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diff --git a/src/osd/winui/help/docs/Command Line Settings.htm b/src/osd/winui/help/docs/Command Line Settings.htm new file mode 100644 index 00000000000..8752595f429 --- /dev/null +++ b/src/osd/winui/help/docs/Command Line Settings.htm @@ -0,0 +1,1377 @@ + +<head> +<style type="text/css"> +.style1 { + font-family: Arial, Helvetica, sans-serif; +} +.style2 { + font-size: x-small; +} +</style> +</head> + +<body style="background-image: url('../images/bkground.gif')"> + +<span class="style1"><span class="style2"><strong>This file describes general usage +information about MAME. It is intended<br> +to cover aspects of using and configuring the program that are common<br> +across operating systems. For additional OS-specific options, please see<br> +the separate documentation for your particular version of MAME.</strong></strong><br> +<br> +<br> +Using the program<br> +-----------------<br> +<br> +The usual way to run MAME is by telling it to run a particular game:<br> +<br> +mame <gamename> [options]<br> +<br> +For example:<br> +<br> +mame robby -nosound<br> +<br> +...will run Robby Roto without sound. There are many, many options<br> +available. All commonly supported options are listed below. Options that<br> +are specific to one operating system or version of MAME will be listed<br> +in a separate document.<br> +<br> +An alternative way to run MAME is to give it a command:<br> +<br> +mame <command> [parameters]<br> +<br> +For example:<br> +<br> +mame -listsource gridlee<br> +<br> +...will print the name of the source file where the gridlee driver lives<br> +to the screen. There are just a handful of these commands in MAME. They<br> +are all listed below, just before the options list.<br> +<br> +<br> +<br> +Default Keys<br> +------------<br> +<br> +All the keys below are fully configurable in the user interface. This list<br> +shows the standard keyboard configuration.<br> +<br> +Tab Toggles the configuration menu.<br> +<br> +~ Toggles the On Screen Display. When the on-screen display is<br> +visible, you can use the following keys to control it:<br> +<br> +Up - select previous parameter to modify<br> +Down - select next parameter to modify<br> +Enter - reset parameter value to its default<br> +<br> +Left - decrease the value of the selected parameter<br> +Control+Left - decrease the value by 10x<br> +Shift+Left - decrease the value by 0.1x<br> +Alt+Left - decrease the value by the smallest amount<br> +<br> +Right - increase the value of the selected parameter<br> +Control+Right - increase the value by 10x<br> +Shift+Right - increase the value by 0.1x<br> +Alt+Right - increase the value by the smallest amount<br> +<br> +P Pauses the game.<br> +<br> +Shift+P While paused, advances to next frame.<br> +<br> +F2 Service Mode for games that support it.<br> +<br> +F3 Resets the game.<br> +<br> +Shift+F3 Performs a "hard reset", which tears everything down and re-<br> +creates it from scratch. This is a more thorough and complete<br> +reset than an F3.<br> +<br> +F4 Shows the game palette, decoded GFX, and any tilemaps. Use the<br> +Enter key to switch between the three modes (palette, graphics,<br> +and tilemaps). Press F4 again to turn off the display. The key<br> +controls in each mode vary slightly:<br> +<br> +* Palette/colortable mode:<br> +[ ] - switch between palette and colortable modes<br> +Up/Down - scroll up/down one line at a time<br> +Page Up/Page Down - scroll up/down one page at a time<br> +Home/End - move to top/bottom of list<br> +-/+ - increase/decrease the number of colors per row<br> +Enter - switch to graphics viewer<br> +<br> +* Graphics mode:<br> +[ ] - switch between different graphics sets<br> +Up/Down - scroll up/down one line at a time<br> +Page Up/Page Down - scroll up/down one page at a time<br> +Home/End - move to top/bottom of list<br> +Left/Right - change color displayed<br> +R - rotate tiles 90 degrees clockwise<br> +-/+ - increase/decrease the number of tiles per row<br> +Enter - switch to tilemap viewer<br> +<br> +* Tilemap mode:<br> +[ ] - switch between different tilemaps<br> +Up/Down/Left/Right - scroll 8 pixels at a time<br> +Shift+Up/Down/Left/Right - scroll 1 pixel at a time<br> +Control+Up/Down/Left/Right - scroll 64 pixels at a time<br> +R - rotate tilemap view 90 degrees clockwise<br> +-/+ - increase/decrease the zoom factor<br> +Enter - switch to palette/colortable mode<br> +<br> +Note: Not all games have decoded graphics and/or tilemaps.<br> +<br> +F6 Toggle cheat mode (if started with "-cheat").<br> +<br> +F7 Load a save state. You will be requested to press a key to<br> +determine which save state you wish to load. Note that the save<br> +state feature is not supported for a large number of drivers. If<br> +support is not enabled for a given driver, you will receive a<br> +warning when attempting to save or load.<br> +<br> +Shift+F7 Create a save state. Requires an additional keypress to identify<br> +the state, similar to the load option above.<br> +<br> +F8 Decrease frame skip on the fly.<br> +<br> +F9 Increase frame skip on the fly.<br> +<br> +F10 Toggle speed throttling.<br> +<br> +F11 Toggles speed display.<br> +<br> +Shift+F11 Toggles internal profiler display (if compiled in).<br> +<br> +F12 Saves a screen snapshot.<br> +<br> +Insert Fast forward. While held, runs the game with throttling disabled<br> +and with the maximum frameskip.<br> +<br> +Escape Exits emulator.<br> +<br> +<br> +<br> +<br> +Core commands<br> +-------------<br> +<br> +-help / -h / -?<br> +<br> +Displays current MAME version and copyright notice.<br> +<br> +-validate / -valid<br> +<br> +Performs internal validation on every driver in the system. Run this<br> +before submitting changes to ensure that you haven't violated any of<br> +the core system rules.<br> +<br> +<br> +<br> +Configuration commands<br> +----------------------<br> +<br> +-createconfig / -cc<br> +<br> +Creates the default mame.ini file. All the configuration options<br> +(not commands) described below can be permanently changed by editing<br> +this configuration file.<br> +<br> +-showconfig / -sc<br> +<br> +Displays the current configuration settings. If you route this to a<br> +file, you can use it as an INI file. For example, the command:<br> +<br> +mame -showconfig >mame.ini<br> +<br> +is equivalent to -createconfig.<br> +<br> +-showusage / -su<br> +<br> +Displays a summary of all the command line options. For options that<br> +are not mentioned here, the short summary given by "mame -showusage"<br> +is usually sufficient.<br> +<br> +<br> +<br> +Frontend commands<br> +-----------------<br> +<br> +Note: By default, all the '-list' commands below write info to the screen.<br> +If you wish to write the info to a textfile instead, add this to the end<br> +of your command:<br> +<br> +> filename<br> +<br> +...where 'filename' is the textfile's path and name<br> +(e.g., c:\mame\list.txt).<br> +<br> +-listxml / -lx [<gamename|wildcard>]<br> +<br> +List comprehensive details for all of the supported games. The output<br> +is quite long, so it is usually better to redirect this into a file.<br> +The output is in XML format. By default all games are listed; however,<br> +you can limit this list by specifying a driver name or wildcard after<br> +the -listxml command.<br> +<br> +-listfull / -ll [<gamename|wildcard>]<br> +<br> +Displays a list of game driver names and descriptions. By default all<br> +games are listed; however, you can limit this list by specifying a<br> +driver name or wildcard after the -listfull command.<br> +<br> +-listsource / -ls [<gamename|wildcard>]<br> +<br> +Displays a list of drivers and the names of the source files their<br> +game drivers live in. Useful for finding which driver a game runs on<br> +in order to fix bugs. By default all games are listed; however, you<br> +can limit this list by specifying a driver name or wildcard after<br> +the -listsource command.<br> +<br> +-listclones / -lc [<gamename|wildcard>]<br> +<br> +Displays a list of clones. By default all clones are listed; however,<br> +you can limit this list by specifying a driver name or wildcard after<br> +the -listsource command.<br> +<br> +-listcrc<br> +<br> +Displays a full list of CRCs of all ROM images referenced by all<br> +drivers within MAME.<br> +<br> +-listroms <gamename><br> +<br> +Displays a list of ROM images referenced by the specified game.<br> +<br> +-listsamples <gamename><br> +<br> +Displays a list of samples referenced by the specified game.<br> +<br> +-verifyroms [<gamename|wildcard>]<br> +<br> +Checks for invalid or missing ROM images. By default all drivers that<br> +have valid ZIP files or directories in the rompath are verified;<br> +however, you can limit this list by specifying a driver name or<br> +wildcard after the -verifyroms command.<br> +<br> +-verifysamples [<gamename|wildcard>]<br> +<br> +Checks for invalid or missing samples. By default all drivers that<br> +have valid ZIP files or directories in the samplepath are verified;<br> +however, you can limit this list by specifying a driver name or<br> +wildcard after the -verifyroms command.<br> +<br> +-romident<br> +<br> +Attempts to identify ROM files, if they are known to MAME, in the<br> +specified .zip file or directory. This command can be used to try and<br> +identify ROM sets taken from unknown boards. On exit, the errorlevel<br> +is returned as one of the following:<br> +<br> +0: means all files were identified<br> +7: means all files were identified except for 1 or more "non-ROM"<br> +files<br> +8: means some files were identified<br> +9: means no files were identified<br> +<br> +<br> +<br> +Configuration options<br> +---------------------<br> +<br> +-[no]readconfig / -[no]rc<br> +<br> +Enables or disables the reading of the config files. When enabled<br> +(which is the default), MAME reads the following config files in order:<br> +<br> +- mame.ini<br> +- <mymame>.ini (i.e. if MAME was renamed mame060.exe, MAME<br> +parses mame060.ini here)<br> +- debug.ini (if the debugger is enabled)<br> +- vector.ini (for vector games only)<br> +- <driver>.ini (based on the source filename of the driver)<br> +- <parent>.ini (for clones only, may be called recursively)<br> +- <gamename>.ini<br> +<br> +The settings in the later ini's override those in the earlier ini's.<br> +So, for example, if you wanted to disable overlay effects in the<br> +vector games, you can create a vector.ini with the "effect none" line<br> +in it, and it will override whatever effect value you have in your<br> +mame.ini. The default is ON (-readconfig).<br> +<br> +<br> +<br> +Core search path options<br> +------------------------<br> +<br> +-rompath / -rp <path><br> +<br> +Specifies a list of paths within which to find ROM or hard disk images.<br> +Multiple paths can be specified by separating them with semicolons.<br> +The default is 'roms' (that is, a directory "roms" in the same directory<br> +as the MAME executable).