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authorGravatarGravatar Firehawke <Firehawke@gmail.com>2018-01-31 18:47:34 -0700
committerGravatarGravatar Vas Crabb <cuavas@users.noreply.github.com>2018-02-01 16:58:52 +1100
commit010d35fa3fd6a509b0b724d3e2f64472abb966a4 (patch) (github)
tree088d5519abce24a86a9d5d8c167af5db20bf8ad4 /docs
parent699de0249880dfec4816739fde1cf0666b1df331 (diff)
downloadmame-010d35fa3fd6a509b0b724d3e2f64472abb966a4.tar.bz2
mame-010d35fa3fd6a509b0b724d3e2f64472abb966a4.zip
Final pass of verbiage cleanup. (nw)
Diffstat (limited to 'docs')
-rw-r--r--docs/source/commandline/commandline-all.rst214
-rw-r--r--docs/source/commandline/commandline-index.rst46
-rw-r--r--docs/source/commandline/sdlconfig.rst83
-rw-r--r--docs/source/commandline/windowsconfig.rst16
4 files changed, 182 insertions, 177 deletions
diff --git a/docs/source/commandline/commandline-all.rst b/docs/source/commandline/commandline-all.rst
index 4f149fbae59..53a20792b64 100644
--- a/docs/source/commandline/commandline-all.rst
+++ b/docs/source/commandline/commandline-all.rst
@@ -102,7 +102,7 @@ Example:
**-listsource** / **-ls** [<*pattern>*]
- Displays a list of drivers and the names of the source files their game drivers live in. Useful for finding which driver a game runs on in order to fix bugs. By default all systems are listed; however, you can limit this list by specifying a *pattern* after the **-listsource** command.
+ Displays a list of drivers and the names of the source files their system drivers live in. Useful for finding which driver a system runs on in order to fix bugs. By default all systems are listed; however, you can limit this list by specifying a *pattern* after the **-listsource** command.
.. _mame-commandline-listclones:
@@ -161,7 +161,7 @@ Example:
**-listdevices** / **-ld** [<*pattern*>]
- Displays a list of all devices known to be hooked up to a system. The ":" is considered the game itself with the devices list being attached to give the user a better understanding of what the emulation is using. If slots are populated with devices, any additional slots those devices provide will be visible with **-listdevices** as well. For instance, installing a floppy controller into a PC will expose the disk drive slots.
+ Displays a list of all devices known to be hooked up to a system. The ":" is considered the system itself with the devices list being attached to give the user a better understanding of what the emulation is using. If slots are populated with devices, any additional slots those devices provide will be visible with **-listdevices** as well. For instance, installing a floppy controller into a PC will expose the disk drive slots.
.. _mame-commandline-listslots:
@@ -195,7 +195,7 @@ Example:
**-getsoftlist** [<*pattern*>]
- Posts to screen a specific software list which matches with the gamename provided.
+ Posts to screen a specific software list which matches with the system name provided.
.. _mame-commandline-verifysoftlist:
@@ -328,7 +328,7 @@ Configuration Options
- othersys.ini (for systems in source added with SYST() macro)
- vector.ini (for vector systems only)
- <parent>.ini (for clones only, may be called recursively)
- - <gamename>.ini
+ - <systemname>.ini
(See :ref:`advanced-multi-CFG` for further details)
@@ -392,7 +392,7 @@ Core Search Path Options
**-crosshairpath** *<path>*
- Specifies a list of paths within which to find crosshair files. Multiple paths can be specified by separating them with semicolons. The default is 'crsshair' (that is, a directory "crsshair" in the same directory as the MAME executable). If the Crosshair is set to default in the menu, MAME will look for gamename\\cross#.png and then cross#.png in the specified crsshairpath, where # is the player number. Failing that, MAME will use built-in default crosshairs.
+ Specifies a list of paths within which to find crosshair files. Multiple paths can be specified by separating them with semicolons. The default is 'crsshair' (that is, a directory "crsshair" in the same directory as the MAME executable). If the crosshair is set to default in the menu, MAME will look for systemname\\cross#.png and then cross#.png in the specified crsshairpath, where # is the player number. Failing that, MAME will use built-in default crosshairs.
.. _mame-commandline-pluginspath:
@@ -445,13 +445,13 @@ Core Output Directory Options
**-diff_directory** *<path>*
- Specifies a single directory where hard drive differencing files are stored. Hard drive differencing files store any data that is written back to a hard disk image, in order to preserve the original image. The differencing files are created at startup when a game with a hard disk image. The default is 'diff' (that is, a directory "diff" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.
+ Specifies a single directory where hard drive differencing files are stored. Hard drive differencing files store any data that is written back to a hard disk image, in order to preserve the original image. The differencing files are created at startup with a system with a hard disk image. The default is 'diff' (that is, a directory "diff" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.
.. _mame-commandline-commentdirectory:
**-comment_directory** *<path>*
- Specifies a single directory where debugger comment files are stored. Debugger comment files are written by the debugger when comments are added to the disassembly for a game. The default is 'comments' (that is, a directory "comments" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.
+ Specifies a single directory where debugger comment files are stored. Debugger comment files are written by the debugger when comments are added to the disassembly for a system. The default is 'comments' (that is, a directory "comments" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.
@@ -476,19 +476,19 @@ Core State/Playback Options
**-state** *<slot>*
- Immediately after starting the specified game, will cause the save state in the specified <slot> to be loaded.
+ Immediately after starting the specified system, will cause the save state in the specified <slot> to be loaded.
.. _mame-commandline-noautosave:
**-[no]autosave**
- When enabled, automatically creates a save state file when exiting MAME and automatically attempts to reload it when later starting MAME with the same game. This only works for systems that have explicitly enabled save state support in their driver. The default is OFF (-noautosave).
