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mednafen-0.9.26-3.1.mga3.tainted.x86_64.rpm



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  <center><h1><img alt="Mednafen" src="mednafen.png" width="696" height="204" /></h1></center>
  <center><h1>PC-FX Documentation</h1></center>
  <center><i>Last updated October 14, 2012<br />Valid as of 0.9.26-WIP</i></center>
 <p>
 <b>Table of Contents:</b>
 <ul><li /><a href="#Introduction">Introduction</a><ul></ul><li /><a href="#Default+Key+Assignments">Default Key Assignments</a><ul></ul><li /><a href="#Settings+Reference">Settings Reference</a><ul></ul></ul></p><hr width="100%" />
<a name="Introduction"><h2>Introduction</h2></a><p>  <ul>
   <li>Internal backup memory and external backup memory are emulated.</li>
   <li>Motion decoder RLE and JPEG-like modes are emulated.</li>
   <li>KING Background 0 scaling+rotation mode is supported.</li>
   <li>Mouse emulation.</li>
  </ul>
</p><hr width="100%">

<a name="Default+Key+Assignments"><h2>Default Key Assignments</h2></a><p>
 <table border>
  <tr><th>Key(s):</th><th>Action:</th><th>Configuration String:</th></tr>
  <tr><td>ALT + SHIFT + 1</td><td>Activate in-game input configuration process for device on virtual inport port 1.</td><td>input_config1</td></tr>
  <tr><td>ALT + SHIFT + 2</td><td>Activate in-game input configuration process for device on virtual inport port 2.</td><td>input_config2</td></tr>
 </table>
 </p>
 <p>
 <table border>
  <tr><th>Key:</th><th nowrap>Action/Button:</th></tr>
  <tr><td>Keypad 4</td><td>IV</td></tr>
  <tr><td>Keypad 5</td><td>V</td></tr>
  <tr><td>Keypad 6</td><td>VI</td></tr>
  <tr><td>Keypad 1</td><td>III</td></tr>
  <tr><td>Keypad 2</td><td>II</td></tr>
  <tr><td>Keypad 3</td><td>I</td></tr>
  <tr><td>Keypad 8</td><td>MODE 1</td></tr>
  <tr><td>Keypad 9</td><td>MODE 2</td></tr>
  <tr><td>Enter/Return</td><td>Run</td></tr>
  <tr><td>Tab</td><td>Select</td></tr>
  <tr><td>W</td><td>Up</td></tr>
  <tr><td>S</td><td>Down</td></tr>
  <tr><td>A</td><td>Left</td></tr>
  <tr><td>D</td><td>Right</td></tr>
 </table>

</p><hr width="100%">
<a name="Settings+Reference"><h2>Settings Reference</h2></a><p><p>
<b>Caution:</b> Any settings that change emulation behavior as seen from the emulated game are shown with the setting name bolded in the table. One should be conscious of these settings if one has changed them from the default values when using network play or movies, as they can cause desychronizations if not set the same among hosts(or between the recording emulator and the playing emulator). 