<br> +<br> +-samplepath / -sp <path><br> +<br> +Specifies a list of paths within which to find sample files. Multiple<br> +paths can be specified by separating them with semicolons. The default<br> +is 'samples' (that is, a directory "samples" in the same directory as<br> +the MAME executable).<br> +<br> +-artpath / -artwork_directory <path><br> +<br> +Specifies a list of paths within which to find artwork files. Multiple<br> +paths can be specified by separating them with semicolons. The default<br> +is 'artwork' (that is, a directory "artwork" in the same directory as<br> +the MAME executable).<br> +<br> +-ctrlrpath / -ctrlr_directory <path><br> +<br> +Specifies a list of paths within which to find controller-specific<br> +configuration files. Multiple paths can be specified by separating<br> +them with semicolons. The default is 'ctrlr' (that is, a directory<br> +"ctrlr" in the same directory as the MAME executable).<br> +<br> +-inipath <path><br> +<br> +Specifies a list of paths within which to find .INI files. Multiple<br> +paths can be specified by separating them with semicolons. The default<br> +is '.;ini' (that is, search in the current directory first, and then<br> +in the directory "ini" in the same directory as the MAME executable).<br> +<br> +-fontpath <path><br> +<br> +Specifies a list of paths within which to find .BDF font files. Multiple<br> +paths can be specified by separating them with semicolons. The default<br> +is '.' (that is, search in the same directory as the MAME executable).<br> +<br> +-crosshairpath <path><br> +<br> +Specifies a list of paths within which to find crosshair files. Multiple<br> +paths can be specified by separating them with semicolons. The default<br> +is 'crsshair' (that is, a directory "crsshair" in the same directory as<br> +the MAME executable). If the Crosshair is set to default in the menu,<br> +MAME will look for gamename\cross#.png and then cross#.png in the<br> +specified crsshairpath, where # is the player number. Failing that,<br> +MAME will use built-in default crosshairs.<br> +<br> +<br> +Core Output Directory Options<br> +-----------------------------<br> +<br> +-cfg_directory <path><br> +<br> +Specifies a single directory where configuration files are stored.<br> +Configuration files store user configurable settings that are read at<br> +startup and written when MAME exits. The default is 'cfg' (that is,<br> +a directory "cfg" in the same directory as the MAME executable). If<br> +this directory does not exist, it will be automatically created.<br> +<br> +-nvram_directory <path><br> +<br> +Specifies a single directory where NVRAM files are stored. NVRAM files<br> +store the contents of EEPROM and non-volatile RAM (NVRAM) for games<br> +which used this type of hardware. This data is read at startup and<br> +written when MAME exits. The default is 'nvram' (that is, a directory<br> +"nvram" in the same directory as the MAME executable). If this<br> +directory does not exist, it will be automatically created.<br> +<br> +-memcard_directory <path><br> +<br> +Specifies a single directory where memory card files are stored.<br> +Memory card files store the contents of removable memory cards for<br> +games which used this type of hardware. This data is read and written<br> +under control of the user via the "Memory Card" menu in the user<br> +interface. The default is 'memcard' (that is, a directory "memcard"<br> +in the same directory as the MAME executable). If this directory does<br> +not exist, it will be automatically created.<br> +<br> +-input_directory <path><br> +<br> +Specifies a single directory where input recording files are stored.<br> +Input recordings are created via the -record option and played back<br> +via the -playback option. The default is 'inp' (that is, a directory<br> +"inp" in the same directory as the MAME executable). If this directory<br> +does not exist, it will be automatically created.<br> +<br> +-state_directory <path><br> +<br> +Specifies a single directory where save state files are stored. Save<br> +state files are read and written either upon user request, or when<br> +using the -autosave option. The default is 'sta' (that is, a directory<br> +"sta" in the same directory as the MAME executable). If this directory<br> +does not exist, it will be automatically created.<br> +<br> +-snapshot_directory <path><br> +<br> +Specifies a single directory where screen snapshots are stored, when<br> +requested by the user. The default is 'snap' (that is, a directory<br> +"snap" in the same directory as the MAME executable). If this<br> +directory does not exist, it will be automatically created.<br> +<br> +-diff_directory <path><br> +<br> +Specifies a single directory where hard drive differencing files are<br> +stored. Hard drive differencing files store any data that is written<br> +back to a hard disk image, in order to preserve the original image.<br> +The differencing files are created at startup when a game with a hard<br> +disk image. The default is 'diff' (that is, a directory "diff" in the<br> +same directory as the MAME executable). If this directory does not<br> +exist, it will be automatically created.<br> +<br> +-comment_directory <path><br> +<br> +Specifies a single directory where debugger comment files are stored.<br> +Debugger comment files are written by the debugger when comments are<br> +added to the disassembly for a game. The default is 'comments' (that<br> +is, a directory "comments" in the same directory as the MAME<br> +executable). If this directory does not exist, it will be<br> +automatically created.<br> +<br> +<br> +<br> +Core Filename Options<br> +---------------------<br> +<br> +-cheat_file <filename><br> +<br> +Specifies the name of the cheat database file. The default is<br> +'cheat.dat'.<br> +<br> +<br> +<br> +Core state/playback options<br> +---------------------------<br> +<br> +-state <slot><br> +<br> +Immediately after starting the specified game, will cause the save<br> +state in the specified <slot> to be loaded.<br> +<br> +-[no]autosave<br> +<br> +When enabled, automatically creates a save state file when exiting<br> +MAME and automatically attempts to reload it when later starting MAME<br> +with the same game. This only works for games that have explicitly<br> +enabled save state support in their driver. The default is OFF<br> +(-noautosave).<br> +<br> +-playback / -pb <filename><br> +<br> +Specifies a file from which to play back a series of game inputs. This<br> +feature does not work reliably for all games, but can be used to watch<br> +a previously recorded game session from start to finish. In order to<br> +make things consistent, you should only record and playback with all<br> +configuration (.cfg), NVRAM (.nv), and memory card files deleted. The<br> +default is NULL (no playback).<br> +<br> +-record / -rec <filename><br> +<br> +Specifies a file to record all input from a game session. This can be<br> +used to record a game session for later playback. This feature does<br> +not work reliably for all games, but can be used to watch a previously<br> +recorded game session from start to finish. In order to make things<br> +consistent, you should only record and playback with all configuration<br> +(.cfg), NVRAM (.nv), and memory card files deleted. The default is<br> +NULL (no recording).<br> +<br> +-snapname <name><br> +<br> +Describes how MAME should name files for snapshots. <name> is a string<br> +that provides a template that is used to generate a filename. Three<br> +simple substitutions are provided: the / character represents the<br> +path separator on any target platform (even Windows); the string %g<br> +represents the driver name of the current game; and the string %i<br> +represents an incrementing index. If %i is omitted, then each<br> +snapshot taken will overwrite the previous one; otherwise, MAME will<br> +find the next empty value for %i and use that for a filename. The<br> +default is %g/%i, which creates a separate folder for each game,<br> +and names the snapshots under it starting with 0000 and increasing<br> +from there.<br> +<br> +-snapsize <width>x<height><br> +<br> +Hard-codes the size for snapshots and movie recording. By default,<br> +MAME will create snapshots at the game's current resolution in raw<br> +pixels, and will create movies at the game's starting resolution in<br> +raw pixels. If you specify this option, then MAME will create both<br> +snapshots and movies at the size specified, and will bilinear filter<br> +the result. Note that this size does not automatically rotate if the<br> +game is vertically oriented. The default is 'auto'.<br> +<br> +-snapview <viewname><br> +<br> +Specifies the view to use when rendering snapshots and movies. By<br> +default, both use a special 'internal' view, which renders a separate<br> +snapshot per screen or renders movies only of the first screen. By<br> +specifying this option, you can override this default behavior and<br> +select a single view that will apply to all snapshots and movies.<br> +Note that <viewname> does not need to be a perfect match; rather, it<br> +will select the first view whose name matches all the characters<br> +specified by <viewname>. For example, -snapview native will match the<br> +"Native (15:14)" view even though it is not a perfect match.<br> +<viewname> can also be 'auto', which selects the first view with all<br> +screens present. The default value is 'internal'.<br> +<br> +-mngwrite <filename><br> +<br> +Writes each video frame to the given <filename> in MNG format,<br> +producing an animation of the game session. Note that -mngwrite only<br> +writes video frames; it does not save any audio data. Use -wavwrite<br> +for that, and reassemble the audio/video using offline tools. The<br> +default is NULL (no recording).<br> +<br> +-aviwrite <filename><br> +<br> +Stream video and sound data to the given <filename> in AVI format,<br> +producing an animation of the game session complete with sound. The<br> +default is NULL (no recording).<br> +<br> +-wavwrite <filename><br> +<br> +Writes the final mixer output to the given <filename> in WAV format,<br> +producing an audio recording of the game session. The default is<br> +NULL (no recording).<br> +<br> +-[no]burnin<br> +<br> +Tracks brightness of the screen during play and at the end of <br> +emulation generates a PNG that can be used to simulate burn-in<br> +effects on other games. The resulting PNG is created such that the<br> +least used-areas of the screen are fully white (since burned-in areas <br> +are darker, all other areas of the screen must be lightened a touch).<br> +The intention is that this PNG can be loaded via an artwork file with<br> +a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the<br> +entire screen. The PNG files are saved in the snap directory under <br> +the gamename/burnin-<screen.name>.png. The default is OFF (-noburnin).