+ When enabled, automatically creates a save state file when exiting MAME and automatically attempts to reload it when later starting MAME with the same system. This only works for systems that have explicitly enabled save state support in their driver. The default is OFF (-noautosave).
.. _mame-commandline-playback:
**-playback** / **-pb** *<filename>*
- Specifies a file from which to play back a series of game inputs. This feature does not work reliably for all systems, but can be used to watch a previously recorded game session from start to finish. In order to make things consistent, you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL (no playback).
+ Specifies a file from which to play back a series of inputs. This feature does not work reliably for all systems, but can be used to watch a previously recorded game session from start to finish. In order to make things consistent, you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL (no playback).
.. _mame-commandline-exitafterplayback:
@@ -500,7 +500,7 @@ Core State/Playback Options
**-record** / **-rec** *<filename>*
- Specifies a file to record all input from a game session. This can be used to record a game session for later playback. This feature does not work reliably for all systems, but can be used to watch a previously recorded game session from start to finish. In order to make things consistent, you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL (no recording).
+ Specifies a file to record all input from a session. This can be used to record a session for later playback. This feature does not work reliably for all systems, but can be used to watch a previously recorded session from start to finish. In order to make things consistent, you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL (no recording).
.. _mame-commandline-recordtimecode:
@@ -512,19 +512,19 @@ Core State/Playback Options
**-mngwrite** *<filename>*
- Writes each video frame to the given <filename> in MNG format, producing an animation of the game session. Note that -mngwrite only writes video frames; it does not save any audio data. Use -wavwrite for that, and reassemble the audio/video using offline tools. The default is NULL (no recording).
+ Writes each video frame to the given <filename> in MNG format, producing an animation of the session. Note that -mngwrite only writes video frames; it does not save any audio data. Use -wavwrite for that, and reassemble the audio/video using offline tools. The default is NULL (no recording).
.. _mame-commandline-aviwrite:
**-aviwrite** *<filename>*
- Stream video and sound data to the given <filename> in AVI format, producing an animation of the game session complete with sound. The default is NULL (no recording).
+ Stream video and sound data to the given <filename> in AVI format, producing an animation of the session complete with sound. The default is NULL (no recording).
.. _mame-commandline-wavwrite:
**-wavwrite** *<filename>*
- Writes the final mixer output to the given <filename> in WAV format, producing an audio recording of the game session. The default is NULL (no recording).
+ Writes the final mixer output to the given <filename> in WAV format, producing an audio recording of the session. The default is NULL (no recording).
.. _mame-commandline-snapname:
@@ -532,9 +532,9 @@ Core State/Playback Options
Describes how MAME should name files for snapshots. <name> is a string that provides a template that is used to generate a filename.
- Three simple substitutions are provided: the / character represents the path separator on any target platform (even Windows); the string %g represents the driver name of the current game; and the string %i represents an incrementing index. If %i is omitted, then each snapshot taken will overwrite the previous one; otherwise, MAME will find the next empty value for %i and use that for a filename.
+ Three simple substitutions are provided: the / character represents the path separator on any target platform (even Windows); the string %g represents the driver name of the current system; and the string %i represents an incrementing index. If %i is omitted, then each snapshot taken will overwrite the previous one; otherwise, MAME will find the next empty value for %i and use that for a filename.
- The default is %g/%i, which creates a separate folder for each game, and names the snapshots under it starting with 0000 and increasing from there.
+ The default is %g/%i, which creates a separate folder for each system, and names the snapshots under it starting with 0000 and increasing from there.
In addition to the above, for drivers using different media, like carts or floppy disks, you can also use the %d_[media] indicator. Replace [media] with the media switch you want to use.
@@ -544,7 +544,7 @@ Core State/Playback Options
**-snapsize** *<width>x<height>*
- Hard-codes the size for snapshots and movie recording. By default, MAME will create snapshots at the game's current resolution in raw pixels, and will create movies at the game's starting resolution in raw pixels. If you specify this option, then MAME will create both snapshots and movies at the size specified, and will bilinear filter the result. Note that this size does not automatically rotate if the game is vertically oriented. The default is '*auto*'.
+ Hard-codes the size for snapshots and movie recording. By default, MAME will create snapshots at the system's current resolution in raw pixels, and will create movies at the system's starting resolution in raw pixels. If you specify this option, then MAME will create both snapshots and movies at the size specified, and will bilinear filter the result. Note that this size does not automatically rotate if the system is vertically oriented. The default is '*auto*'.
.. _mame-commandline-snapview:
@@ -566,9 +566,9 @@ Core State/Playback Options
Describes how MAME should store save state files, relative to the state_directory path. <name> is a string that provides a template that is used to generate a relative path.
- Two simple substitutions are provided: the / character represents the path separator on any target platform (even Windows); the string %g represents the driver name of the current game.
+ Two simple substitutions are provided: the / character represents the path separator on any target platform (even Windows); the string %g represents the driver name of the current system.
- The default is %g, which creates a separate folder for each game.
+ The default is %g, which creates a separate folder for each system.
In addition to the above, for drivers using different media, like carts or floppy disks, you can also use the %d_[media] indicator. Replace [media] with the media switch you want to use.
@@ -580,7 +580,7 @@ Core State/Playback Options
Tracks brightness of the screen during play and at the end of emulation generates a PNG that can be used to simulate burn-in effects on other systems. The resulting PNG is created such that the least used-areas of the screen are fully white (since burned-in areas are darker, all other areas of the screen must be lightened a touch).