</p>
<p><table border><tr class="TableHeader"><th>Setting:</th><th>Value Type:</th><th>Possible Values:</th><th>Default Value:</th><th>Description:</th></tr><tr class="RowA"><td class="ColA"><a name="pcfx.adpcm.emulate_buggy_codec">pcfx.adpcm.emulate_buggy_codec</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Hack that emulates the codec a buggy ADPCM encoder used for some games' ADPCM.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.adpcm.suppress_channel_reset_clicks">pcfx.adpcm.suppress_channel_reset_clicks</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Hack to suppress clicks caused by forced channel resets.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.bios"><b>pcfx.bios</b></a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">pcfx.rom</td><td class="ColE">Path to the ROM BIOS<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.cdspeed"><b>pcfx.cdspeed</b></a></td><td class="ColB">integer</td><td class="ColC">2 <i>through</i> 10</td><td class="ColD">2</td><td class="ColE">Emulated CD-ROM speed.<p>Setting the value higher than 2, the default, will decrease loading times in most games by some degree.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.cpu_emulation"><b>pcfx.cpu_emulation</b></a></td><td class="ColB">enum</td><td class="ColC">fast<br />accurate<br />auto</td><td class="ColD">auto</td><td class="ColE">CPU emulation mode.<p></p><ul><li><b>fast</b> - Fast Mode<br>Fast mode trades timing accuracy, cache emulation, and executing from hardware registers and RAM not intended for code use for performance.</li><br /><li><b>accurate</b> - Accurate Mode<br>Increased timing accuracy, though not perfect, along with cache emulation, at the cost of decreased performance.  Additionally, even the pipeline isn't correctly and fully emulated in this mode.</li><br /><li><b>auto</b> - Auto Mode<br>Selects "fast" or "accurate" automatically based on an internal database.  If the CD image is not recognized, defaults to "fast".</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.disable_bram"><b>pcfx.disable_bram</b></a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Disable internal and external BRAM.<p>It is intended for viewing games' error screens that may be different from simple BRAM full and uninitialized BRAM error screens, though it can cause the game to crash outright.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.disable_softreset">pcfx.disable_softreset</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">When RUN+SEL are pressed simultaneously, disable both buttons temporarily.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.fxscsi"><b>pcfx.fxscsi</b></a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">0</td><td class="ColE">Path to the FX-SCSI ROM<p>Intended for developers only.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.high_dotclock_width">pcfx.high_dotclock_width</a></td><td class="ColB">enum</td><td class="ColC">256<br />341<br />1024</td><td class="ColD">1024</td><td class="ColE">Emulated width for 7.16MHz dot-clock mode.<p>Lower values are faster, but will cause some degree of pixel distortion.</p><ul><li><b>256</b> - 256 pixels<br>This value will cause heavy pixel distortion.</li><br /><li><b>341</b> - 341 pixels<br>This value will cause moderate pixel distortion.</li><br /><li><b>1024</b> - 1024 pixels<br>This value will cause no pixel distortion as long as interpolation is enabled on the video output device and the resolution is sufficiently high, but it will use a lot of CPU time.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.input.port1"><b>pcfx.input.port1</b></a></td><td class="ColB">enum</td><td class="ColC">none<br />gamepad<br />mouse</td><td class="ColD">gamepad</td><td class="ColE">Input device for Port 1<p></p><ul><li><b>none</b> - none<br></li><br /><li><b>gamepad</b> - Gamepad<br></li><br /><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.input.port1.multitap"><b>pcfx.input.port1.multitap</b></a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Enable multitap on PC-FX port 1.<p>EXPERIMENTAL emulation of the unreleased multitap.  Enables ports 3 4 5.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.input.port2"><b>pcfx.input.port2</b></a></td><td class="ColB">enum</td><td class="ColC">none<br />gamepad<br />mouse</td><td class="ColD">gamepad</td><td class="ColE">Input device for Port 2<p></p><ul><li><b>none</b> - none<br></li><br /><li><b>gamepad</b> - Gamepad<br></li><br /><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.input.port2.multitap"><b>pcfx.input.port2.multitap</b></a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Enable multitap on PC-FX port 2.<p>EXPERIMENTAL emulation of the unreleased multitap.  Enables ports 6 7 8.