<br> +<br> +<br> +<br> +Core performance options<br> +------------------------<br> +<br> +-[no]autoframeskip / -[no]afs<br> +<br> +Automatically determines the frameskip level while you're playing the<br> +game, adjusting it constantly in a frantic attempt to keep the game<br> +running at full speed. Turning this on overrides the value you have<br> +set for -frameskip below. The default is OFF (-noautoframeskip).<br> +<br> +-frameskip / -fs <level><br> +<br> +Specifies the frameskip value. This is the number of frames out of<br> +every 12 to drop when running. For example, if you say -frameskip 2,<br> +then MAME will display 10 out of every 12 frames. By skipping those<br> +frames, you may be able to get full speed in a game that requires more<br> +horsepower than your computer has. The default value is -frameskip 0,<br> +which skips no frames.<br> +<br> +-seconds_to_run / -str <seconds><br> +<br> +This option can be used for benchmarking and automated testing. It tells<br> +MAME to stop execution after a fixed number of seconds. By combining<br> +this with a fixed set of other command line options, you can set up a<br> +consistent environment for benchmarking MAME performance. In addition,<br> +upon exit, the -str option will write a screenshot called final.png<br> +to the game's snapshot directory.<br> +<br> +-[no]throttle<br> +<br> +Configures the default thottling setting. When throttling is on, MAME<br> +attempts to keep the game running at the game's intended speed. When<br> +throttling is off, MAME runs the game as fast as it can. Note that the<br> +fastest speed is more often than not limited by your graphics card,<br> +especially for older games. The default is ON (-throttle).<br> +<br> +-[no]sleep<br> +<br> +Allows MAME to give time back to the system when running with -throttle.<br> +This allows other programs to have some CPU time, assuming that the<br> +game isn't taxing 100% of your CPU resources. This option can<br> +potentially cause hiccups in performance if other demanding programs<br> +are running. The default is ON (-sleep).<br> +<br> +-speed <factor><br> +<br> +Changes the way MAME throttles gameplay such that the game runs at some<br> +multiplier of the original speed. A <factor> of 1.0 means to run the<br> +game at its normal speed. A <factor> of 0.5 means run at half speed,<br> +and a <factor> of 2.0 means run at 2x speed. Note that changing this<br> +value affects sound playback as well, which will scale in pitch<br> +accordingly. The internal resolution of the fraction is two decimal<br> +places, so a value of 1.002 is the same as 1.0. The default is 1.0.<br> +<br> +-[no]refreshspeed / -[no]rs<br> +<br> +Allows MAME to dynamically adjust the gameplay speed such that it does<br> +not exceed the slowest refresh rate for any targeted monitors in your<br> +system. Thus, if you have a 60Hz monitor and run a game that is<br> +actually designed to run at 60.6Hz, MAME will dynamically change the<br> +speed down to 99% in order to prevent sound hiccups or other<br> +undesirable side effects of running at a slower refresh rate. The<br> +default is OFF (-norefreshspeed).<br> +<br> +<br> +<br> +Core rotation options<br> +---------------------<br> +<br> +-[no]rotate<br> +<br> +Rotate the game to match its normal state (horizontal/vertical). This<br> +ensures that both vertically and horizontally oriented games show up<br> +correctly without the need to rotate your monitor. If you want to keep<br> +the game displaying 'raw' on the screen the way it would have in the<br> +arcade, turn this option OFF. The default is ON (-rotate).<br> +<br> +-[no]ror<br> +-[no]rol<br> +<br> +Rotate the game screen to the right (clockwise) or left (counter-<br> +clockwise) relative to either its normal state (if -rotate is<br> +specified) or its native state (if -norotate is specified). The<br> +default for both of these options is OFF (-noror -norol).<br> +<br> +-[no]flipx<br> +-[no]flipy<br> +<br> +Flip (mirror) the game screen either horizontally (-flipx) or<br> +vertically (-flipy). The flips are applied after the -rotate and<br> +-ror/-rol options are applied. The default for both of these options<br> +is OFF (-noflipx -noflipy).<br> +<br> +-[no]autoror<br> +-[no]autorol<br> +<br> +These options are designed for use with pivoting screens that only<br> +pivot in a single direction. If your screen only pivots clockwise,<br> +use -autorol to ensure that the game will fill the screen either<br> +horizontally or vertically in one of the directions you can handle.<br> +If your screen only pivots counter-clockwise, use -autoror.<br> +<br> +<br> +<br> +Core artwork options<br> +--------------------<br> +<br> +-[no]artwork_crop / -[no]artcrop<br> +<br> +Enable cropping of artwork to the game screen area only. This works<br> +best with -video gdi or -video d3d, and means that vertically oriented<br> +games running full screen can display their artwork to the left and<br> +right sides of the screen. This does not work with -video ddraw<br> +because of the way the game screens are rendered and scaled after the<br> +fact. This option can also be controlled via the Video Options menu in<br> +the user interface. The default is OFF (-noartwork_crop).<br> +<br> +-[no]use_backdrops / -[no]backdrop<br> +<br> +Enables/disables the display of backdrops. The default is ON<br> +(-use_backdrops).<br> +<br> +-[no]use_overlays / -[no]overlay<br> +<br> +Enables/disables the display of overlays. The default is ON<br> +(-use_overlays).<br> +<br> +-[no]use_bezels / -[no]bezel<br> +<br> +Enables/disables the display of bezels. The default is ON<br> +(-use_bezels).<br> +<br> +<br> +<br> +Core screen options<br> +-------------------<br> +<br> +-brightness <value><br> +<br> +Controls the default brightness, or black level, of the game screens.<br> +This option does not affect the artwork or other parts of the display.<br> +Using the MAME UI, you can individually set the brightness for each<br> +game screen; this option controls the initial value for all visible<br> +game screens. The standard value is 1.0. Selecting lower values (down<br> +to 0.1) will produce a darkened display, while selecting higher values<br> +(up to 2.0) will give a brighter display. The default is 1.0.<br> +<br> +-contrast <value><br> +<br> +Controls the contrast, or white level, of the game screens. This<br> +option does not affect the artwork or other parts of the display.<br> +Using the MAME UI, you can individually set the contrast for each<br> +game screen; this option controls the initial value for all visible<br> +game screens. The standard value is 1.0. Selecting lower values (down<br> +to 0.1) will produce a dimmer display, while selecting higher values<br> +(up to 2.0) will give a more saturated display. The default is 1.0.<br> +<br> +-gamma <value><br> +<br> +Controls the gamma, which produces a potentially nonlinear black to<br> +white ramp, for the game screens. This option does not affect the<br> +artwork or other parts of the display. Using the MAME UI, you can<br> +individually set the gamma for each game screen; this option controls<br> +the initial value for all visible game screens. The standard value is<br> +1.0, which gives a linear ramp from black to white. Selecting lower<br> +values (down to 0.1) will increase the nonlinearity toward black,<br> +while selecting higher values (up to 3.0) will push the nonlinearity<br> +toward white. The default is 1.0.<br> +<br> +-pause_brightness <value><br> +<br> +This controls the brightness level when MAME is paused. The default<br> +value is 0.65.<br> +<br> +<br> +<br> +Core vector options<br> +-------------------<br> +<br> +-[no]antialias / -[no]aa<br> +<br> +Enables antialiased line rendering for vector games. The default is ON<br> +(-antialias).<br> +<br> +-beam <width><br> +<br> +Sets the width of the vectors. This is a scaling factor against the<br> +standard vector width. A value of 1.0 will keep the default vector<br> +line width. Smaller values will reduce the width, and larger values<br> +will increase the width. The default is 1.0.<br> +<br> +-flicker <value><br> +<br> +Simulates a vector "flicker" effect, similar to a vector monitor that<br> +needs adjustment. This option requires a float argument in the range<br> +of 0.00 - 100.00 (0=none, 100=maximum). The default is 0.<br> +<br> +<br> +<br> +Core sound options<br> +------------------<br> +<br> +-[no]sound<br> +<br> +Enable or disable sound altogether. The default is ON (-sound).<br> +<br> +-samplerate <value> / -sr <value><br> +<br> +Sets the audio sample rate. Smaller values (e.g. 11025) cause lower<br> +audio quality but faster emulation speed. Higher values (e.g. 48000)<br> +cause higher audio quality but slower emulation speed. The default is<br> +48000.<br> +<br> +-[no]samples<br> +<br> +Use samples if available. The default is ON (-samples).<br> +<br> +-volume / -vol <value><br> +<br> +Sets the startup volume. It can later be changed with the user<br> +interface (see Keys section). The volume is an attenuation in dB:<br> +e.g., "-volume -12" will start with -12dB attenuation. The default<br> +is 0.<br> +<br> +<br> +<br> +Core input options<br> +------------------<br> +<br> +-[no]coin_lockout / -[no]coinlock<br> +<br> +Enables simulation of the "coin lockout" feature that is implmeneted<br> +on a number of game PCBs. It was up to the operator whether or not<br> +the coin lockout outputs were actually connected to the coin<br> +mechanisms. If this feature is enabled, then attempts to enter a coin<br> +while the lockout is active will fail and will display a popup message<br> +in the user interface. If this feature is disabled, the coin lockout<br> +signal will be ignored. The default is ON (-coin_lockout).<br> +<br> +-ctrlr <controller><br> +<br> +Enables support for special controllers. Configuration files are<br> +loaded from the ctrlrpath. They are in the same format as the .cfg<br> +files that are saved, but only control configuration data is read<br> +from the file. The default is NULL (no controller file).<br> +<br> +-[no]mouse<br> +<br> +Controls whether or not MAME makes use of mouse controllers. When<br> +this is enabled, you will likely be unable to use your mouse for other<br> +purposes until you exit or pause the game. The default is OFF<br> +(-nomouse).<br> +<br> +-[no]joystick / -[no]joy<br> +<br> +Controls whether or not MAME makes use of joystick/gamepad controllers.<br> +When this is enabled, MAME will ask DirectInput about which<br> +controllers are connected. The default is OFF (-nojoystick).<br> +<br> +-[no]lightgun / -[no]gun<br> +<br> +Controls whether or not MAME makes use of lightgun controllers.<br> +Note that most lightguns map to the mouse, so using -lightgun and<br> +-mouse together may produce strange results. The default is OFF<br> +(-nolightgun).<br> +<br> +-[no]multikeyboard / -[no]multikey<br> +<br> +Determines whether MAME differentiates between multiple keyboards.