- The intention is that this PNG can be loaded via an artwork file with a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the entire screen. The PNG files are saved in the snap directory under the gamename/burnin-<screen.name>.png. The default is OFF (*-noburnin*).
+ The intention is that this PNG can be loaded via an artwork file with a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the entire screen. The PNG files are saved in the snap directory under the systemname/burnin-<screen.name>.png. The default is OFF (*-noburnin*).
@@ -591,43 +591,43 @@ Core Performance Options
**-[no]autoframeskip** / **-[no]afs**
- Automatically determines the frameskip level while you're playing the game, adjusting it constantly in a frantic attempt to keep the game running at full speed. Turning this on overrides the value you have set for -frameskip below. The default is OFF (*-noautoframeskip*).
+ Automatically determines the frameskip level while you're running the system, adjusting it constantly in a frantic attempt to keep the system running at full speed. Turning this on overrides the value you have set for -frameskip below. The default is OFF (*-noautoframeskip*).
.. _mame-commandline-frameskip:
**-frameskip** / **-fs** *<level>*
- Specifies the frameskip value. This is the number of frames out of every 12 to drop when running. For example, if you say -frameskip 2, then MAME will display 10 out of every 12 frames. By skipping those frames, you may be able to get full speed in a game that requires more horsepower than your computer has. The default value is **-frameskip 0**, which skips no frames.
+ Specifies the frameskip value. This is the number of frames out of every 12 to drop when running. For example, if you say -frameskip 2, then MAME will display 10 out of every 12 frames. By skipping those frames, you may be able to get full speed in a system that requires more horsepower than your computer has. The default value is **-frameskip 0**, which skips no frames.
.. _mame-commandline-secondstorun:
**-seconds_to_run** / **-str** *<seconds>*
- This option can be used for benchmarking and automated testing. It tells MAME to stop execution after a fixed number of seconds. By combining this with a fixed set of other command line options, you can set up a consistent environment for benchmarking MAME performance. In addition, upon exit, the **-str** option will write a screenshot called *final.png* to the game's snapshot directory.
+ This option can be used for benchmarking and automated testing. It tells MAME to stop execution after a fixed number of seconds. By combining this with a fixed set of other command line options, you can set up a consistent environment for benchmarking MAME performance. In addition, upon exit, the **-str** option will write a screenshot called *final.png* to the system's snapshot directory.
.. _mame-commandline-nothrottle:
**-[no]throttle**
- Configures the default thottling setting. When throttling is on, MAME attempts to keep the game running at the game's intended speed. When throttling is off, MAME runs the game as fast as it can. Note that the fastest speed is more often than not limited by your graphics card, especially for older systems. The default is ON (*-throttle*).
+ Configures the default thottling setting. When throttling is on, MAME attempts to keep the system running at the system's intended speed. When throttling is off, MAME runs the system as fast as it can. Note that the fastest speed is more often than not limited by your graphics card, especially for older systems. The default is ON (*-throttle*).
.. _mame-commandline-nosleep:
**-[no]sleep**
- Allows MAME to give time back to the system when running with -throttle. This allows other programs to have some CPU time, assuming that the game isn't taxing 100% of your CPU resources. This option can potentially cause hiccups in performance if other demanding programs are running. The default is ON (*-sleep*).
+ Allows MAME to give time back to the system when running with -throttle. This allows other programs to have some CPU time, assuming that the system isn't taxing 100% of your CPU resources. This option can potentially cause hiccups in performance if other demanding programs are running. The default is ON (*-sleep*).
.. _mame-commandline-speed:
**-speed** *<factor>*
- Changes the way MAME throttles gameplay such that the game runs at some multiplier of the original speed. A <factor> of 1.0 means to run the game at its normal speed. A <factor> of 0.5 means run at half speed, and a <factor> of 2.0 means run at 2x speed. Note that changing this value affects sound playback as well, which will scale in pitch accordingly. The internal resolution of the fraction is two decimalplaces, so a value of 1.002 is the same as 1.0. The default is 1.0.
+ Changes the way MAME throttles the emulated system such that it runs at some multiplier of the original speed. A <factor> of 1.0 means to run the system at its normal speed. A <factor> of 0.5 means run at half speed, and a <factor> of 2.0 means run at 2x speed. Note that changing this value affects sound playback as well, which will scale in pitch accordingly. The internal resolution of the fraction is two decimalplaces, so a value of 1.002 is the same as 1.0. The default is 1.0.
.. _mame-commandline-norefreshspeed:
**-[no]refreshspeed** / **-[no]rs**
- Allows MAME to dynamically adjust the gameplay speed such that it does not exceed the slowest refresh rate for any targeted monitors in your system. Thus, if you have a 60Hz monitor and run a game that is actually designed to run at 60.6Hz, MAME will dynamically change the speed down to 99% in order to prevent sound hiccups or other undesirable side effects of running at a slower refresh rate. The default is OFF (*-norefreshspeed*).
+ Allows MAME to dynamically adjust the system's speed such that it does not exceed the slowest refresh rate for any targeted monitors in your system. Thus, if you have a 60Hz monitor and run a system that is actually designed to run at 60.6Hz, MAME will dynamically change the speed down to 99% in order to prevent sound hiccups or other undesirable side effects of running at a slower refresh rate. The default is OFF (*-norefreshspeed*).
.. _mame-commandline-numprocessors:
@@ -652,7 +652,7 @@ Core Rotation Options
| **-[no]rotate**
|
-| Rotate the game to match its normal state (horizontal/vertical). This ensures that both vertically and horizontally oriented systems show up correctly without the need to rotate your monitor. If you want to keep the game displaying 'raw' on the screen the way it would have in the arcade, turn this option OFF. The default is ON (*-rotate*).
