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doc/hook: Update documentation about window/fullscreen mode on games

This commit is contained in:
icex2 2021-03-19 16:28:35 +01:00
parent 078a382ba6
commit c574e36885

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@ -227,4 +227,32 @@ aplay -q /usr/share/sounds/alsa/Front_Center.wav
```
If after a fresh boot the sound plays after the second attempt, your setup suffers from this issue.
Simply putting the above command once in a boot script will make sure the sound device is activated.
Simply putting the above command once in a boot script will make sure the sound device is activated.
### How do I enable fullscreen/window mode?
It depends on the game. All MK3 linux ports have a window/fullscreen option that actually works. For games of the PRO
series, you have to [tweak game specific configuration files](prohook.md#windowfullscreen-mode). All other classic PIU
games depend on how you have your current Linux environment/X-server set, up. On a desktop environment, these games will
always start in window mode.
In general, there is no actual full-screen option on Linux like you have on Windows with DirectX. Fullscreen on Linux
means that you switch resolution of whatever X session you have currently running and fill the screen with the view
of your application.
The best you can do to go fullscreen on desktop is exactly the above. This can be achieved like follows:
```shell script
sudo xrandr --output HDMI-0 --mode 640x480
sudo ./piueb run
# Or whatever is your default resolution on your monitor
sudo xrandr --output HDMI-0 --mode 1024x768
```
Otherwise, it is recommended to setup a dedicated x-session using `startx`, e.g. `startx ./piueb run` and just have
only the game run in that session. A good reference for this might be the various scripts included in
[pumpos](https://dev.s-ul.net/hackitup/pumpos/-/tree/master/dist/piu/base/pumpos/data/00_bootstrap).
If you have a multi-monitor setup, things are getting quite complicated. Therefore, we are not covering this in here.
Also note that if you want the game to render at a higher resolution than its defined one, e.g. 640x480, this is not
possible right now. The output you get from the frame buffer will always be its native resolution.