<br> +Some systems may report more than one keyboard; by default, the data<br> +from all of these keyboards is combined so that it looks like a single<br> +keyboard. Turning this option on will enable MAME to report keypresses<br> +on different keyboards independently. The default is OFF<br> +(-nomultikeyboard).<br> +<br> +-[no]multimouse<br> +<br> +Determines whether MAME differentiates between multiple mice. Some<br> +systems may report more than one mouse device; by default, the data<br> +from all of these mice is combined so that it looks like a single<br> +mouse. Turning this option on will enable MAME to report mouse<br> +movement and button presses on different mice independently. The<br> +default is OFF (-nomultimouse).<br> +<br> +-[no]steadykey / -[no]steady<br> +<br> +Some games require two or more buttons to be pressed at exactly the<br> +same time to make special moves. Due to limitations in the keyboard<br> +hardware, it can be difficult or even impossible to accomplish that<br> +using the standard keyboard handling. This option selects a different<br> +handling that makes it easier to register simultaneous button presses,<br> +but has the disadvantage of making controls less responsive. The<br> +default is OFF (-nosteadykey)<br> +<br> +-[no]offscreen_reload / -[no]reload<br> +<br> +Controls whether or not MAME treats a second button input from a<br> +lightgun as a reload signal. In this case, MAME will report the gun's<br> +position as (0,MAX) with the trigger held, which is equivalent to an<br> +offscreen reload. This is only needed for games that required you to<br> +shoot offscreen to reload, and then only if your gun does not support<br> +off screen reloads. The default is OFF (-nooffscreen_reload).<br> +<br> +-joystick_map <map> / -joymap <map><br> +<br> +Controls how joystick values map to digital joystick controls. MAME<br> +accepts all joystick input from the system as analog data. For true<br> +analog joysticks, this needs to be mapped down to the usual 4-way or<br> +8-way digital joystick values. To do this, MAME divides the analog<br> +range into a 9x9 grid. It then takes the joystick axis position (for<br> +X and Y axes only), maps it to this grid, and then looks up a<br> +translation from a joystick map. This parameter allows you to specify<br> +the map. The default is 'auto', which means that a standard 8-way,<br> +4-way, or 4-way diagonal map is selected automatically based on the<br> +input port configuration of the current game.<br> +<br> +Maps are defined as a string of numbers and characters. Since the grid<br> +is 9x9, there are a total of 81 characters necessary to define a<br> +complete map. Below is an example map for an 8-way joystick:<br> +<br> +777888999 Note that the numeric digits correspond to the keys<br> +777888999 on a numeric keypad. So '7' maps to up+left, '4' maps<br> +777888999 to left, '5' maps to neutral, etc. In addition to the<br> +444555666 numeric values, you can specify the character 's',<br> +444555666 which means "sticky". In this case, the value of the<br> +444555666 map is the same as it was the last time a non-sticky<br> +111222333 value was read.<br> +111222333<br> +111222333<br> +<br> +To specify the map for this parameter, you can specify a string of<br> +rows separated by a '.' (which indicates the end of a row), like so:<br> +<br> +777888999.777888999.777888999.444555666.444555666.444555666.<br> +111222333.111222333.111222333<br> +<br> +However, this can be reduced using several shorthands supported by the<br> +<map> parameter. If information about a row is missing, then it is<br> +assumed that any missing data in columns 5-9 are left/right symmetric<br> +with data in columns 0-4; and any missing data in colums 0-4 is<br> +assumed to be copies of the previous data. The same logic applies to<br> +missing rows, except that up/down symmetry is assumed.<br> +<br> +By using these shorthands, the 81 character map can be simply<br> +specified by this 11 character string: 7778...4445<br> +<br> +Looking at the first row, 7778 is only 4 characters long. The 5th<br> +entry can't use symmetry, so it is assumed to be equal to the previous<br> +character '8'. The 6th character is left/right symmetric with the 4th<br> +character, giving an '8'. The 7th character is left/right symmetric<br> +with the 3rd character, giving a '9' (which is '7' with left/right<br> +flipped). Eventually this gives the full 777888999 string of the row.<br> +<br> +The second and third rows are missing, so they are assumed to be<br> +identical to the first row. The fourth row decodes similarly to the<br> +first row, producing 444555666. The fifth row is missing so it is<br> +assumed to be the same as the fourth.<br> +<br> +The remaining three rows are also missing, so they are assumed to be<br> +the up/down mirrors of the first three rows, giving three final rows<br> +of 111222333.<br> +<br> +-joystick_deadzone <value> / -joy_deadzone <value> / -jdz <value><br> +<br> +If you play with an analog joystick, the center can drift a little.<br> +joystick_deadzone tells how far along an axis you must move before the<br> +axis starts to change. This option expects a float in the range of<br> +0.0 to 1.0. Where 0 is the center of the joystick and 1 is the outer<br> +limit. The default is 0.3.<br> +<br> +-joystick_saturation <value> / joy_saturation <value> / -jsat <value><br> +<br> +If you play with an analog joystick, the ends can drift a little,<br> +and may not match in the +/- directions. joystick_saturation tells how<br> +far along an axis movement change will be accepted before it reaches<br> +the maximum range. This option expects a float in the range of 0.0 to<br> +1.0, where 0 is the center of the joystick and 1 is the outer limit.<br> +The default is 0.85.<br> +<br> +<br> +<br> +Core input automatic enable options<br> +-----------------------------------<br> +<br> +-paddle_device <keyboard|mouse|joystick|lightgun|none> / -paddle<br> +-adstick_device <keyboard|mouse|joystick|lightgun|none> / -adstick<br> +-pedal_device <keyboard|mouse|joystick|lightgun|none> / -pedal<br> +-dial_device <keyboard|mouse|joystick|lightgun|none> / -dial<br> +-trackball_device <keyboard|mouse|joystick|lightgun|none> / -trackball<br> +-lightgun_device <keyboard|mouse|joystick|lightgun|none><br> +-positional_device <keyboard|mouse|joystick|lightgun|none><br> +<br> +Each of these options controls autoenabling the mouse, joystick, or<br> +lightgun depending on the presence of a particular class of analog<br> +control for a particular game. For example, if you specify the option<br> +-paddle mouse, then any game that has a paddle control will<br> +automatically enable mouse controls just as if you had explicitly<br> +specified -mouse. Note that these controls override the values of<br> +-[no]mouse, -[no]joystick, etc.<br> +<br> +<br> +<br> +Debugging options<br> +-----------------<br> +<br> +-[no]log<br> +<br> +Creates a file called error.log which contains all of the internal<br> +log messages generated by the MAME core and game drivers. The default<br> +is OFF (-nolog).<br> +<br> +-[no]verbose / -[no]v<br> +<br> +Displays internal diagnostic information. This information is very<br> +useful for debugging problems with your configuration. IMPORTANT: when<br> +reporting bugs, please run with mame -verbose and include the<br> +resulting information. The default is OFF (-noverbose).<br> +<br> +-[no]update_in_pause<br> +<br> +Enables updating of the main screen bitmap while the game is paused.<br> +This means that the VIDEO_UPDATE callback will be called repeatedly<br> +during pause, which can be useful for debugging. The default is OFF<br> +(-noupdate_in_pause).<br> +<br> +-[no]debug<br> +<br> +Activates the integrated debugger. By default, the debugger is entered<br> +by pressing the tilde (~) key during emulation. It is also entered<br> +immediately at startup. The default is OFF (-nodebug).<br> +<br> +-debugscript <filename><br> +<br> +Specifies a file that contains a list of debugger commands to execute<br> +immediately upon startup. The default is NULL (no commands).<br> +<br> +<br> +<br> +Core misc options<br> +-----------------<br> +<br> +-bios <biosname><br> +<br> +Specifies the specific BIOS to use with the current game, for game<br> +systems that make use of a BIOS. The -listxml output will list all of<br> +the possible BIOS names for a game. The default is 'default'.<br> +<br> +-[no]cheat / -[no]c<br> +<br> +Enables the reading of the cheat database, if present, and the Cheat<br> +menu in the user interface. The default is OFF (-nocheat).<br> +<br> +-[no]skip_gameinfo<br> +<br> +Forces MAME to skip displaying the game info screen. The default is<br> +OFF (-noskip_gameinfo).<br> +<br> +</span></span><span class="style2"><strong>This file describes Windows-specific +usage information about MAME. It is<br> +intended to cover aspects of using and configuring the program that are<br> +specific to running MAME from the command line on a Windows-based system.<br> +For common options that apply to all systems, please see config.txt.</strong><br> +<br> +<br> +<br> +Default Keys<br> +------------<br> +<br> +In addition to the keys described in config.txt, the following additional<br> +keys are defined for Windows versions of MAME:<br> +<br> +<br> +Alt+Enter Toggles between full-screen and windowed mode.<br> +<br> +<br> +<br> +Windows debugging options<br> +-------------------------<br> +<br> +-[no]oslog<br> +<br> +Outputs the error.log data to the Windows debugger. This can be used at<br> +the same time as -log to output the log data to both targets as well.<br> +Default is OFF (-nooslog).<br> +<br> +<br> +<br> +Windows performance options<br> +---------------------------<br> +<br> +-priority <priority><br> +<br> +Sets the thread priority for the MAME threads. By default the priority<br> +is left alone to guarantee proper cooperation with other applications.<br> +The valid range is -15 to 1, with 1 being the highest priority. The<br> +default is 0 (NORMAL priority).<br> +<br> +-[no]multithreading / -[no]mt<br> +<br> +Enables multithreading within MAME. At the moment, this causes the<br> +window and all DirectDraw/Direct3D code to execute on a second thread,<br> +which can improve performance on hyperthreaded and multicore systems.<br> +The default is OFF (-nomultithreading).<br> +<br> +-numprocessors <auto|value><br> +Specify the number of processors to use for work queues. Specifying<br> +"auto" will use the value reported by the system or environment <br> +variable OSDPROCESSORS. To avoid abuse, this value is internally limited<br> +to 4 times the number of processors reported by the system. <br> +The default is "auto".<br> +<br> +<br> +Windows video options<br> +---------------------<br> +<br> +-video <gdi|ddraw|d3d|none><br> +<br> +Specifies which video subsystem to use for drawing. By specifying 'gdi'<br> +here, you tell MAME to render video using standard Windows graphics<br> +drawing calls. This is the slowest but most compatible option.