+| Rotate the system to match its normal state (horizontal/vertical). This ensures that both vertically and horizontally oriented systems show up correctly without the need to rotate your monitor. If you want to keep the system displaying 'raw' on the screen the way it would have in the arcade, turn this option OFF. The default is ON (*-rotate*).
|
|
@@ -664,7 +664,7 @@ Core Rotation Options
| **-[no]rol**
|
|
-| Rotate the game screen to the right (clockwise) or left (counter-clockwise) relative to either its normal state (if **-rotate** is specified) or its native state (if **-norotate** is specified). The default for both of these options is OFF (*-noror -norol*).
+| Rotate the system screen to the right (clockwise) or left (counter-clockwise) relative to either its normal state (if **-rotate** is specified) or its native state (if **-norotate** is specified). The default for both of these options is OFF (*-noror -norol*).
|
|
@@ -677,7 +677,7 @@ Core Rotation Options
| **-[no]autorol**
|
|
-| These options are designed for use with pivoting screens that only pivot in a single direction. If your screen only pivots clockwise, use -autorol to ensure that the game will fill the screen either horizontally or vertically in one of the directions you can handle. If your screen only pivots counter-clockwise, use **-autoror**.
+| These options are designed for use with pivoting screens that only pivot in a single direction. If your screen only pivots clockwise, use -autorol to ensure that the system will fill the screen either horizontally or vertically in one of the directions you can handle. If your screen only pivots counter-clockwise, use **-autoror**.
|
|
@@ -690,7 +690,7 @@ Core Rotation Options
| **-[no]flipy**
|
|
-| Flip (mirror) the game screen either horizontally (-flipx) or vertically (-flipy). The flips are applied after the -rotate and -ror/-rol options are applied. The default for both of these options is OFF (*-noflipx -noflipy*).
+| Flip (mirror) the system screen either horizontally (-flipx) or vertically (-flipy). The flips are applied after the -rotate and -ror/-rol options are applied. The default for both of these options is OFF (*-noflipx -noflipy*).
|
|
@@ -700,7 +700,7 @@ Core Video Options
.. _mame-commandline-video:
-**-video** *<bgfx|gdi|d3d|opengl|soft|none>*
+**-video** *<bgfx|gdi|d3d|opengl|soft|accel|none>*
|
| Specifies which video subsystem to use for drawing. Options here depend on the operating system and whether this is an SDL-compiled version of MAME.
@@ -710,11 +710,13 @@ Core Video Options
| Using '**bgfx**' specifies the new hardware accelerated renderer.
| Using '**gdi**' here, tells MAME to render video using older standard Windows graphics drawing calls. This is the slowest but most compatible option on older versions of Windows.
| Using '**d3d**' tells MAME to use Direct3D for rendering. This produces the better quality output than gdi and enables additional rendering options. It is recommended if you have a semi-recent (2002+) video card or onboard Intel video of the HD3000 line or better.
+| Using '**opengl**' tells MAME to render video using OpenGL acceleration.
| Using '**none**' displays no windows and does no drawing. This is primarily present for doing CPU benchmarks without the overhead of the video system. The default is *d3d*.
|
| On other platforms (including SDL on Windows):
|
| Using '**opengl**' tells MAME to render video using OpenGL acceleration. This may not work on all platforms due to wildly varying quality of stack and drivers.
+| Using '**accel**' tells MAME to render video using SDL's 2D acceleration if possible.
| Using '**soft**' uses software rendering for video output. This isn't as fast or as nice as OpenGL but will work on any platform.
|
| Defaults:
@@ -746,9 +748,9 @@ Core Video Options
**-[no]keepaspect** / **-[no]ka**
- Enables aspect ratio enforcement. When this option is on, the game's proper aspect ratio (generally 4:3 or 3:4) is enforced, so you get the game looking like it should. When running in a window with this option on, you can only resize the window to the proper aspect ratio, unless you are holding down the CONTROL key. By turning the option off, the aspect ratio is allowed to float. In full screen mode, this means that all systems will stretch to the full screen size (even vertical systems). In window mode, it means that you can freely resize the window without any constraints. The default is ON (*-keepaspect*).
+ Enables aspect ratio enforcement. When this option is on, the system's proper aspect ratio (generally 4:3 or 3:4) is enforced, so you get the system looking like it should. When running in a window with this option on, you can only resize the window to the proper aspect ratio, unless you are holding down the CONTROL key. By turning the option off, the aspect ratio is allowed to float. In full screen mode, this means that all systems will stretch to the full screen size (even vertical systems). In window mode, it means that you can freely resize the window without any constraints. The default is ON (*-keepaspect*).
- The MAME team heavily suggests you leave this at default. Stretching systems beyond their original aspect ratio will mangle the appearance of the game in ways that no filtering or HLSL can repair.
+ The MAME team heavily suggests you leave this at default. Stretching systems beyond their original aspect ratio will mangle the appearance of the system in ways that no filtering or HLSL can repair.
.. _mame-commandline-waitvsync:
@@ -762,7 +764,7 @@ Core Video Options
**-[no]syncrefresh**
- Enables speed throttling only to the refresh of your monitor. This means that the game's actual refresh rate is ignored; however, the sound code still attempts to keep up with the game's original refresh rate, so you may encounter sound problems. This option is intended mainly for those who have tweaked their video card's settings to provide carefully matched refresh rate options. Note that this option does not work with -video gdi mode. The default is OFF (*-nosyncrefresh*).
