre></td>
<td>Try to differentiate between code vs. data sections in the
disassembler. See the Debugger section for more information.</td>
disassembler. See the <b>Debugger - <a href="debugger.html#DisassemblySettings">ROM Disassembly Settings</b></a> for more information.</td>
</tr>
<tr>
@ -2332,7 +2331,7 @@
<tr>
<td><pre>-bs &lt;type&gt;</pre></td>
<td>Set "Cartridge.Type" property. See the <i>Game Properties</i> section
<td>Set "Cartridge.Type" property. See the <a href="#Properties"><b>Game Properties</b></a> section
for valid types.</td>
</tr>
@ -2368,20 +2367,20 @@
<tr>
<td><pre>-lc &lt;type&gt;</pre></td>
<td>Set "Controller.Left" property. See the <i>Game Properties</i>
<td>Set "Controller.Left" property. See the <a href="#Properties"><b>Game Properties</b></a>
section for valid types.</td>
</tr>
<tr>
<td><pre>-rc &lt;type&gt;</pre></td>
<td>Set "Controller.Right" property. See the <i>Game Properties</i>
<td>Set "Controller.Right" property. See the <a href="#Properties"><b>Game Properties</b></a>
section for valid types.</td>
</tr>
<tr>
<td><pre>-bc &lt;type&gt;</pre></td>
<td>Sets both "Controller.Left" and "Controller.Right" properties.
See the <i>Game Properties</i> section for valid types.</td>
See the <a href="#Properties"><b>Game Properties</b></a> section for valid types.</td>
</tr>
<tr>
@ -2392,12 +2391,12 @@
<tr>
<td><pre>-ma &lt;Auto|XY&gt;</pre></td>
<td>Set "Controller.MouseAxis" property.
See the <i>Game Properties</i> section for valid types.</td>
See the <a href="#Properties"><b>Game Properties</b></a> section for valid types.</td>
</tr>
<tr>
<td><pre>-format &lt;format&gt;</pre></td>
<td>Set "Display.Format" property. See the <i>Game Properties</i> section
<td>Set "Display.Format" property. See the <a href="#Properties"><b>Game Properties</b></a> section
for valid formats.</td></td>
</tr>
@ -2829,7 +2828,7 @@
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td valign="top">
<table border="1" cellpadding="4">
<tr><th>Item</th><th>For more information,<br>see Commandline</th></tr>
<tr><th>Item</th><th>For more information,<br>see <a href="#CommandLine">Commandline</a></th></tr>
<tr><td>Bankswitch type</td><td>-bs</td></tr>
<tr><td>Left Difficulty</td><td>-ld</td></tr>
<tr><td>Right Difficulty</td><td>-rd</td></tr>
@ -2929,7 +2928,7 @@
<li>Any other devices will be ignored.</li>
<li>The assignment ordering of Stelladaptor/2600-daptor to port can be redefined with
'saport' (see description in 'Starting a Game') and dynamically with the 'Control-1' key
'saport' (see description in <a href="#CommandLine"><b>Using the Command Line</b></a>) and dynamically with the 'Control-1' key
combo.</li>
</ul>
</blockquote>
@ -3018,7 +3017,11 @@
<tr><td>Randomize zero-page ...</td><td>When loading a ROM, randomize all RAM content instead of initializing with all zeroes (for 'Console' = 'Atari 2600' only)</td><td>-plr.ramrandom<br/>-dev.ramrandom</td></tr>
<tr><td>Randomize CPU</td><td>When loading a ROM, randomize the content of the specified CPU registers</td><td>-plr.cpurandom<br/>-dev.cpurandom</td></tr>
<tr><td>Drive unused TIA pins ...</td><td>Unused TIA pins are read random instead of the last databus values</td><td>-plr.tiadriven<br/>-dev.tiadriven</td></tr>
<tr><td>Fatal ARM emulation ...</td><td>Thumb ARM emulation throws an exception and enters the debugger on fatal errors.</td><td><span style="white-space:nowrap">-plr.thumb.trapfatal<br/>-dev.thumb.trapfatal</span></td></tr>
<tr>
<td>Fatal ARM emulation ...</td>
<td>Thumb ARM emulation throws an exception and enters the debugger on fatal errors</td>
<td><span style="white-space:nowrap">-plr.thumb.trapfatal<br/>-dev.thumb.trapfatal</span></td>
</tr>
</table>
</td>
</tr>
@ -3036,9 +3039,16 @@
<tr><td>(Jitter/roll) Recovery</td><td>Determines recovery time for screen rolling</td><td><span style="white-space:nowrap">-plr.tv.jitter_recovery<br/>-dev.tv.jitter_recovery</span></td></tr>
<tr><td>PAL color-loss</td><td>Use PAL color-loss effect</td><td>-plr.colorloss<br/>-dev.colorloss</td></tr>
<tr><td>Debug colors</td><td>Use fixed debug colors</td><td>-plr.debugcolors<br/>-dev.debugcolors</td></tr>
<tr><td>Player 0 <br/>Missile 0 <br/>Player 1 <br/>
Missile 1 <br/>Playfield <br/>Ball </td>
<td>Set color for specific object in debug colors mode<br/>(PF0, PF1 and PF2 are have slightly different luminance,<br/>disabled in ROM launcher mode)</td><td>-tia.dbgcolors</td></tr>
<tr>
<td>Player 0 <br/>Missile 0 <br/>Player 1 <br/>
Missile 1 <br/>Playfield <br/>Ball
</td>
<td>
Set color for specific object in 'Debug Colors' mode
(PF0, PF1 and PF2 have a slightly different luminance)<br/><br/>
Disabled in ROM launcher mode</td><td>-tia.dbgcolors
</td>
</tr>
</table>
</td>
</tr>
@ -3087,7 +3097,7 @@
Defines the horizon of the rewind buffer. A large horizon allows
going back further in time. To reach the horizon, save states
will be compressed. This means that more and more intermediate
states will be removed and the interval between compressed states
states will be removed and the interval between save states
becomes larger the further they are back in time.