<br> +Specifying 'ddraw' instructs MAME to use DirectDraw for rendering.<br> +This causes MAME to render everything at a lower resolution and then<br> +upscale the results at the end. This produces high performance,<br> +especially on older or low-power video cards, but has a noticeably<br> +lower output quality. Specifying 'd3d' tells MAME to use Direct3D for<br> +rendering. This produces the highest quality output and enables all<br> +rendering options. It is recommended if you have a recent (2002+)<br> +video card. The final option 'none' displays no windows and does no<br> +drawing. This is primarily present for doing CPU benchmarks without<br> +the overhead of the video system. The default is d3d.<br> +<br> +-numscreens <count><br> +<br> +Tells MAME how many output windows to create. For most games, a single<br> +output window is all you need, but some games originally used multiple<br> +screens. Each screen (up to 4) has its own independent settings for<br> +physical monitor, aspect ratio, resolution, and view, which can be<br> +set using the options below. The default is 1.<br> +<br> +-[no]window<br> +<br> +Run MAME in either a window or full screen. The default is OFF<br> +(-nowindow).<br> +<br> +-[no]maximize / -[no]max<br> +<br> +Controls initial window size in windowed mode. If it is set on, the<br> +window will initially be set to the maximum supported size when you<br> +start MAME. If it is turned off, the window will start out at the<br> +smallest supported size. This option only has an effect when the<br> +-window option is used. The default is ON (-maximize).<br> +<br> +-[no]keepaspect / -[no]ka<br> +<br> +Enables aspect ratio enforcement. When this option is on, the game's<br> +proper aspect ratio (generally 4:3 or 3:4) is enforced, so you get the<br> +game looking like it should. When running in a window with this option<br> +on, you can only resize the window to the proper aspect ratio, unless<br> +you are holding down the CONTROL key. By turning the option off, the<br> +aspect ratio is allowed to float. In full screen mode, this means that<br> +all games will stretch to the full screen size (even vertical games).<br> +In window mode, it means that you can freely resize the window without<br> +any constraints. The default is ON (-keepaspect).<br> +<br> +-prescale <amount><br> +<br> +Controls the size of the screen images when they are passed off to the<br> +graphics system for scaling. At the minimum setting of 1, the screen<br> +is rendered at its original resolution before being scaled. At higher<br> +settings, the screen is expanded by a factor of <amount> before being<br> +scaled. With -video ddraw or -video d3d, this produces a less blurry<br> +image at the expense of some speed. In -video ddraw mode, this also<br> +increases the effective resolution of non-screen elements such as<br> +artwork and fonts. The default is 1.<br> +<br> +-effect <filename><br> +<br> +Specifies a single PNG file that is used as an overlay over any game<br> +screens in the video display. This PNG file is assumed to live in the<br> +root of one of the artpath directories. The pattern in the PNG file is<br> +repeated both horizontally and vertically to cover the entire game<br> +screen areas (but not any external artwork), and is rendered at<br> +the target resolution of the game image. For -video gdi and -video d3d<br> +modes, this means that one pixel in the PNG will map to one pixel on<br> +your output display. For -video ddraw, this means that one pixel in the<br> +PNG will map to one pixel in the prescaled game screen. If you wish to<br> +use an effect that requires mapping n PNG pixels to each game screen<br> +pixel with -video ddraw, you need to specify a -prescale factor of n as<br> +well. The RGB values of each pixel in the PNG are multiplied against the<br> +RGB values of the target screen. The default is 'none', meaning no<br> +effect.<br> +<br> +-[no]waitvsync<br> +<br> +Waits for the refresh period on your computer's monitor to finish<br> +before starting to draw video to your screen. If this option is off,<br> +MAME will just draw to the screen at any old time, even in the middle<br> +of a refresh cycle. This can cause "tearing" artifacts, where the top<br> +portion of the screen is out of sync with the bottom portion. Tearing<br> +is not noticeable on all games, and some people hate it more than<br> +others. However, if you turn this option on, you will waste more of<br> +your CPU cycles waiting for the proper time to draw, so you will see a<br> +performance hit. You should only need to turn this on in windowed mode.<br> +In full screen mode, it is only needed if -triplebuffer does not<br> +remove the tearing, in which case you should use -notriplebuffer<br> +-waitvsync. Note that this option does not work with -video gdi mode.<br> +The default is OFF (-nowaitvsync).<br> +<br> +-[no]syncrefresh<br> +<br> +Enables speed throttling only to the refresh of your monitor. This<br> +means that the game's actual refresh rate is ignored; however, the<br> +sound code still attempts to keep up with the game's original refresh<br> +rate, so you may encounter sound problems. This option is intended<br> +mainly for those who have tweaked their video card's settings to<br> +provide carefully matched refresh rate options. Note that this option<br> +does not work with -video gdi mode.The default is OFF (-nosyncrefresh).<br> +<br> +<br> +<br> +DirectDraw-specific options<br> +---------------------------<br> +<br> +-[no]hwstretch / -[no]hws<br> +<br> +When enabled, MAME uses the hardware stretching abilities of your<br> +video card to scale the game image and associated artwork to the<br> +target resolution. Depending on the quality of your graphic card and<br> +its drivers, this may be a fractional, antialiased scaling (nice) or<br> +an integer, blocky scaling (not so nice), in which case you might want<br> +to disable this option. In addition, if you have configured specific<br> +arcade-like video modes for MAME and don't want MAME to perform any<br> +non-integral scaling of the image, you should also disable this option.<br> +The default is ON (-hwstretch).<br> +<br> +<br> +<br> +Direct3D-specific options<br> +-------------------------<br> +<br> +-d3dversion <version><br> +<br> +MAME supports both Direct3D 9 and Direct3D 8 for maximum compatibility.<br> +By default, it will automatically detect which one it can use and use<br> +that version exclusively. You can override MAME's selection with this<br> +option. It is primarily intended as a means for the MAME developers to<br> +test compatibility with older hardware; for the most part, there is no<br> +reason to alter this setting. The default is 9.<br> +<br> +-[no]filter / -[no]d3dfilter / -[no]flt<br> +<br> +Enable bilinear filtering on the game screen graphics. When disabled,<br> +point filtering is applied, which is crisper but leads to scaling<br> +artifacts. If you don't like the filtered look, you are probably better<br> +off increasing the -prescale value rather than turning off filtering<br> +altogether. The default is ON (-filter).<br> +<br> +<br> +<br> +Per-window options<br> +------------------<br> +<br> +-screen <display><br> +-screen0 <display><br> +-screen1 <display><br> +-screen2 <display><br> +-screen3 <display><br> +<br> +Specifies which physical monitor on your system you wish to have each<br> +window use by default. In order to use multiple windows, you must have<br> +increased the value of the -numscreens option. The name of each<br> +display in your system can be determined by running MAME with the<br> +-verbose option. The display names are typically in the format of:<br> +\\.\DISPLAYn, where 'n' is a number from 1 to the number of connected<br> +monitors. The default value for these options is 'auto', which means<br> +that the first window is placed on the first display, the second<br> +window on the second display, etc.<br> +<br> +The -screen0, -screen1, -screen2, -screen3 parameters apply to the<br> +specific window. The -screen parameter applies to all windows. The<br> +window-specific options override values from the all window option.<br> +<br> +-aspect <width:height> / -screen_aspect <num:den><br> +-aspect0 <width:height><br> +-aspect1 <width:height><br> +-aspect2 <width:height><br> +-aspect3 <width:height><br> +<br> +Specifies the physical aspect ratio of the physical monitor for each<br> +window. In order to use multiple windows, you must have increased the<br> +value of the -numscreens option. The physical aspect ratio can be<br> +determined by measuring the width and height of the visible screen<br> +image and specifying them separated by a colon. The default value for<br> +these options is 'auto', which means that MAME assumes the aspect<br> +ratio is proportional to the number of pixels in the desktop video<br> +mode for each monitor.<br> +<br> +The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the<br> +specific window. The -aspect parameter applies to all windows. The<br> +window-specific options override values from the all window option.<br> +<br> +-resolution <widthxheight[@refresh]> / -r <widthxheight[@refresh]><br> +-resolution0 <widthxheight[@refresh]> / -r0 <widthxheight[@refresh]><br> +-resolution1 <widthxheight[@refresh]> / -r1 <widthxheight[@refresh]><br> +-resolution2 <widthxheight[@refresh]> / -r2 <widthxheight[@refresh]><br> +-resolution3 <widthxheight[@refresh]> / -r3 <widthxheight[@refresh]><br> +<br> +Specifies an exact resolution to run in. In full screen mode, MAME<br> +will try to use the specific resolution you request. The width and<br> +height are required; the refresh rate is optional. If omitted or<br> +set to 0, MAME will determine the mode auomatically. For example,<br> +-resolution 640x480 will force 640x480 resolution, but MAME is free to<br> +choose the refresh rate. Similarly, -resolution 0x0@60 will force a<br> +60Hz refresh rate, but allows MAME to choose the resolution. The<br> +string "auto" is also supported, and is equivalent to 0x0@0. In window<br> +mode, this resolution is used as a maximum size for the window. This<br> +option requires the -switchres option as well in order to actually<br> +enable resolution switching with -video ddraw or -video d3d. The<br> +default value for these options is 'auto'.<br> +<br> +The -resolution0, -resolution1, -resolution2, -resolution3 parameters<br> +apply to the specific window. The -resolution parameter applies to all<br> +windows. The window-specific options override values from the all<br> +window option.<br> +<br> +-view <viewname><br> +-view0 <viewname><br> +-view1 <viewname><br> +-view2 <viewname><br> +-view3 <viewname><br> +<br> +Specifies the initial view setting for each window. The <viewname><br> +does not need to be a perfect match; rather, it will select the first<br> +view whose name matches all the characters specified by <viewname>.