mirror of https://github.com/stella-emu/stella.git
minor doc fixes
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@ -296,8 +296,8 @@
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generation of DASM-compatible disassembly files</li>
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generation of DASM-compatible disassembly files</li>
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<li>Emulation of CRT TV systems using <a href="http://slack.net/~ant/libs/ntsc.html">
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<li>Emulation of CRT TV systems using <a href="http://slack.net/~ant/libs/ntsc.html">
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Blargg filtering</a>, including presets for several common TV outputs
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Blargg filtering</a>, including presets for several common TV outputs
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(composite, S-video, RGB, etc), and ability to fully customize
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(composite, S-video, RGB, etc.), and ability to fully customize
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many attributes (contrast, brightness, saturation, gamma, etc).</li>
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many attributes (contrast, brightness, saturation, gamma, etc.).</li>
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<li>Built-in ROM database with information partially compiled by
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<li>Built-in ROM database with information partially compiled by
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<a href="http://www.atarimania.com/rom_collection_archive_atari_2600_roms.html">
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<a href="http://www.atarimania.com/rom_collection_archive_atari_2600_roms.html">
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RomHunter</a></li>
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RomHunter</a></li>
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@ -336,7 +336,7 @@
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<li>Linux Kernel 3.x</li>
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<li>Linux Kernel 3.x</li>
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<li>i386 or x86_64 class machine, with 32 or 64-bit distribution</li>
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<li>i386 or x86_64 class machine, with 32 or 64-bit distribution</li>
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<li>OpenGL capable video card</li>
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<li>OpenGL capable video card</li>
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<li>Other architectures (MIPS, PPC, PPC64, etc) have been confirmed to work,
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<li>Other architectures (MIPS, PPC, PPC64, etc.) have been confirmed to work,
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but aren't as well tested as i386/x86_64</li>
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but aren't as well tested as i386/x86_64</li>
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<li>GNU g++ v/5 or Clang v/3.5 (with C++14 support) and the make utility are required for compiling the Stella source code</li>
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<li>GNU g++ v/5 or Clang v/3.5 (with C++14 support) and the make utility are required for compiling the Stella source code</li>
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</ul>
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</ul>
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@ -1352,7 +1352,7 @@
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</tr>
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</tr>
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<tr>
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<tr>
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<td>Toggle frame stats (scanline count/fps/bs type/etc)</td>
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<td>Toggle frame stats (scanline count/fps/bs type/etc.)</td>
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<td>Alt + L</td>
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<td>Alt + L</td>
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<td>Cmd + L</td>
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<td>Cmd + L</td>
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</tr>
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</tr>
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@ -1494,19 +1494,19 @@
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</tr>
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</tr>
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<tr>
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<tr>
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<td>Toggle console type in increasing order (<i>NTSC/PAL/SECAM, etc)</i>)</td>
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<td>Toggle console type in increasing order (<i>NTSC/PAL/SECAM/etc.</i>)</td>
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<td>Control + f</td>
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<td>Control + f</td>
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<td>Control + f</td>
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<td>Control + f</td>
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</tr>
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</tr>
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<tr>
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<tr>
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<td>Toggle console type in decreasing order (<i>NTSC/PAL/SECAM, etc)</i>)</td>
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<td>Toggle console type in decreasing order (<i>NTSC/PAL/SECAM/etc.</i>)</td>
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<td>Shift-Control + f</td>
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<td>Shift-Control + f</td>
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<td>Shift-Control + f</td>
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<td>Shift-Control + f</td>
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</tr>
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</tr>
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<tr>
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<tr>
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<td>Save current properties to a new properties file</td>
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<td>Save current game's properties to a separate properties file</td>
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<td>Control + s</td>
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<td>Control + s</td>
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<td>Control + s</td>
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<td>Control + s</td>
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</tr>
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</tr>
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@ -1580,8 +1580,8 @@
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<tr>
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<tr>
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<td>Toggle PAL color-loss effect</td>
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<td>Toggle PAL color-loss effect</td>
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<td>Control + l</td>
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<td>Control + L</td>
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<td>Control + l</td>
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<td>Control + L</td>
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</tr>
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</tr>
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<tr>
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<tr>
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@ -1624,7 +1624,7 @@
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<p>Some Atari (virtual) controllers are simulated with more than one computer controller, and
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<p>Some Atari (virtual) controllers are simulated with more than one computer controller, and
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there are several special cases where controllers are active in certain modes only, as the table
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there are several special cases where controllers are active in certain modes only, as the table
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below shows. Items marked as <b>(+ extra)</b> indicate that the computer controller may not have
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below shows. Items marked as <b>(+ extra)</b> indicate that the computer controller may not have
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enough buttons/axes/etc to fully emulate the device, so extra functionality must be mapped to other
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enough buttons/axes/etc. to fully emulate the device, so extra functionality must be mapped to other
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controllers.</p>
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controllers.</p>
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<table BORDER=2 cellpadding=5>
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<table BORDER=2 cellpadding=5>
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@ -2028,7 +2028,7 @@
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<td><pre>-usemouse <always|analog|never></pre></td>
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<td><pre>-usemouse <always|analog|never></pre></td>
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<td>Use mouse as a controller as specified by ROM properties in specific case.