+ Enables speed throttling only to the refresh of your monitor. This means that the system's actual refresh rate is ignored; however, the sound code still attempts to keep up with the system's original refresh rate, so you may encounter sound problems. This option is intended mainly for those who have tweaked their video card's settings to provide carefully matched refresh rate options. Note that this option does not work with -video gdi mode. The default is OFF (*-nosyncrefresh*).
.. _mame-commandline-prescale:
@@ -776,7 +778,7 @@ Core Video Options
**-[no]filter** / **-[no]d3dfilter** / **-[no]flt**
- Enable bilinear filtering on the game screen graphics. When disabled, point filtering is applied, which is crisper but leads to scaling artifacts. If you don't like the filtered look, you are probably better off increasing the *-prescale* value rather than turning off filtering altogether. The default is ON (*-filter*).
+ Enable bilinear filtering on the system screen graphics. When disabled, point filtering is applied, which is crisper but leads to scaling artifacts. If you don't like the filtered look, you are probably better off increasing the *-prescale* value rather than turning off filtering altogether. The default is ON (*-filter*).
This is supported with all video output types (bgfx, d3d, etc) on Windows and is **ONLY** supported with OpenGL on other platforms.
@@ -870,7 +872,7 @@ Core Artwork Options
**-[no]artwork_crop** / **-[no]artcrop**
- Enable cropping of artwork to the game screen area only. This works best with -video gdi or -video d3d, and means that vertically oriented systems running full screen can display their artwork to the left and right sides of the screen. This option can also be controlled via the Video Options menu in the user interface. The default is OFF (*-noartwork_crop*).
+ Enable cropping of artwork to the system screen area only. This works best with -video gdi or -video d3d, and means that vertically oriented systems running full screen can display their artwork to the left and right sides of the screen. This option can also be controlled via the Video Options menu in the user interface. The default is OFF (*-noartwork_crop*).
.. _mame-commandline-nousebackdrops:
@@ -911,19 +913,19 @@ Core Screen Options
**-brightness** *<value>*
- Controls the default brightness, or black level, of the game screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the brightness for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a darkened display, while selecting higher values (up to 2.0) will give a brighter display. The default is *1.0*.
+ Controls the default brightness, or black level, of the system screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the brightness for each system screen; this option controls the initial value for all visible system screens. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a darkened display, while selecting higher values (up to 2.0) will give a brighter display. The default is *1.0*.
.. _mame-commandline-contrast:
**-contrast** *<value>*
- Controls the contrast, or white level, of the game screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the contrast for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a dimmer display, while selecting higher values (up to 2.0) will give a more saturated display. The default is *1.0*.
+ Controls the contrast, or white level, of the system screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the contrast for each system screen; this option controls the initial value for all visible system screens. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a dimmer display, while selecting higher values (up to 2.0) will give a more saturated display. The default is *1.0*.
.. _mame-commandline-gamma:
**-gamma** *<value>*
- Controls the gamma, which produces a potentially nonlinear black to white ramp, for the game screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the gamma for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0, which gives a linear ramp from black to white. Selecting lower values (down to 0.1) will increase the nonlinearity toward black, while selecting higher values (up to 3.0) will push the nonlinearity toward white. The default is *1.0*.
+ Controls the gamma, which produces a potentially nonlinear black to white ramp, for the system screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the gamma for each system screen; this option controls the initial value for all visible system screens. The standard value is 1.0, which gives a linear ramp from black to white. Selecting lower values (down to 0.1) will increase the nonlinearity toward black, while selecting higher values (up to 3.0) will push the nonlinearity toward white. The default is *1.0*.
.. _mame-commandline-pausebrightness:
@@ -935,7 +937,7 @@ Core Screen Options
**-effect** *<filename>*
- Specifies a single PNG file that is used as an overlay over any game screens in the video display. This PNG file is assumed to live in the root of one of the artpath directories. The pattern in the PNG file is repeated both horizontally and vertically to cover the entire game screen areas (but not any external artwork), and is rendered at the target resolution of the game image. For -video gdi and -video d3d modes, this means that one pixel in the PNG will map to one pixel on your output display. The RGB values of each pixel in the PNG are multiplied against the RGB values of the target screen. The default is '*none*', meaning no effect.
+ Specifies a single PNG file that is used as an overlay over any system screens in the video display. This PNG file is assumed to live in the root of one of the artpath directories. The pattern in the PNG file is repeated both horizontally and vertically to cover the entire system screen areas (but not any external artwork), and is rendered at the target resolution of the system image. For -video gdi and -video d3d modes, this means that one pixel in the PNG will map to one pixel on your output display. The RGB values of each pixel in the PNG are multiplied against the RGB values of the target screen. The default is '*none*', meaning no effect.
@@ -962,6 +964,88 @@ Core Vector Options
+Core Video OpenGL Debugging Options
+-----------------------------------
+
+These 4 options are for compatibility in **-video opengl**. If you report rendering artifacts you may be asked to try messing with them by the devs, but normally they should be left at their defaults which results in the best possible video performance.
+
+.. _mame-commandline-glforcepow2texture:
+
+**-[no]gl_forcepow2texture**
+
+ Always use only power-of-2 sized textures (default *off*)
+
+.. _mame-commandline-glnotexturerect:
+
+**-[no]gl_notexturerect**
+
+ Don't use OpenGL GL_ARB_texture_rectangle (default *on*)
+
+.. _mame-commandline-glvbo:
+
+**-[no]gl_vbo**
+
+ Enable OpenGL VBO, if available (default *on*)
+
+.. _mame-commandline-glpbo:
+
+**-[no]gl_pbo**
+
+ Enable OpenGL PBO, if available (default *on*)
+
+
+Core Video OpenGL GLSL Options
+------------------------------
+
+
+.. _mame-commandline-glglsl:
+
+**-gl_glsl**
+
+ Enable OpenGL GLSL, if available (default *off*)
+
+.. _mame-commandline-glglslfilter:
+
+**-gl_glsl_filter**
+
+ Enable OpenGL GLSL filtering instead of FF filtering -- *0-plain, 1-bilinear* (default is *1*)
+
+.. _mame-commandline-glslshadermame:
+
+|
+| **-glsl_shader_mame0**
+| **-glsl_shader_mame1**
+| ...