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.input.port3"><b>pcfx.input.port3</b></a></td><td class="ColB">enum</td><td class="ColC">none<br />gamepad<br />mouse</td><td class="ColD">gamepad</td><td class="ColE">Input device for Port 3<p></p><ul><li><b>none</b> - none<br></li><br /><li><b>gamepad</b> - Gamepad<br></li><br /><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.input.port4"><b>pcfx.input.port4</b></a></td><td class="ColB">enum</td><td class="ColC">none<br />gamepad<br />mouse</td><td class="ColD">gamepad</td><td class="ColE">Input device for Port 4<p></p><ul><li><b>none</b> - none<br></li><br /><li><b>gamepad</b> - Gamepad<br></li><br /><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.input.port5"><b>pcfx.input.port5</b></a></td><td class="ColB">enum</td><td class="ColC">none<br />gamepad<br />mouse</td><td class="ColD">gamepad</td><td class="ColE">Input device for Port 5<p></p><ul><li><b>none</b> - none<br></li><br /><li><b>gamepad</b> - Gamepad<br></li><br /><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.input.port6"><b>pcfx.input.port6</b></a></td><td class="ColB">enum</td><td class="ColC">none<br />gamepad<br />mouse</td><td class="ColD">gamepad</td><td class="ColE">Input device for Port 6<p></p><ul><li><b>none</b> - none<br></li><br /><li><b>gamepad</b> - Gamepad<br></li><br /><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.input.port7"><b>pcfx.input.port7</b></a></td><td class="ColB">enum</td><td class="ColC">none<br />gamepad<br />mouse</td><td class="ColD">gamepad</td><td class="ColE">Input device for Port 7<p></p><ul><li><b>none</b> - none<br></li><br /><li><b>gamepad</b> - Gamepad<br></li><br /><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.input.port8"><b>pcfx.input.port8</b></a></td><td class="ColB">enum</td><td class="ColC">none<br />gamepad<br />mouse</td><td class="ColD">gamepad</td><td class="ColE">Input device for Port 8<p></p><ul><li><b>none</b> - none<br></li><br /><li><b>gamepad</b> - Gamepad<br></li><br /><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.mouse_sensitivity">pcfx.mouse_sensitivity</a></td><td class="ColB">real</td><td class="ColC"> <i>through</i> </td><td class="ColD">1.25</td><td class="ColE">Mouse sensitivity.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.nospritelimit">pcfx.nospritelimit</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Remove 16-sprites-per-scanline hardware limit.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.rainbow.chromaip">pcfx.rainbow.chromaip</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable bilinear interpolation on the chroma channel of RAINBOW YUV output.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.slend">pcfx.slend</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 239</td><td class="ColD">235</td><td class="ColE">Last rendered scanline.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.slstart">pcfx.slstart</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 239</td><td class="ColD">4</td><td class="ColE">First rendered scanline.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
</table></p><p><table border><tr class="TableHeader"><th>Setting:</th><th>Value Type:</th><th>Possible Values:</th><th>Default Value:</th><th>Description:</th></tr><tr class="RowA"><td class="ColA"><a name="pcfx.debugger.disfontsize">pcfx.debugger.disfontsize</a></td><td class="ColB">enum</td><td class="ColC">xsmall<br />small<br />medium<br />large</td><td class="ColD">small</td><td class="ColE">Disassembly font size.<p>Note: Setting the font size to larger than the default may cause text overlap in the debugger.</p><ul><li><b>xsmall</b> - 4x5<br></li><br /><li><b>small</b> - 5x7<br></li><br /><li><b>medium</b> - 6x13<br></li><br /><li><b>large</b> - 9x18<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.debugger.memcharenc">pcfx.debugger.memcharenc</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">shift_jis</td><td class="ColE">Character encoding for the debugger's memory editor.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.enable">pcfx.enable</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable (automatic) usage of this module.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.forcemono">pcfx.forcemono</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Force monophonic sound output.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.pixshader">pcfx.pixshader</a></td><td class="ColB">enum</td><td class="ColC">none<br />autoip<br />autoipsharper<br />scale2x<br />ipsharper<br />ipxnoty<br />ipynotx<br />ipxnotysharper<br />ipynotxsharper</td><td class="ColD">none</td><td class="ColE">Enable specified OpenGL pixel shader.<p>Obviously, this will only work with the OpenGL "video.driver" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader.</p><ul><li><b>none</b> - None/Disabled<br></li><br /><li><b>autoip</b> - Auto Interpolation<br>Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer.</li><br /><li><b>autoipsharper</b> - Sharper Auto Interpolation<br>Same as "autoip", but when interpolation is done, it is done in a manner that will reduce blurriness if possible.</li><br /><li><b>scale2x</b> - Scale2x<br></li><br /><li><b>ipsharper</b> - Sharper bilinear interpolation.<br></li><br /><li><b>ipxnoty</b> - Linear interpolation on X axis only.<br></li><br /><li><b>ipynotx</b> - Linear interpolation on Y axis only.<br></li><br /><li><b>ipxnotysharper</b> - Sharper version of "ipxnoty".<br></li><br /><li><b>ipynotxsharper</b> - Sharper version of "ipynotx".