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<td>Use mouse as a controller as specified by ROM properties in specific case.
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Always and never are self-explanatory, analog means only for analog-type devices
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Always and never are self-explanatory, analog means only for analog-type devices
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(paddles, trakball, etc).</td>
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(paddles, trakball, etc.).</td>
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</tr>
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</tr>
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<tr>
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<tr>
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@ -2044,7 +2044,7 @@
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<tr>
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<tr>
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<td><pre>-dsense <number></pre></td>
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<td><pre>-dsense <number></pre></td>
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<td>Sensitivity for emulation of paddles when using a digital device
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<td>Sensitivity for emulation of paddles when using a digital device
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(ie, joystick digital axis or button, keyboard key, etc).
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(ie, joystick digital axis or button, keyboard key, etc.).
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Valid range of values is from 1 to 20, with larger numbers causing
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Valid range of values is from 1 to 20, with larger numbers causing
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faster movement.</td>
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faster movement.</td>
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</tr>
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</tr>
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@ -2673,7 +2673,7 @@
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while in emulation mode, the left arrow could mean 'joystick 0 left', while in UI
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while in emulation mode, the left arrow could mean 'joystick 0 left', while in UI
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mode it could mean 'move cursor left'. Emulation mode occurs whenever you're
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mode it could mean 'move cursor left'. Emulation mode occurs whenever you're
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actually playing a game. UI mode occurs whenever a user interface is present
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actually playing a game. UI mode occurs whenever a user interface is present
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(ROM launcher, debugger, settings menu, etc). Because of these different modes,
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(ROM launcher, debugger, settings menu, etc.). Because of these different modes,
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there are two separate mapping areas.
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there are two separate mapping areas.
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<p>To remap an event:
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<p>To remap an event:
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@ -2922,7 +2922,7 @@
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<p>Note that you must use the entire name of the port as specified by
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<p>Note that you must use the entire name of the port as specified by
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your operating system. For example, in Windows this would be COM1,
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your operating system. For example, in Windows this would be COM1,
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COM2, etc; Linux and MacOSX tend to use names similar to '/dev/xxxxxx'.
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COM2, etc.; Linux and MacOSX tend to use names similar to '/dev/xxxxxx'.
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For now, only Linux/UNIX, MacOSX, and Windows are supported.</p>
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For now, only Linux/UNIX, MacOSX, and Windows are supported.</p>
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<p>Support for the EEPROM portion of the AtariVox and SaveKey is currently
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<p>Support for the EEPROM portion of the AtariVox and SaveKey is currently
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@ -3401,7 +3401,7 @@ Ms Pac-Man (Stella extended codes):
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<tr><td>Trakball </td><td>Standard Atari 2600 CX22/CX80 trakball controller.</td></tr>
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<tr><td>Trakball </td><td>Standard Atari 2600 CX22/CX80 trakball controller.</td></tr>
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<tr><td><a href="http://atariage.com/store/index.php?l=product_list&c=98">
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<tr><td><a href="http://atariage.com/store/index.php?l=product_list&c=98">
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AtariVox</a></td><td>A SpeakJet based unlimited-vocabulary speech / sound synthesizer with 32K EEPROM.</td></tr>
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AtariVox</a></td><td>A SpeakJet based unlimited-vocabulary speech / sound synthesizer with 32K EEPROM.</td></tr>
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<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>
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<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>
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<tr><td>Genesis </td><td>Sega Genesis controller, which can be used similar to a BoosterGrip, giving an extra button.</td></tr>
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<tr><td>Genesis </td><td>Sega Genesis controller, which can be used similar to a BoosterGrip, giving an extra button.</td></tr>
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<tr><td>CompuMate </td><td>Spectravideo CompuMate (if either left or right is set, CompuMate is used for both).</td></tr>
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<tr><td>CompuMate </td><td>Spectravideo CompuMate (if either left or right is set, CompuMate is used for both).</td></tr>
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<tr><td>Mindlink </td><td>Mindlink controller.</td></tr>
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<tr><td>Mindlink </td><td>Mindlink controller.</td></tr>
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