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docs: say which built-ins the derived files export
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@@ -262,6 +262,8 @@ files:
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rectangles its own metrics declare. Liberation carries a 2010 and 2012
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digitisation copyright, so it cannot be a 2005 Sega asset.
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Otherwise the fontTGA array in resources/font.h answers the read.
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The copy here is the fontTGA array of resources/font.h written out, the bytes
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fread returns for the built-in.
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- name: LucidaConsole_12.abc
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system: sega-lindbergh
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@@ -290,6 +292,8 @@ files:
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Otherwise the fontABC array in resources/font.h answers the read.
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# -- Lindbergh runtime configuration --
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The copy here is the fontABC array of resources/font.h written out, the bytes
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fread returns for the built-in.
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- name: lindbergrc
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system: sega-lindbergh
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@@ -243,7 +243,7 @@ files:
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required: false
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category: game_data
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description: "crosshair bitmap for player 1"
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note: "create_bitmap looks for the name set on the input, then crosshair/<gamename>/cross<N>.png, then crosshair/cross<N>.png, and falls back to the bitmap compiled into the binary. crosshair_manager builds one per player and MAX_PLAYERS is 10. No crosshair directory ships with the app."
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note: "create_bitmap looks for the name set on the input, then crosshair/<gamename>/cross<N>.png, then crosshair/cross<N>.png, and falls back to the bitmap compiled into the binary. crosshair_manager builds one per player and MAX_PLAYERS is 10. No crosshair directory ships with the app: the files here are the compiled-in bitmap of src/emu/crsshair.cpp exported as 100x100 RGBA PNGs in each player colour, white from player 7 on."
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source_ref: "src/emu/crsshair.cpp:174-215,346-358, src/emu/ioport.h:48"
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- name: cross2.png
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@@ -141,7 +141,7 @@ files:
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required: false
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category: game_data
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description: "BDF font for the MAME menu overlay"
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note: "Opened from fontpath, which defaults to the installation root. A miss falls back to the font compiled into the binary. A successful load writes a ui.bdc cache next to it."
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note: "Opened from fontpath, which defaults to the installation root. A miss falls back to the font compiled into the binary. A successful load writes a ui.bdc cache next to it. The 0.139 tree carries no BDF: the built-in was generated from src/emu/uismall.png by png2bdc. The file here is the uismall.bdf MAME committed on 2016-03-20 from that same PNG, which differs in 8 of 191 glyphs (slashed zero, j, |, ~, 0xB4, ß, ø, ÿ) and passes every rule of render_font_load_bdf."
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source_ref: "src/emu/ui.c:245, src/emu/rendfont.c:139-163,430,453, src/emu/emuopts.c:47"
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- name: cross1.png
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@@ -149,7 +149,7 @@ files:
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required: false
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category: game_data
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description: "crosshair bitmap for player 1"
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note: "create_bitmap looks in crosshair/<gamename>/ first, then crosshair/, and falls back to the bitmap compiled into the binary. Loaded only for players whose input has a crosshair axis."
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note: "create_bitmap looks in crosshair/<gamename>/ first, then crosshair/, and falls back to the bitmap compiled into the binary. Loaded only for players whose input has a crosshair axis. No external set was ever shipped: the files here are the compiled-in bitmap of src/emu/crsshair.c exported as 100x100 RGBA PNGs in each player colour."
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source_ref: "src/emu/crsshair.c:169-174, src/emu/emuopts.c:49"
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- name: cross2.png
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@@ -199,7 +199,7 @@ files:
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required: false
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category: game_data
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description: "crosshair bitmap for player 8"
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note: "MAX_PLAYERS is 8 in src/emu/inptport.h:29."
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note: "MAX_PLAYERS is 8 in src/emu/inptport.h:29. crosshair_colors has seven entries, so player 8 reads past the table; the file follows the white that 0.289 assigns beyond the table."
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source_ref: "src/emu/crsshair.c:169-174, src/emu/inptport.h:29"
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aliases: ["cross7.png"]
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