<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.scanlines">pcfx.scanlines</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 100</td><td class="ColD">0</td><td class="ColE">Enable scanlines with specified opacity.<p>Opacity is specified in %; IE a value of "100" will give entirely black scanlines.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.special">pcfx.special</a></td><td class="ColB">enum</td><td class="ColC">none<br />hq2x<br />hq3x<br />hq4x<br />scale2x<br />scale3x<br />scale4x<br />2xsai<br />super2xsai<br />supereagle<br />nn2x<br />nn3x<br />nn4x<br />nny2x<br />nny3x<br />nny4x</td><td class="ColD">none</td><td class="ColE">Enable specified special video scaler.<p>The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to "2", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice).</p><ul><li><b>none</b> - None/Disabled<br></li><br /><li><b>hq2x</b> - hq2x<br></li><br /><li><b>hq3x</b> - hq3x<br></li><br /><li><b>hq4x</b> - hq4x<br></li><br /><li><b>scale2x</b> - scale2x<br></li><br /><li><b>scale3x</b> - scale3x<br></li><br /><li><b>scale4x</b> - scale4x<br></li><br /><li><b>2xsai</b> - 2xSaI<br></li><br /><li><b>super2xsai</b> - Super 2xSaI<br></li><br /><li><b>supereagle</b> - Super Eagle<br></li><br /><li><b>nn2x</b> - Nearest-neighbor 2x<br></li><br /><li><b>nn3x</b> - Nearest-neighbor 3x<br></li><br /><li><b>nn4x</b> - Nearest-neighbor 4x<br></li><br /><li><b>nny2x</b> - Nearest-neighbor 2x, y axis only<br></li><br /><li><b>nny3x</b> - Nearest-neighbor 3x, y axis only<br></li><br /><li><b>nny4x</b> - Nearest-neighbor 4x, y axis only<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.stretch">pcfx.stretch</a></td><td class="ColB">enum</td><td class="ColC">0<br />full<br />aspect<br />aspect_int<br />aspect_mult2</td><td class="ColD">aspect_mult2</td><td class="ColE">Stretch to fill screen.<p></p><ul><li><b>0</b> - Disabled<br></li><br /><li><b>full</b> - Full<br>Full-screen stretch, disregarding aspect ratio.</li><br /><li><b>aspect</b> - Aspect Preserve<br>Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained.</li><br /><li><b>aspect_int</b> - Aspect Preserve + Integer Scale<br>Full-screen stretch, same as "aspect" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer.</li><br /><li><b>aspect_mult2</b> - Aspect Preserve + Integer Multiple-of-2 Scale<br>Full-screen stretch, same as "aspect_int", but rounds down to the nearest multiple of 2.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.tblur">pcfx.tblur</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Enable video temporal blur(50/50 previous/current frame by default).<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.tblur.accum">pcfx.tblur.accum</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Accumulate color data rather than discarding it.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.tblur.accum.amount">pcfx.tblur.accum.amount</a></td><td class="ColB">real</td><td class="ColC">0 <i>through</i> 100</td><td class="ColD">50</td><td class="ColE">Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.videoip">pcfx.videoip</a></td><td class="ColB">enum</td><td class="ColC">0<br />1<br />x<br />y</td><td class="ColD">1</td><td class="ColE">Enable (bi)linear interpolation.<p></p><ul><li><b>0</b> - Disabled<br></li><br /><li><b>1</b> - Bilinear<br></li><br /><li><b>x</b> - Linear (X)<br>Interpolation only on the X axis.</li><br /><li><b>y</b> - Linear (Y)<br>Interpolation only on the Y axis.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.xres">pcfx.xres</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 65536</td><td class="ColD">0</td><td class="ColE">Full-screen horizontal resolution.<p>A value of "0" will cause the desktop horizontal resolution to be used.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.xscale">pcfx.xscale</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">3.000000</td><td class="ColE">Scaling factor for the X axis.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.xscalefs">pcfx.xscalefs</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">1.000000</td><td class="ColE">Scaling factor for the X axis in fullscreen mode.<p>For this settings to have any effect, the "<system>.stretch" setting must be set to "0".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.yres">pcfx.yres</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 65536</td><td class="ColD">0</td><td class="ColE">Full-screen vertical resolution.<p>A value of "0" will cause the desktop vertical resolution to be used.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="pcfx.yscale">pcfx.yscale</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">3.000000</td><td class="ColE">Scaling factor for the Y axis.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="pcfx.yscalefs">pcfx.yscalefs</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">1.000000</td><td class="ColE">Scaling factor for the Y axis in fullscreen mode.<p>For this settings to have any effect, the "<system>.stretch" setting must be set to "0".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
</table></p></p><hr width="100%">
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