+| **-glsl_shader_mame9**
+|
+
+ Custom OpenGL GLSL shader set MAME bitmap in the provided slot (0-9); one can be applied to each slot.
+
+ [todo: better details on usage at some point. See http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=100988#Post100988 ]
+
+
+
+.. _mame-commandline-glslshaderscreen:
+
+|
+| **-glsl_shader_screen0**
+| **-glsl_shader_screen1**
+| ...
+| **-glsl_shader_screen9**
+|
+
+ Custom OpenGL GLSL shader screen bitmap in the provided slot (0-9).
+
+ [todo: better details on usage at some point. See http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=100988#Post100988 ]
+
+
+.. _mame-commandline-glglslvidattr:
+
+**-gl_glsl_vid_attr**
+
+ Enable OpenGL GLSL handling of brightness and contrast. Better RGB system performance. Default is *on*.
+
+
Core Sound Options
------------------
@@ -985,9 +1069,13 @@ Core Sound Options
.. _mame-commandline-sound:
-**-sound** *<dsound|sdl|none>*
+**-sound** *<dsound|sdl|coreaudio|xaudio|portaudio|none>*
+
+ Specifies which sound subsystem to use. '*none*' disables sound altogether.
- Specifies which sound subsystem to use. '*none*' disables sound altogether. The default is *dsound* on Windows and *sdl* on all other platforms..
+ The default is *dsound* on Windows. On Mac, *coreaudio* is the default. On all other platforms, *sdl* is the default.
+
+ On Windows and Linux, *portaudio* is likely to give the lowest possible latency, where on Mac *coreaudio* provides the best results.
.. _mame-commandline-audiolatency:
@@ -1004,7 +1092,7 @@ Core Input Options
**-[no]coin_lockout** / **-[no]coinlock**
- Enables simulation of the "coin lockout" feature that is implemented on a number of game PCBs. It was up to the operator whether or not the coin lockout outputs were actually connected to the coin mechanisms. If this feature is enabled, then attempts to enter a coin while the lockout is active will fail and will display a popup message in the user interface (In debug mode). If this feature is disabled, the coin lockout signal will be ignored. The default is ON (*-coin_lockout*).
+ Enables simulation of the "coin lockout" feature that is implemented on a number of arcade game PCBs. It was up to the operator whether or not the coin lockout outputs were actually connected to the coin mechanisms. If this feature is enabled, then attempts to enter a coin while the lockout is active will fail and will display a popup message in the user interface (In debug mode). If this feature is disabled, the coin lockout signal will be ignored. The default is ON (*-coin_lockout*).
.. _mame-commandline-ctrlr:
@@ -1016,7 +1104,7 @@ Core Input Options
**-[no]mouse**
- Controls whether or not MAME makes use of mouse controllers. When this is enabled, you will likely be unable to use your mouse for other purposes until you exit or pause the game. The default is OFF (*-nomouse*).
+ Controls whether or not MAME makes use of mouse controllers. When this is enabled, you will likely be unable to use your mouse for other purposes until you exit or pause the system. The default is OFF (*-nomouse*).
.. _mame-commandline-nojoystick:
@@ -1064,7 +1152,7 @@ Core Input Options
**-joystick_map** *<map>* / **-joymap** *<map>*
- Controls how joystick values map to digital joystick controls. MAME accepts all joystick input from the system as analog data. For true analog joysticks, this needs to be mapped down to the usual 4-way or 8-way digital joystick values. To do this, MAME divides the analog range into a 9x9 grid. It then takes the joystick axis position (for X and Y axes only), maps it to this grid, and then looks up a translation from a joystick map. This parameter allows you to specify the map. The default is 'auto', which means that a standard 8-way, 4-way, or 4-way diagonal map is selected automatically based on the input port configuration of the current game.
+ Controls how joystick values map to digital joystick controls. MAME accepts all joystick input from the system as analog data. For true analog joysticks, this needs to be mapped down to the usual 4-way or 8-way digital joystick values. To do this, MAME divides the analog range into a 9x9 grid. It then takes the joystick axis position (for X and Y axes only), maps it to this grid, and then looks up a translation from a joystick map. This parameter allows you to specify the map. The default is 'auto', which means that a standard 8-way, 4-way, or 4-way diagonal map is selected automatically based on the input port configuration of the current system.
Maps are defined as a string of numbers and characters. Since the grid is 9x9, there are a total of 81 characters necessary to define a complete map. Below is an example map for an 8-way joystick:
@@ -1112,7 +1200,7 @@ Core Input Options
**\-natural**
- Allows user to specify whether or not to use a natural keyboard or not. This allows you to start your game or system in a 'native' mode, depending on your region, allowing compatability for non-"QWERTY" style keyboards. The default is OFF (*-nonatural*)
+ Allows user to specify whether or not to use a natural keyboard or not. This allows you to start your system in a 'native' mode, depending on your region, allowing compatability for non-"QWERTY" style keyboards. The default is OFF (*-nonatural*)
.. _mame-commandline-joystickcontradictory:
@@ -1163,7 +1251,7 @@ Core Input Automatic Enable Options
**\-mouse_device** enable (none|keyboard|mouse|lightgun|joystick) if a mouse control is present
- Each of these options controls autoenabling the mouse, joystick, or lightgun depending on the presence of a particular class of analog control for a particular game. For example, if you specify the option -paddle mouse, then any game that has a paddle control will automatically enable mouse controls just as if you had explicitly specified -mouse. Note that these controls override the values of -[no]mouse, -[no]joystick, etc.