<br> +For example, -view native will match the "Native (15:14)" view even<br> +though it is not a perfect match. The value 'auto' is also supported,<br> +and requests that MAME perform a default selection. The default value<br> +for these options is 'auto'.<br> +<br> +The -view0, -view1, -view2, -view3 parameters apply to the<br> +specific window. The -view parameter applies to all windows. The<br> +window-specific options override values from the all window option.<br> +<br> +<br> +<br> +Full screen options<br> +-------------------<br> +<br> +-[no]triplebuffer / -[no]tb<br> +<br> +Enables or disables "triple buffering". Normally, MAME just draws<br> +directly to the screen, without any fancy buffering. But with this<br> +option enabled, MAME creates three buffers to draw to, and cycles<br> +between them in order. It attempts to keep things flowing such that one<br> +buffer is currently displayed, the second buffer is waiting to be<br> +displayed, and the third buffer is being drawn to. -triplebuffer will<br> +override -waitvsync, if the buffer is sucessfully created. This option<br> +does not work with -video gdi. The default is OFF (-notriplebuffer).<br> +<br> +-[no]switchres<br> +<br> +Enables resolution switching. This option is required for the<br> +-resolution* options to switch resolutions in full screen mode. On<br> +modern video cards, there is little reason to switch resolutions unless<br> +you are trying to achieve the "exact" pixel resolutions of the original<br> +games, which requires significant tweaking. This option is also useful<br> +on LCD displays, since they run with a fixed resolution and switching<br> +resolutions on them is just silly. This option does not work with<br> +-video gdi. The default is OFF (-noswitchres).<br> +<br> +-full_screen_brightness / -fsb <value><br> +<br> +Controls the brightness, or black level, of the entire display. The<br> +standard value is 1.0. Selecting lower values (down to 0.1) will produce<br> +a darkened display, while selecting higher values (up to 2.0) will<br> +give a brighter display. Note that not all video cards have hardware to<br> +support this option. This option does not work with -video gdi. The<br> +default is 1.0.<br> +<br> +-full_screen_contrast / -fsc <value><br> +<br> +Controls the contrast, or white level, of the entire display. The<br> +standard value is 1.0. Selecting lower values (down to 0.1) will produce<br> +a dimmer display, while selecting higher values (up to 2.0) will<br> +give a more saturated display. Note that not all video cards have<br> +hardware to support this option. This option does not work with<br> +-video gdi. The default is 1.0.<br> +<br> +-full_screen_gamma / -fsg <value><br> +<br> +Controls the gamma, which produces a potentially nonlinear black to<br> +white ramp, for the entire display. The standard value is 1.0, which<br> +gives a linear ramp from black to white. Selecting lower values (down<br> +to 0.1) will increase the nonlinearity toward black, while selecting<br> +higher values (up to 3.0) will push the nonlinearity toward white. Note<br> +that not all video cards have hardware to support this option. This<br> +option does not work with -video gdi. The default is 1.0.<br> +<br> +<br> +<br> +Windows sound options<br> +---------------------<br> +<br> +-audio_latency <value><br> +<br> +This controls the amount of latency built into the audio streaming. By<br> +default MAME tries to keep the DirectSound audio buffer between 1/5 and<br> +2/5 full. On some systems, this is pushing it too close to the edge,<br> +and you get poor sound sometimes. The latency parameter controls the<br> +lower threshold. The default is 1 (meaning lower=1/5 and upper=2/5).<br> +Set it to 2 (-audio_latency 2) to keep the sound buffer between 2/5 and<br> +3/5 full. If you crank it up to 4, you can definitely notice the lag.<br> +<br> +<br> +<br> +Input device options<br> +--------------------<br> +<br> +-[no]dual_lightgun / -[no]dual<br> +<br> +Controls whether or not MAME attempts to track two lightguns connected<br> +at the same time. This option requires -lightgun. This option is a hack<br> +for supporting older dual lightgun setups. If you have multiple<br> +lightguns connected, you will probably just need to enable -mouse and<br> +configure each lightgun independently. The default is OFF<br> +(-nodual_lightgun).<br> +</span> + + +</html> diff --git a/src/osd/winui/help/docs/Mame License.htm b/src/osd/winui/help/docs/Mame License.htm new file mode 100644 index 00000000000..23c0accfef4 --- /dev/null +++ b/src/osd/winui/help/docs/Mame License.htm @@ -0,0 +1,57 @@ + +<head> +<style type="text/css"> +.style1 { + font-family: Arial; + font-size: x-small; +} +</style> +</head> + +<body background="../images/bkground.gif"> + +<div id="outer"> + <div id="center"> + <div class="content"> + <font face="Arial"><b>Copyright © 1997-2010, Nicola Salmoria + and the MAME team<br> + All rights reserved.</b></font><font face="Arial" size="2"> </font> + <p><span class="style1">Unless otherwise explicitly stated, all code + in MAME is released under the<br> + following license:</span></p> + <p><font face="Arial" size="2">Redistribution and use of this code + or any derivative works are permitted provided that the following + conditions are met: </font></p> + <ul> + <li><font face="Arial" size="2">Redistributions may not be sold, + nor may they be used in a commercial product or activity. </font> + </li> + <li><font face="Arial" size="2">Redistributions that are + modified from the original source must include the complete + source code, including the source code for all components used + by a binary built from the modified sources. However, as a + special exception, the source code distributed need not include + anything that is normally distributed (in either source or + binary form) with the major components (compiler, kernel, and so + on) of the operating system on which the executable runs, unless + that component itself accompanies the executable. </font></li> + <li><font face="Arial" size="2">Redistributions must reproduce + the above copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other materials + provided with the distribution. </font></li> + </ul> + <p><font face="Arial" size="2">THIS SOFTWARE IS PROVIDED BY THE + COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR + IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF + USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, + OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT + OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF + SUCH DAMAGE. </font></div> + </div> +</div> diff --git a/src/osd/winui/help/docs/Mame Statement of Purpose.htm b/src/osd/winui/help/docs/Mame Statement of Purpose.htm new file mode 100644 index 00000000000..95312c7012b --- /dev/null +++ b/src/osd/winui/help/docs/Mame Statement of Purpose.htm @@ -0,0 +1,79 @@ +<body background="../images/bkground.gif"> + +<div id="outer"> + <div id="center"> + <div class="content"> + <b> + <font face="Arial">MAME, the Multiple Arcade Machine + Emulator<br> + Copyright © 1997-2010 by Nicola Salmoria and the MAME team </font> + </b> + <h2><font face="Arial" size="3">I. Purpose</font></h2> + <p><font face="Arial" size="2">MAME is strictly a non-profit + project. Its main purpose is to be a reference to the inner workings + of the emulated arcade machines. This is done both for educational + purposes and for preservation purposes, in order to prevent many + historical games from disappearing forever once the hardware they + run on stops working. Of course, in order to preserve the games and + demonstrate that the emulated behavior matches the original, you + must also be able to actually play the games. This is considered a + nice side effect, and is not MAME's primary focus. </font></p> + <p><font face="Arial" size="2">It is not our intention to infringe + on any copyrights or patents on the original games. All of MAME's + source code is either our own or freely available. To operate, the + emulator requires images of the original ROMs, CDs, or hard disks + from the arcade machines, which must be provided by the user. No + portions of the original game code are included in the executable. + </font></p> + <h2><font face="Arial" size="3">II. Cost</font></h2> + <p><font face="Arial" size="2">MAME is free. Its source code is + free. Selling either is not allowed. </font></p> + <h2><font face="Arial" size="3">III. Image Files</font></h2> + <p><font face="Arial" size="2">ROM, CD, and hard disk images are all + copyrighted material. They cannot be distributed without the + explicit permission of the copyright owner. They are not "abandonware", + nor have any of the games supported by MAME passed out of copyright. + </font></p> + <p><font face="Arial" size="2">MAME is not intended to be used as a + tool for mass copyright infringement. Therefore, it is strongly + against the authors' wishes to sell, advertise, or link to resources + that provide illegal copies of ROM, CD, or hard disk images. </font> + </p> + <h2><font face="Arial" size="3">IV. Derivative Works</font></h2> + <p><font face="Arial" size="2">Derivative works are allowed under + the MAME license. However, you are discouraged from providing + specific functionality that goes against the philosophy of the MAME + team. Specifically: </font></p> + <ul> + <li><font face="Arial" size="2">Do not add games which are more + recent than 3 years old, or which are still being sold new by + the company that produced them. MAME is not intended to be a + platform that competes with arcade games that are still being + actively sold. </font></li> + <li><font face="Arial" size="2">Do not provide a means of + generating a list of games that specifically identifies those + games for which the user does not have image files. This only + encourages users to seek out sources for illegal ROM, CD, and + hard disk images in order to "complete" their collection. </font> + </li> + <li><font face="Arial" size="2">Do not remove the startup screen + that contains information about why certain non-working games + don't work. This only serves to generate a bunch of useless + email traffic to the developers asking why the games don't work. + </font></li> + </ul> + <p><font face="Arial" size="2">Because the name MAME is trademarked, + you must abide by the rules of the trademark usage if you wish to + use "MAME" as part of the name your derivative work. In general, + this means you must request permission, which requires that you + follow the guidelines above. </font></p> + <p><font face="Arial" size="2">The version number of any derivative + work should reflect the version number of the MAME release it was + derived from. </font></p> + <h2><font face="Arial" size="3">V. Official Contact Information</font></h2> + <p><font face="Arial" size="2">For questions regarding the MAME + license, trademark, or other usage, go to + <a href="http://www.mamedev.com/contact.html?legal"> + http://www.mamedev.com/</a>.