Fix typos in docs
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@ -2,7 +2,7 @@ Control input names are completely defined by the individual ports. This
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document is intended to collect the rules for all ports.
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The various meta-characters in the rules are:
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# - A number. The range is detemined by the context
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# - A number. The range is determined by the context
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## - A two-digit number (i.e. with leading zeros)
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[...] - Something optional
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(...) - For grouping with |
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@ -1,6 +1,6 @@
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This lists the available commands, excluding the ones you get back from
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S9xGetAllSnes9xCommands(). The various meta-characters are:
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# - A number. The range is detemined by the context
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# - A number. The range is determined by the context
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## - A two-digit number (i.e. with leading zeros)
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[...] - Something optional
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(...) - For grouping with |
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@ -82,7 +82,7 @@ is released each subcommand is 'released'.
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There are also press-only multis, defined as "+{...}". These act just like
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regular multis, with two differences: the multi is only run when you press
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the button (release isignored), and each subcommand must be prefixed with
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the button (release is ignored), and each subcommand must be prefixed with
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'+' or '-' to indicate whether the the subcommand should be pressed or
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released.
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@ -10,7 +10,7 @@ probably won't, happen. On our first section of this mystical journey you shall
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see various frequently asked questions, as well as their answers!
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The majority of the things in this FAQ are based off the Windows port of Snes9x.
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While some of the information is relevant to most, or all, ports, no gaurantees
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While some of the information is relevant to most, or all, ports, no guarantees
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are made that what is said will be accurate for all versions.
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--------------------------------------------------------------------------------
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@ -41,7 +41,7 @@ Q: Why doesn't Snes9x support transparencies?
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A: It does! Make sure the "Transparency" box is checked in the settings menu.
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Q: I recently purchased a gamepad controller. Will it work on Snes9x?
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A: More than likely yes. Any USB compatable controller will work. Generally
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A: More than likely yes. Any USB compatible controller will work. Generally
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this means any controller made within the past 7 years or so. If you are having
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problems consider updating drivers and recalibrating your controller.
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@ -110,12 +110,12 @@ some games require specific options to keep "right". First, make sure that
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Hi-res support is selected in the option menus, that option can slow down
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performance on slower machines, although it is now on by default. Second, it is
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recommended your filter option is set to anything except "none." "Simple 2X" is
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a good choice. Note: In the event the "Hi-res" option is greyed out, make sure
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a good choice. Note: In the event the "Hi-res" option is grayed out, make sure
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your display resolution is at least 512 x 480.
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Q: Why can't I press many buttons at once? Especially in Chrono Trigger.
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A: Most standard keyboards (There are a few exceptions, though only a few) can
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only output so much data to the compter at a time. As such your computer is
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only output so much data to the computer at a time. As such your computer is
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often unable to carry-out the instructions you have given it. There are
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solutions abound, of course, and here they are now: Lovely recommendation one is
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to rearrange the keymapping in Snes9x so that all the necessary buttons are on a
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@ -124,7 +124,7 @@ The draw back to this is that if you set "a" to jump and shoot you will be
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unable to jump without shooting, or shoot without jumping, until you change it
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back. The super sexy recommendation number 2 is to set the ctrl and alt keys to
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some of the necessary buttons. The draw back to this is that often these buttons
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can cause problems if used in tandum with other keys, due to Windows shortcuts.
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can cause problems if used in tandem with other keys, due to Windows shortcuts.
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You may, for instance, be using alt to jump and while in midair hit f4 to load a
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savestate... That will close the program, which is bad. Finally, and the method
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I personally recommend, is to purchase a gamepad. The draw backs to this are
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@ -251,10 +251,10 @@ have a question worthy of this vast tome of knowledge please leave it in the
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return again next time with an even greater FAQ.
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I would like to take the time to thank the vast plethora of people who have
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helped me conjur this machination of goodness. However, in the annals of time I
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have probably forgotten many of those who have given me advice, defintions,
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technologial information and cookies. It would be unfair to only mention the
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small portion of names I remember from an excessivley long and ever-expanding
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helped me conjure this machination of goodness. However, in the annals of time I
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have probably forgotten many of those who have given me advice, definitions,
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technological information and cookies. It would be unfair to only mention the
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small portion of names I remember from an excessively long and ever-expanding
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list. As such, I won't. Toodles.
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Knowledge is power; Learn it well
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@ -11,7 +11,7 @@ NOTE: Unicode support requires a special zlib build - see the end of the zlib en
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Note that as of the June 2010 release of the DirectX SDK, DirectDraw (which is
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necessary to compile) has been removed.
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- zlib(optional) - The release binaries are built against a static zlib compiled
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- zlib (optional) - The release binaries are built against a static zlib compiled
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against VC's multi-threaded C runtime and renamed to zlibmt.lib, to avoid linker conflicts.
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removing ZLIB from the preprocessor definitions and zlibmt.lib from the library
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listing will disable zip support.
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@ -21,13 +21,13 @@ NOTE: Unicode support requires a special zlib build - see the end of the zlib en
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to compile zlib - if you want to use the project files supplied with zlib you have to add
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_tfwopen.h to their force include list
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- libpng(optional) - Like zlib, this is a renamed libpng.lib, built against the same
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- libpng (optional) - Like zlib, this is a renamed libpng.lib, built against the same
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C runtime for the same reasons. Building your own is as simple as changing the runtime
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used by libpng's own project files, compiling, renaming the result to libpngmt.lib
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HAVE_LIBPNG is the define used to include this code, used for screenshots.
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(the libpng directory should reside at win32/../../libpng, i.e. 2 directories up)
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- fmod(optional) - Versions 3.20 and above. Used to provide extra sound output
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- fmod (optional) - Versions 3.20 and above. Used to provide extra sound output
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options that increases hardware compatibility with some PC hardware.
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Version 3.33 broke A3D support on some hardware so I reverted back to
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version 3.20. However, I'm told 3.40, just released at time of writing, fixes the problem.
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@ -35,7 +35,7 @@ NOTE: Unicode support requires a special zlib build - see the end of the zlib en
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sub-folder contents into win32/../../fmod. Disable fmod support by removing the
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FMOD_SUPPORT from the Preprocessor Definitions text box.
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- fmod ex(optional) - Used to provide extra sound output. Cannot be used at the same time as
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- fmod ex (optional) - Used to provide extra sound output. Cannot be used at the same time as
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normal FMOD support. Disable fmod support by removing the FMODEX_SUPPORT from the Preprocessor
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Definitions text box.
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