+ Each of these options controls autoenabling the mouse, joystick, or lightgun depending on the presence of a particular class of analog control for a particular system. For example, if you specify the option -paddle mouse, then any game that has a paddle control will automatically enable mouse controls just as if you had explicitly specified -mouse. Note that these controls override the values of -[no]mouse, -[no]joystick, etc.
@@ -1186,7 +1274,7 @@ Debugging Options
**-[no]log**
- Creates a file called error.log which contains all of the internal log messages generated by the MAME core and game drivers. This can be used at the same time as -log to output the log data to both targets as well. The default is OFF (*-nolog*).
+ Creates a file called error.log which contains all of the internal log messages generated by the MAME core and system drivers. This can be used at the same time as -log to output the log data to both targets as well. The default is OFF (*-nolog*).
.. _mame-commandline-debug:
@@ -1204,7 +1292,7 @@ Debugging Options
**-[no]update_in_pause**
- Enables updating of the main screen bitmap while the game is paused. This means that the VIDEO_UPDATE callback will be called repeatedly during pause, which can be useful for debugging. The default is OFF (*-noupdate_in_pause*).
+ Enables updating of the main screen bitmap while the system is paused. This means that the VIDEO_UPDATE callback will be called repeatedly during pause, which can be useful for debugging. The default is OFF (*-noupdate_in_pause*).
.. _mame-commandline-watchdog:
@@ -1212,6 +1300,26 @@ Debugging Options
Enables an internal watchdog timer that will automatically kill the MAME process if more than *<duration>* seconds passes without a frame update. Keep in mind that some systems sit for a while during load time without updating the screen, so *<duration>* should be long enough to cover that. 10-30 seconds on a modern system should be plenty in general. By default there is no watchdog.
+.. _mame-commandline-debuggerfont:
+
+**-debugger_font** *<fontname>* / **-dfont** *<fontname>*
+
+ Specifies the name of the font to use for debugger windows.
+
+ The Windows default font is *Lucida Console*.
+ The Mac (Cocoa) default font is system default.
+ The Qt default font is *Courier New*.
+
+.. _mame-commandline-debuggerfontsize:
+
+**-debugger_font_size** *<points>* / **-dfontsize** *<points>*
+
+ Specifies the size of the font to use for debugger windows, in points.
+
+ The Windows default size is *9* points.
+ The Qt default size is *11* points.
+ The Mac (Cocoa) default size is the system default size.
+
Core Communication Options
--------------------------
@@ -1272,7 +1380,7 @@ Core Misc Options
**-bios** *<biosname>*
- Specifies the specific BIOS to use with the current game, for game systems that make use of a BIOS. The **-listxml** output will list all of the possible BIOS names for a game. The default is '*default*'.
+ Specifies the specific BIOS to use with the current system, for systems that make use of a BIOS. The **-listxml** output will list all of the possible BIOS names for a system. The default is '*default*'.
.. _mame-commandline-cheat:
@@ -1284,13 +1392,13 @@ Core Misc Options
**-[no]skip_gameinfo**
- Forces MAME to skip displaying the game info screen. The default is OFF (*-noskip_gameinfo*).
+ Forces MAME to skip displaying the system info screen. The default is OFF (*-noskip_gameinfo*).
.. _mame-commandline-uifont:
**-uifont** *<fontname>*
- Specifies the name of a font file to use for the UI font. If this font cannot be found or cannot be loaded, the system will fall back to its built-in UI font. On some platforms 'fontname' can be a system font name (TTF) instead of a (BDF) font file. The default is '*default*' (use the OSD-determined default font).
+ Specifies the name of a font file to use for the UI font. If this font cannot be found or cannot be loaded, the system will fall back to its built-in UI font. On some platforms *fontname* can be a system font name instead of a BDF font file. The default is *default* (use the OSD-determined default font).