</font></div> + </div> +</div> diff --git a/src/osd/winui/help/docs/whatsnew.txt b/src/osd/winui/help/docs/whatsnew.txt new file mode 100644 index 00000000000..9b7e00c31ef --- /dev/null +++ b/src/osd/winui/help/docs/whatsnew.txt @@ -0,0 +1,511 @@ +0.152 +------- + + +MAMETesters Bugs Fixed +---------------------- +- 04424: [Graphics] (seta.c) thunderlbl: [debug] Severe + graphic issues (Osso) +- 05357: [Crash/Freeze] (taitogn.c) nightrai: fails to boot + into the game (smf) +- 05236: [Graphics] multiple monitor support doesn't work with d3d +- 05391: [Misc.] (cave.c) ppsatan: manufacturer info for ppsatan +- 05383: [Graphics] (twin16.c) hpuncher: Screen is split and + graphics are offset (Alex Jackson) +- 00785: [Sound] (omegrace.c) omegrace: Corrupted music after + completing first several levels. (hap) +- 05214: [Color/Palette] vector games: Vector games with color overlay + show in b&w on Windows D3D render when HLSL is disabled. (hap) +- 05384: [DIP/Input] (lethal.c) lethaleneab, lethaleneae: Language DIP + Switch not changing the language (Tafoid) +- 05355: [DIP/Input] (cps1.c) sf2m3 ; sf2m8: Kick inputs are not working + LK MK HK (Osso) +- 05375: [Documentation] (sderby.c) sderby, sderby2: 1 set name and 1 + full name need changed +- 05373: [Crash/Freeze] (capbowl.c) capbowl3, capbowl4: Black screen + after starting game (Phil Bennett) +- 05366: [Core] (harddriv.c) harddriv and clones, racedriv and clones: RTC + Day and Month error and fails to start +- 05365: [Documentation] (namcos21.c) driveyes: The correct description + is "Driver's Eyes (Japan)" +- 05364: [Compiling] Error when compiling with NO_USE_QTDEBUG +- 05356: [Color/Palette] (midvunit.c) offroadc: Off Road Challenge and + clones have wrong color in some textures (Phil Bennett) +- 05207: [Graphics] All vector games: In the vector games, graphics + remains imprinted even when exit the game. (hap) +- 04947: [Graphics] (midvunit.c) offroadc: Missing selection indicator + within service mode. (Phil Bennett) + +Source Changes +-------------- +-vsnes.c: Verified second half roms for vs baseball usa e-1 set, fix + one mislabeled rom [Dead_Body] + +-midvunit.c - Fixed polygon pixel color selection [Phil Bennett] + +-peplus.c: Corrected a couple of color CAP sizes. Added the CG graphics + roms for Ace$ Bonus Poker. [BrianT] + +-scsi: Fixed hard disk images with 256-byte sectors. [Curt Coder] + +-Added a simple DC blocker filter to the speaker toggle device [R. Belmont] + +-konendev.c: Corrected CPU type (PPC403) and added some hardware notes [Phil Bennett] + +-sf.c: update prom names for Street Fighter (World, Analog buttons) set.[Porchy] + +-exidy440.c: Replaced prom dump for all games in driver located at 3K. + It is unique to all the other proms and different in size. [Joe Magiera, Tafoid] + +-nss.c: update bios rom locations and update inst rom label for smw; + marked nss v3 bios as possible hack [Kiddcade, Porchy] + +-CPS-1 update [Artemio Urbina]: + * Redumped CDU_22A.7F in dinou to match real pcb, verified on two + different sources + +-Tweaks to the idehd timing, which are still based on complete fiction. [smf] + +-Added a new macro MCFG_DEVICE_CARD_DEFAULT_BIOS, which can be used in + the machine config to set the default BIOS for a slot card device. + [Curt Coder] + +-SDL: fix non-Qt non-Windows build (MT #5364) [R. Belmont] + +-Added SCSI status code & set it in all command handlers. It is sent + over the bus when in status phase. In case of an error further + information should be set in m_sense_key/m_sense_asc/m_sense_ascq & + m_sense_information so that it can be returned by executing a request + sense command [smf] + +-Set the error bit in the IDE status register if the command causes a + check condition [smf] + +-vsnes.c: update labels of vs. Super Mario Bros roms to match physical + chips exactly. [Dead_Body] + +-z80dma: Implemented Auto Restart. [Curt Coder] + +-TMS57002 fixes and improvements: [Phil Bennett] + * Moved CA/ID post-increment outside of execution. Fixes case where + dual instructions post-increment, also reduces number of generated + instructions. + * Fixed data ordering of external memory accesses. + * Don't generate redundant instructions for undefined rounding modes; + remap them in decode. + * Set XOA to 0 on reset. + * Use [READ|WRITE]LINE_MEMBER for I/O lines. + * Added PC0 line. + * Added registers to debugger state. + +-wd_fdc: Fixed ready interrupt polarity. Added a soft_reset() function + which resets only the FDC and not the floppy image devices, thus + preserving the correct ready states. [Curt Coder] + +-Rewrote Konami 056800 (MIRAC): [Phil Bennett] + * Implemented as an 8-bit device + * Fixed address mapping + * Removed bogus timer interrupt + * Fixed interrupt handling + +-054539.c: Fixed input clock rate and implemented programmable timer + based on hardware measurements [Phil Bennett, Stefan Lindberg] + +-lethal.c, mystwarr,c, tmnt.c: Hooked up 054539 timer interrupt. Fixes + music tempo in some games [Phil Bennett] + +-qdrmfgp.c: Hooked up 054539 timer interrupt for qdrmfgp, fixed IRQ + acknowledge handling [Phil Bennett] + +-plygonet.c: Hooked up 054539 timer interrupt, removed non-existent + second 054539 and fixed EEPROM regression [Phil Bennett] + +-hornet.c, gticlub.c: Implemented sound interrupt timer [Phil Bennett] + +-konamigx.c improvements: [Phil Bennett] + * Hooked up 056800 device + * Hooked up 054539 timer interrupt + * Removed sound hacks + * All DSP RAM tests now pass, winspike sound now works + +-konamigq.c improvements: [Phil Bennett] + * Hooked up 056800 device + * Hooked up 054539 timer interrupt + * Added TMS57002 DASP + +-ultrsprt.c improvements: [Phil Bennett] + * Hooked up 054539 timer interrupt + * Implemented VRAM double buffering + * Improved trackball inputs + * Fixed sound + +-zr107.c improvements: [Phil Bennett] + * Hooked up 054539 timer interrupt + * Fixed sound in all games + +-rungun.c improvements: [Phil Bennett] + * Hooked up 054539 timer interrupt. Fixes music tempo + * Implemented sound CPU NMI control + * Fixed 054539 #2 regression + +-Saves the race driving DSK zram [smf] + +-Added all the available beatmania IIDX hard drives and Video CD's/DVD's, + updated the hard drive labels from pictures online. [smf] + +-mcs96: Misc. fixes [O. Galibert] + +-diserial: Remove defines, cleanup clocks/timers, add sync support [O. Galibert] + +-verified The Gladiator internal ROM on an Overseas cart [Artemio Urbina] + +-wd_fdc: Set CRC error bit if CRC error found during Read Address + command. Tiki 100 determines whether the disk is in FM or MFM format + by checking this. [Curt Coder] + +-CPS-1 update: + * Dumped and added IOB2.11D to sf2ee and sf2ue [Porchy], S9263B.1A to + sf2ce and sf2hf sets and clones [Porchy], CP1B9KA.9K to pang3 + [Zabanitu] + +-snk6502.c: Adjusted Nibbler board clock rate to use actual known + master clock and a logical divisor. [Tafoid] + +-jedutil.c: [Kevin Eshbach] + * Corrected the output of the PAL20X4, PAL20X8, PAL20X10 to show the + XOR on the relevant sum of products. + * When viewing a device the size of the JED file is verified to match + the size of the device. + * Replaced hard-coded symbol strings with constants. + * Started experimental work for supporting RICOH PAL’s. (Currently + ifdef'ed out.) + * Added support for viewing the following devices and the + corresponding regression test data. (PALCE16V8, PAL10P8, PAL12P6, + PAL14P4, PAL16P2, PAL16P8, PAL16RP4, PAL16RP6, PAL16RP8, PAL6L16, + PAL8L14, PAL12H10, PAL12L10, PAL14H8, PAL14L8, PAL16H6, PAL16L6, + PAL18H4, PAL18L4, PAL20C1 and PAL20L2) + +-Added flip screen support to Royal Mahjong and brothers [Angelo Salese] + + V9958: Added preliminary screen modes 10/11/12, used by Puzzle + Star/Sexy Boom [Angelo Salese, Wilbert Pol] + +-vsnes.c: Corrected rom labels and fixed set description for vspinbal + set [Dead_Body] + +-cinemat.c: Correct dipswitches for Vectorbeam's Warrior. [Timothy Shiels] + +-vsnes.c: More updated ROM labels, for vs top gun and vs gradius [Dead_Body] + +-i386: Fixed P6 CMOVcc instructions, and added CMOV feature flag to + Pentium Pro and Pentium II CPUs. Added MMX feature flag to Pentium + MMX. [Barry Rodewald] + +-Fixed a complement by two bug in V9958 YJK table, fixes for good + colors in Puzzle Star / Sexy Boom / some MSX2+ games. [Angelo Salese] + +-Kludged Puzzle Star (Sang Ho Soft) hang at title screen [Angelo Salese] + +-Added the SHA1 for System 573 700B01 now that we have a dump. It + currently expects a different response from the H8 at bootup than the + other BIOS versions, so the data is stored in a fake rom until it's + HLE'd better of we get a dump of the H8 internal rom + [smf, innocent2k, anthonyoftga] + +-document that ketsui roms exist with different fill in the unused + areas [Artemio Urbina] + +-upd765: Fixed sense drive status command, and allow floppy connectors + without drives. [Curt Coder] + +-fixed scudsp & ssp1601 entries [Vito] + +-Reduce smearing on hlsl prescale [MooglyGuy] + +-Corrected 7486 description in head file [MASH] + +-various PGM protection cleanups / fixes (orlegend, olds, svgpcb) [iq_132] + +-finished modernising i2cmem [smf] + +-remodernised x76f041/x76f100 & zs01 so that logging becomes easy again + & uses READ_LINE_MEMBER/WRITE_LINE_MEMBER so the pins can be bound to + directly. Hooked up x76f041 to the early beatmania IIDX games. They + all pass the security check eventually but it takes a long time as it + repeatedly reads the first byte, it's possible that the contents + aren't correct as the game says the security is OK even when the data + returned is not what it's checking for. [smf] + +-Added a work round so that CR589 firmware updating works again, either + from the separate CD's or as part of the game install (for example DDR + MAX). [smf] + +-playch10: update Playchoice-10 BIOS ROM names to match exact chip + labels and types [Dead_Body] + +-naomi/dc: Sanitize screen format, fixes MT5349 [O. Galibert] + +-redumped some System 573 CD's [Guru] + +-CPS-1 update: Added S222B.1A PAL to ffightj and clones. + [Charles MacDonald, Porchy, Smitdogg, The Dumping Union] + +-Created DS1204 device & switched megatouch to use it instead of it's + own local version (driver could do with some more tidying up as not + all games use a key but currently it is hooked up to all games). + Default data comes from a region instead of coded in driver, commands + & security match are now compared, data is clocked on the correct + edge, key can be written to and is saved to nvram. [smf] + +-redumped bad roms for First Funky Fighter [Yohji, Smitdogg, The Dumping Union] + +-Merged othldrby.c with toaplan2.c driver [Angelo Salese] + +-Converted Toaplan 2 to use SCREEN_RAW_PARAMS [Angelo Salese] + +-Added a core for uPD4992 RTC, used by Othello Derby and Power Kick [Angelo Salese] + +-Hooked up ds1204, but haven't found what it checks for yet. Change + PATCH_PROTECTION to 0 in tmaster.c and