</td>
<td>-plr.rewind.horizon<br>-dev.rewind.horizon</td>
@ -3332,7 +3342,7 @@ Ms Pac-Man (Stella extended codes):
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td valign="top">
<table border="1" cellpadding="4">
<tr><th>Item</th><th>For more information,<br>see Commandline</th></tr>
<tr><th>Item</th><th>For more information,<br>see <a href="#CommandLine">Commandline</a></th></tr>
<tr><td>Log level</td><td>-loglevel</td></tr>
<tr><td>Print to console</td><td>-logtoconsole</td></tr>
</table>
@ -3446,8 +3456,8 @@ Ms Pac-Man (Stella extended codes):
<td VALIGN="TOP"><i>Cartridge.Type:</i></td>
<td>Indicates the bank-switching type for the game.
The value of this property must be either <b>Auto</b> or one of the following
(for more information about bank-switching see Kevin Horton's 2600 bankswitching
document or the documentation in each cartridges source code file). Types marked
(for more information about bank-switching see Kevin Horton's <a href="http://kevtris.org/files/sizes.txt"><b>2600 bankswitching
document</b></a> or the documentation in each cartridges source code file). Types marked
as (&#185;) do not currently have reliable auto-detection, those marked as (&#178;)
are not fully supported in the debugger:
<table cellpadding="2" border="1">
@ -3544,19 +3554,21 @@ Ms Pac-Man (Stella extended codes):
<tr><td>Keyboard </td><td>Also known as the Star Raiders controller, functionally identical to the Kid's Controller and Keyboard Controller. Game included an overlay with commands, for use with Star Raiders.</td></tr>
<tr><td>AmigaMouse</td><td>Commodore Amiga computer mouse.</td></tr>
<tr><td>AtariMouse </td><td>Atari ST computer mouse.</td></tr>
<tr><td>Trakball </td><td>Standard Atari 2600 CX22/CX80 trakball controller.</td></tr>
<tr><td>Trakball </td><td>Standard Atari 2600 CX22/CX80 'Trak-Ball' controller.</td></tr>
<tr><td><a href="http://atariage.com/store/index.php?l=product_list&c=98">AtariVox</a></td><td>A SpeakJet based unlimited-vocabulary speech / sound synthesizer with 32K EEPROM.</td></tr>
<tr><td><a href="http://www.vectrex.biz/MemCard.htm">SaveKey</a></td><td>A 32K EEPROM for saving high scores, etc. (the EEPROM portion of an AtariVox).</td></tr>
<tr><td>SaveKey </td><td>A 32K EEPROM for saving high scores, etc. (the EEPROM portion of an AtariVox).</td></tr>
<tr><td>Genesis </td><td>Sega Genesis controller, which can be used similar to a BoosterGrip, giving an extra button.</td></tr>
<tr><td>CompuMate </td><td>Spectravideo CompuMate (if either left or right is set, CompuMate is used for both).</td></tr>
<tr><td>Mindlink </td><td>Mindlink controller.</td></tr>
</table></td>
https://atariage.com/2600/programming/atarivox_mem_list.html
</tr>
<tr>
<td VALIGN="TOP"><i>Console.SwapPorts:</i></td>
<td>Indicates that the left and right ports should be
swapped internally. This is used for ROMs like 'Raiders' where the
swapped internally. This is used for ROMs like 'Raiders of the Lost Ark' where the
Player 0 joystick is plugged into the right joystick port.
The value must be <b>Yes</b> or <b>No</b>.</td>
</tr>