.. _mame-commandline-ramsize:
diff --git a/docs/source/commandline/commandline-index.rst b/docs/source/commandline/commandline-index.rst
index e5d447fd4b0..bd80476ac8e 100644
--- a/docs/source/commandline/commandline-index.rst
+++ b/docs/source/commandline/commandline-index.rst
@@ -214,6 +214,25 @@ Core Vector Options
| :ref:`flicker <mame-commandline-flicker>`
+Core Video OpenGL Debugging Options
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+| :ref:`[no]gl_forcepow2texture <mame-commandline-glforcepow2texture>`
+| :ref:`[no]gl_notexturerect <mame-commandline-glnotexturerect>`
+| :ref:`[no]gl_vbo <mame-commandline-glvbo>`
+| :ref:`[no]gl_pbo <mame-commandline-glpbo>`
+
+
+Core Video OpenGL GLSL Options
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+| :ref:`gl_glsl <mame-commandline-glglsl>`
+| :ref:`gl_glsl_filter <mame-commandline-glglslfilter>`
+| :ref:`glsl_shader_mame[0-9] <mame-commandline-glslshadermame>`
+| :ref:`glsl_shader_screen[0-9] <mame-commandline-glslshaderscreen>`
+| :ref:`gl_glsl_vid_attr <mame-commandline-glglslvidattr>`
+
+
Core Sound Options
~~~~~~~~~~~~~~~~~~
@@ -269,6 +288,8 @@ Core Debugging Options
| :ref:`debugscript <mame-commandline-debugscript>`
| :ref:`[no]update_in_pause <mame-commandline-updateinpause>`
| :ref:`watchdog <mame-commandline-watchdog>`
+| :ref:`debugger_font <mame-commandline-debuggerfont>`
+| :ref:`debugger_font_size <mame-commandline-debuggerfontsize>`
Core Communication Options
@@ -303,12 +324,6 @@ Core Misc Options
Windows-Specific Commandline Options
------------------------------------
-Windows Debugging options
-~~~~~~~~~~~~~~~~~~~~~~~~~
-
-| :ref:`debugger_font <mame-wcommandline-debuggerfont>`
-| :ref:`debugger_font_size <mame-wcommandline-debuggerfontsize>`
-
Windows Performance Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -357,25 +372,6 @@ SDL Video Soft-Specific Options
| :ref:`scalemode <mame-scommandline-scalemode>`
-SDL Video OpenGL Debugging Options
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-| :ref:`[no]gl_forcepow2texture <mame-scommandline-glforcepow2texture>`
-| :ref:`[no]gl_notexturerect <mame-scommandline-glnotexturerect>`
-| :ref:`[no]gl_vbo <mame-scommandline-glvbo>`
-| :ref:`[no]gl_pbo <mame-scommandline-glpbo>`
-
-
-SDL Video OpenGL GLSL Options
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-| :ref:`gl_glsl <mame-scommandline-glglsl>`
-| :ref:`gl_glsl_filter <mame-scommandline-glglslfilter>`
-| :ref:`glsl_shader_mame[0-9] <mame-scommandline-glslshadermame>`
-| :ref:`glsl_shader_screen[0-9] <mame-scommandline-glslshaderscreen>`
-| :ref:`gl_glsl_vid_attr <mame-scommandline-glglslvidattr>`
-
-
SDL Keyboard Mapping
~~~~~~~~~~~~~~~~~~~~
diff --git a/docs/source/commandline/sdlconfig.rst b/docs/source/commandline/sdlconfig.rst
index 89cc48110c0..09baeb85f3d 100644
--- a/docs/source/commandline/sdlconfig.rst
+++ b/docs/source/commandline/sdlconfig.rst
@@ -42,89 +42,6 @@ Video Soft-Specific Options
Scale mode: none, async, yv12, yuy2, yv12x2, yuy2x2 (**-video soft** only). Default is '*none*'.
-
-Video OpenGL Debugging Options
-------------------------------
-
-These 4 options are for compatibility in **-video opengl**. If you report rendering artifacts you may be asked to try messing with them by the devs, but normally they should be left at their defaults which results in the best possible video performance.
-
-.. _mame-scommandline-glforcepow2texture:
-
-**-[no]gl_forcepow2texture**
-
- Always use only power-of-2 sized textures (default *off*)
-
-.. _mame-scommandline-glnotexturerect:
-
-**-[no]gl_notexturerect**
-
- Don't use OpenGL GL_ARB_texture_rectangle (default *on*)
-
-.. _mame-scommandline-glvbo:
-
-**-[no]gl_vbo**
-
- Enable OpenGL VBO, if available (default *on*)
-
-.. _mame-scommandline-glpbo:
-
-**-[no]gl_pbo**
-
- Enable OpenGL PBO, if available (default *on*)
-
-
-Video OpenGL GLSL Options
--------------------------
-
-
-.. _mame-scommandline-glglsl:
-
-**-gl_glsl**
-
- Enable OpenGL GLSL, if available (default *off*)
-
-.. _mame-scommandline-glglslfilter:
-
-**-gl_glsl_filter**
-
- Enable OpenGL GLSL filtering instead of FF filtering -- *0-plain, 1-bilinear* (default is *1*)
-
-.. _mame-scommandline-glslshadermame:
-
-|
-| **-glsl_shader_mame0**
-| **-glsl_shader_mame1**
-| ...
-| **-glsl_shader_mame9**
-|
-
- Custom OpenGL GLSL shader set MAME bitmap in the provided slot (0-9); one can be applied to each slot.
-
- [todo: better details on usage at some point. See http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=100988#Post100988 ]
-
-
-
-.. _mame-scommandline-glslshaderscreen:
-
-|
-| **-glsl_shader_screen0**
-| **-glsl_shader_screen1**
-| ...
-| **-glsl_shader_screen9**
-|
-
- Custom OpenGL GLSL shader screen bitmap in the provided slot (0-9).
-
- [todo: better details on usage at some point. See http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=100988#Post100988 ]
-
-
-.. _mame-scommandline-glglslvidattr:
-
-**-gl_glsl_vid_attr**
-
- Enable OpenGL GLSL handling of brightness and contrast. Better RGB game performance. Default is *on*.
-
-
SDL Keyboard Mapping
--------------------
diff --git a/docs/source/commandline/windowsconfig.rst b/docs/source/commandline/windowsconfig.rst
index 9c70355e745..81fcbc95807 100644
--- a/docs/source/commandline/windowsconfig.rst
+++ b/docs/source/commandline/windowsconfig.rst
@@ -5,22 +5,6 @@ This section contains configuration options that are specific to the native (non
-Debugging options
------------------
-
-.. _mame-wcommandline-debuggerfont:
-
-**-debugger_font** *<fontname>* / **-dfont** *<fontname>*
-
- Specifies the name of the font to use for debugger windows. By default, the font is Lucida Console.
-
-.. _mame-wcommandline-debuggerfontsize:
-
-**-debugger_font_size** *<points>* / **-dfontsize** *<points>*
-
- Specifies the size of the font to use for debugger windows, in points. By default, this is set to 9pt.
-
-
Performance options
-------------------