VERBOSE_LEVEL to 2 in ds1204.c + then look for "-> command" in error.log to find the subsequent read + from the dq pin for reading the identification and secure memory. For + tm4k the first two bytes of the nvram need to be 0x00, 0xa0. From + scratch you'll need to play a game before it will complain about the + protection, but after that it will complain on every boot. It tries + five different contents for the compare register at various points + during the bootup, this may be for obfuscation as the real chip will + return random results if the key is wrong. If the keys are available + it might be easier to dump them than figure out exactly what it wants. + [smf] + +-svgpcb: added igs027a rom, runs intro, dies trying to go in game, not + sure why yet [rtw, David Haywood] + +-Created a skeleton for the Konami 573 Multi Session Unit, renamed + digital io board source file to match and moved pcb layout from + driver. [smf] + +-Added skeleton for konami 573 memory card reader and network pcb unit + devices [smf] + +-redumped keyboard mania 3 [Guru] + +-Updated konam80s atapi dma kludge so that Guitar Freaks 7th Mix (and + alot of others) load again [smf] + +-Mambo A GO-GO CD redump in raw mode + raw subcode. [any] + +-Improved Sega Bloxeed dipswitches. [Zaphod] + +-Added basic 3d FIFO understanding and hooked up FIFO irq processed to + Hyper Neo Geo 64, meaning a far better 3d display in all games + [Angelo Salese] + +-mc2661: Added various transmission and reception logic to help make + the above possible [Barry Rodewald] + +-twin16.c: [Alex Jackson] + * Use the correct gfx ROMs for all the vulcan/gradius2 sets + * Load gfx ROMs using standard macros instead of custom postprocessing + * Replace custom read/write handlers with AM_REGION, AM_SHARE, or banks as appropriate + * Fix Extra Life dipswitches in vulcana and vulcanb + * Fix cuebrick NVRAM size + * Fix audio cpu RAM size + * Use XTALs for clocks + +-Windows: Fixed D3D multimonitor support. [GroovyMAME] + +-Slot options can now be configured inline without creating an array. + Legacy support for old configuration uses MCFG_FRAGMENT_ADD, which + required changing so the current device could be updated by the + fragment. [smf] + +-converted cassette, pccard1 & pccard2 slots to use new MCFG macros [smf] + +-Uses MCFG_SLOT_DEFAULT_OPTION instead of MCFG_DEVICE_SLOT_INTERFACE + where only the default option is changed. [smf] + +-m68k: add ability for externally-thrown bus errors to have proper + details [R. Belmont] + +-uses device_mconfig_additions() to add ata slots, which allows you to + just add the device and configure it rather than using the + MCFG_ATA_INTERFACE_ADD #define. [smf] + +-allow building with ICL on Windows if you have it installed into MSVC [Dean London] + The ICL compiler on Windows installs over MSVC and piggybacks onto the + build tools Microsoft provide. To enable compilation use USE_ICL=1 + when compiling with MSVC_BUILD=1 (from the ICL enabled command prompt) + + gives a more stable build than the MSVC compiler + more informative + compile errors when using ICL compared to MSVC compiler + can still + use MSVC debugging tools (better than GCC) + can use additional intel + tools etc. + build is still slower than GCC one + +-aristmk4.c: [Lord-Data] + * Option to raise outputs for physical meters to be used + * Option to disable making sound effects for emulated meters + * Option to disable virtual emulation of hopper/coin release system + +-k005289.c: refactored, removed redundant state variables and + unneccessary floating point math, added savestate support + [Alex Jackson] + +-Removed support for static config from slots and converted the two + devices using it to machine config fragments [smf] + +-Pong update: [couriersud] + * based on feedback from IRC hopefully fixed issues like "jumping" + * adjusted VR1 and VR2 to 50% + * disabled all printf output. + +-converted serial & rs232 devices to devcb2 [smf] + +-diimage: Added load_software_region() function that loads a software + list region into a shared_ptr. [Curt Coder] + +-Added preliminary sound to ghosteo.c by borrowing code from vegaeo.c. [Osso] + +-z8.c: Modernized cpu core. [Wilbert Pol] + +-midyunit.c [Andy Welsh] + Fixed inputs and DIP Switches for hiimpact, + shimpact and clones which were all imported from TROG and mostly + incorrect. + +-Added Signetics 8X300 microcontroller core, updated Wicat driver to + use it. [Barry Rodewald] + +-replaced read rx/cts/dcd callbacks in ACIA6850 write write handlers, + which allows multiple chips to be connected together without using + glue methods. [smf] + +-Changed Guitar Freaks 7m onwards to use a 32mb PCMCIA card [smf] + +-Redumped some beatmania IIDX CD's [Guru] + +-Redumped several Konami GV CD's [Guru] + +-Redumped several Konami M2 CD's [Guru] + +-Redumped various System 573 CD's [Guru] + +-i8089: implement remaining instructions and support execution from + "io" space. [Carl] + +-replaced read callbacks in I8251/Z80DART (and clones)/MC2661/ + MC68901/IM6402/MOS6551/Z80STI/MC6852/MC6854/ZX8302 with + write handlers, which allows multiple chips to be connected + together without using glue methods. [smf] + +-Removed a load of unused code from MC68901, probably left + over when it was converted to use diserial. [smf] + +-Removed dependency clutter in c64 expansion port, c128 driver, + ecbbus & econet [smf] + +-nemesis.c: added PORT_TOGGLE and PORT_NAMEs to Konami GT. + [baritonomarchetto] + +-Rom locations added for Battles (Xevious bootleg), G.I. Joe, + Ghosts'n Goblins (US), Victory Road and Guerilla War (Version + 1) as well as nvram location to The Simpsons. [Kevin Eshbach] + +-Added readmes for gijoe, moo, xexex, lethal, mystwarr also + updating simpsons. [Guru] + + +New games added or promoted from NOT_WORKING status +--------------------------------------------------- +Long Beach [any, hap] +The Gladiator / Road of the Sword / Shen Jian [David Haywood, rtw] +Blastaball (Arcadia, V 2.1) [Unigame] +Pharaohs Match (Arcadia) [Unigame] +Delta Command (Arcadia) [Unigame] +Wave shark/Jet Wave [Phil Bennett] +Puzzle Star (Sang Ho Soft) [Angelo Salese, Wilbert Pol] +Dancing Stage - Internet Ranking Ver (GC845 VER. EBA) [smf, skype] +Player's Edge Plus (XM00007P+XMP00006) Multi-Poker [BrianT, Ken] +Player's Edge Plus (X000838S+XS000002) Five Times Pay Slots [BrianT, Kevin] +Player's Edge Plus (X000841S+XS000002) Five Times Pay Slots [BrianT, Kevin] +Player's Edge Plus (X001087S+XS000006) Double Double Diamond Slots [BrianT, Kevin] +Player's Edge Plus (IP0079) Standard Draw Poker - French [BrianT, Ken] +Player's Edge Plus (X002420P+XP000064) Deuces Wild Bonus Poker - French [BrianT, Ken] +Power Kick [bodger319, Yohji, Smitdogg, The Dumping Union, Angelo Salese] +S.V.G. - Spectral vs Generation (M68k label V100JP) + (ARM label V100JP ROM 05/12/05 S.V.G V100) (Japan, JAMMA PCB) [rtw, David Haywood] + + +New clones added +---------------- +Scramble (Recreativos Franco, Spanish bootleg) [Basilio Garcia] +The Gladiator / Road of the Sword / Shen Jian (M68k label V100) + (ARM label V101, ROM 03/13/03 SHEN JIAN) [Artemio Urbina] +Super Chase - Criminal Termination (1992/10/26 20:24:29 CHASE 3 VER 1.1, prototype) [Unigame] +Brick Zone (v1.1) [Unigame] +Cadash (World, prototype) [Unigame] +1942 (prototype?) [Unigame] +4 En Raya (set 2) [Unigame] +Gallop Racer (English Ver 10.17.K) [Arzeno Fabrice, The Dumping Union] +Chase Bombers (prototype) [Unigame] +The First Funky Fighter (set 2) [Unigame] +Cobra Command (Data East LD, set 2) [Unigame] (not working) +Spy Hunter (prototype) [Unigame] (not working, needs more work) +U.N. Defense Force: Earth Joker (Japan, prototype?) [Unigame] +Syvalion (World, prototype) [Unigame] +Donkey Kong Junior (P kit) [Chris Psaros] +Who Dunit (version 9.0) [Joe Magiera] +Commando (US set 2) [Kevin Eshbach] +Bucky O'Hare (ver EA) [caius] +Player's Edge Plus (PP0055) Deuces Wild Poker (set 2) [BrianT] +Player's Edge Plus (PP0171) Joker Poker [BrianT] +Player's Edge Plus (X000054P+XP000038) Deuces Wild Poker [BrianT] +Player's Edge Plus (PP0002) Standard Draw Poker [BrianT, Ken] +Player's Edge Plus (PP0045) 10's or Better [BrianT, Ken] +Player's Edge Plus (PP0455) Joker Poker [BrianT, Ken] +Player's Edge Plus (PP0458) Joker Poker [BrianT, Ken] +Player's Edge Plus (PP0536) Joker Poker [BrianT, Ken] +Player's Edge Plus (PP0726) Double Bonus Poker [BrianT, Ken] +Player's Edge Plus (IP0074) Joker Poker - French [BrianT, Ken] +Player's Edge Plus (X000045P+XP000038) 10's or Better [BrianT, Ken] +Player's Edge Plus (XMP00017) 5-in-1 Wingboard (CG2426) [BrianT, Ken] +Player's Edge Plus (PP0417) Deuces Wild Poker (set 2) [BrianT, Kevin] +Player's Edge Plus (PP0002) Standard Draw Poker (set 2) [BrianT, Ken] +Player's Edge Plus (XMP00017) 5-in-1 Wingboard (CG2352) [BrianT, Ken] +Player's Edge Plus (PP0046) 10's or Better [BrianT, Ken] +Player's Edge Plus (X000002P+XP000038) Standard Draw Poker [BrianT, Ken] +Player's Edge Plus (X000060P+XP000038) Standard Draw Poker [BrianT, Ken] +Player's Edge Plus (X000171P+XP000038) Joker Poker [BrianT, Ken] +Player's Edge Plus (X000417P+XP000053) Deuces Wild Poker [BrianT, Ken] +Player's Edge Plus (X000459P+XP000038) Joker Poker [BrianT, Ken] +Player's Edge Plus (X002043P+XP000038) Triple Bonus Poker [BrianT, Ken] +Player's Edge Plus (X002066P+XP000038) Double Double Bonus Poker [BrianT, Ken] +Player's Edge Plus (X002121P+XP000037) Standard Draw Poker [BrianT, Ken] +Player's Edge Plus (X002150P+XP000038) 4 of a Kind Bonus Poker [BrianT, Ken] +Player's Edge Plus (X002180P+XP000038) Double Bonus Poker [BrianT, Ken] +Touchmaster 4000 (v6.03 New Jersey) [Brian Troha, The Dumping Union] +Touchmaster 4000 (v6.01 Minnesota) [Brian Troha, The Dumping Union] +Touchmaster 5000 (v7.10 Minnesota) [Brian Troha, The Dumping Union] +Touchmaster 7000 (v8.05 New Jersey) [Brian Troha, The Dumping Union] +Touchmaster 7000 (v8.04 Minnesota) [Brian Troha, The Dumping Union] +Touchmaster 7000 (v8.00 Minnesota) [Brian Troha, The Dumping Union] +World Kicks (WK3 Ver. A) [Guru] +Wivern Wings [Brian Troha, Tormod, Smitdogg, The Dumping Union] +Invasion - The Abductors (version 3.0) [Brian Troha, Smitdogg, The Dumping Union] +Street Fighter III: New Generation (Euro 970204) [Layne, Smitdogg, The Dumping Union] + + +New games marked as GAME_NOT_WORKING +------------------------------------ +beatmania IIDX Substream (983 JAA) [smf] +beatmania IIDX 5th style (GCA17 JA) [smf] +beatmania IIDX (863 JAB) [Guru] +beatmania IIDX 3rd style (GC992 JAC) [smf] +beatmania IIDX 6th style (GCB4U JAB) [smf] +Tokimeki Memorial Oshiete Your Heart (GQ673 JAA) [Guru] +Total Vice (ver AAB) [Guru] +Super Six Plus II English Mark Darts [Jim Stolis] +Tokimeki Memorial Oshiete Your Heart Seal Version Plus (GE756 JAA) [Guru] +Submarine (Midway) [John Robertson, hap] +Mambo A Go-Go e-Amusement (GQA40 VER. JRB) [smf] +Touch de Uno! [R. Belmont, bodger319, gamerfan, f205v, Yohji, Smitdogg, rtw, The Dumping Union] |