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author Aaron Giles <aaron@aarongiles.com>2008-02-13 16:55:14 +0000
committer Aaron Giles <aaron@aarongiles.com>2008-02-13 16:55:14 +0000
commit082619dbae3299c52cc8448e1dfbb4e164f20464 (patch)
tree39814a32dd191ce46af00b71d21da0cf2bb0c93a /docs
parent7d85f8b99d539b0bb20408df34f42b433b6f4b0c (diff)
Cleanups on the doc files.
Fixed high-ASCII characters in newvideo.txt which was breaking its view on the mamedev.org source browser.
Diffstat (limited to 'docs')
-rw-r--r--docs/config.txt324
-rw-r--r--docs/license.txt30
-rw-r--r--docs/mame.txt92
-rw-r--r--docs/newvideo.txt198
-rw-r--r--docs/windows.txt140
5 files changed, 392 insertions, 392 deletions
diff --git a/docs/config.txt b/docs/config.txt
index 5c7625d5f7a..dedb7502bb1 100644
--- a/docs/config.txt
+++ b/docs/config.txt
@@ -16,7 +16,7 @@ For example:
mame robby -nosound
-...will run Robby Roto without sound. There are many, many options
+...will run Robby Roto without sound. There are many, many options
available. All commonly supported options are listed below. Options that
are specific to one operating system or version of MAME will be listed
in a separate document.
@@ -28,9 +28,9 @@ An alternative way to run MAME is to give it a command:
For example:
mame -listsource gridlee
-
-...will print the name of the source file where the gridlee driver lives
-to the screen. There are just a handful of these commands in MAME. They
+
+...will print the name of the source file where the gridlee driver lives
+to the screen. There are just a handful of these commands in MAME. They
are all listed below, just before the options list.
@@ -42,10 +42,10 @@ All the keys below are fully configurable in the user interface. This list
shows the standard keyboard configuration.
Tab Toggles the configuration menu.
-
+
~ Toggles the On Screen Display. When the on-screen display is
visible, you can use the following keys to control it:
-
+
Up - select previous parameter to modify
Down - select next parameter to modify
Enter - reset parameter value to its default
@@ -59,7 +59,7 @@ Tab Toggles the configuration menu.
Control+Right - increase the value by 10x
Shift+Right - increase the value by 0.1x
Alt+Right - increase the value by the smallest amount
-
+
P Pauses the game.
Shift+P While paused, advances to next frame.
@@ -114,7 +114,7 @@ F6 Toggle cheat mode (if started with "-cheat").
F7 Load a save state. You will be requested to press a key to
determine which save state you wish to load. Note that the save
state feature is not supported for a large number of drivers. If
- support is not enabled for a given driver, you will receive a
+ support is not enabled for a given driver, you will receive a
warning when attempting to save or load.
Shift+F7 Create a save state. Requires an additional keypress to identify
@@ -161,7 +161,7 @@ Configuration commands
-createconfig / -cc
Creates the default mame.ini file. All the configuration options
- (not commands) described below can be permanently changed by editing
+ (not commands) described below can be permanently changed by editing
this configuration file.
-showconfig / -sc
@@ -176,7 +176,7 @@ Configuration commands
-showusage / -su
Displays a summary of all the command line options. For options that
- are not mentioned here, the short summary given by "mame -showusage"
+ are not mentioned here, the short summary given by "mame -showusage"
is usually sufficient.
@@ -185,40 +185,40 @@ Frontend commands
-----------------
Note: By default, all the '-list' commands below write info to the screen.
-If you wish to write the info to a textfile instead, add this to the end
+If you wish to write the info to a textfile instead, add this to the end
of your command:
> filename
-...where 'filename' is the textfile's path and name
+...where 'filename' is the textfile's path and name
(e.g., c:\mame\list.txt).
-listxml / -lx [<gamename|wildcard>]
List comprehensive details for all of the supported games. The output
- is quite long, so it is usually better to redirect this into a file.
+ is quite long, so it is usually better to redirect this into a file.
The output is in XML format. By default all games are listed; however,
- you can limit this list by specifying a driver name or wildcard after
+ you can limit this list by specifying a driver name or wildcard after
the -listxml command.
-listfull / -ll [<gamename|wildcard>]
Displays a list of game driver names and descriptions. By default all
- games are listed; however, you can limit this list by specifying a
+ games are listed; however, you can limit this list by specifying a
driver name or wildcard after the -listfull command.
-listsource / -ls [<gamename|wildcard>]
- 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 games are listed; however, you
- can limit this list by specifying a driver name or wildcard after
+ 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 games are listed; however, you
+ can limit this list by specifying a driver name or wildcard after
the -listsource command.
-listclones / -lc [<gamename|wildcard>]
- Displays a list of clones. By default all clones are listed; however,
- you can limit this list by specifying a driver name or wildcard after
+ Displays a list of clones. By default all clones are listed; however,
+ you can limit this list by specifying a driver name or wildcard after
the -listsource command.
-listcrc
@@ -237,24 +237,24 @@ of your command:
-verifyroms [<gamename|wildcard>]
Checks for invalid or missing ROM images. By default all drivers that
- have valid ZIP files or directories in the rompath are verified;
- however, you can limit this list by specifying a driver name or
+ have valid ZIP files or directories in the rompath are verified;
+ however, you can limit this list by specifying a driver name or
wildcard after the -verifyroms command.
-verifysamples [<gamename|wildcard>]
Checks for invalid or missing samples. By default all drivers that
- have valid ZIP files or directories in the samplepath are verified;
- however, you can limit this list by specifying a driver name or
+ have valid ZIP files or directories in the samplepath are verified;
+ however, you can limit this list by specifying a driver name or
wildcard after the -verifyroms command.
-romident
Attempts to identify ROM files, if they are known to MAME, in the
- specified .zip file or directory. This command can be used to try and
- identify ROM sets taken from unknown boards. On exit, the errorlevel
+ specified .zip file or directory. This command can be used to try and
+ identify ROM sets taken from unknown boards. On exit, the errorlevel
is returned as one of the following:
-
+
0: means all files were identified
7: means all files were identified except for 1 or more "non-ROM"
files
@@ -300,36 +300,36 @@ Core search path options
-samplepath / -sp <path>
- Specifies a list of paths within which to find sample files. Multiple
- paths can be specified by separating them with semicolons. The default
+ Specifies a list of paths within which to find sample files. Multiple
+ paths can be specified by separating them with semicolons. The default
is 'samples' (that is, a directory "samples" in the same directory as
the MAME executable).
-artpath / -artwork_directory <path>
- Specifies a list of paths within which to find artwork files. Multiple
- paths can be specified by separating them with semicolons. The default
+ Specifies a list of paths within which to find artwork files. Multiple
+ paths can be specified by separating them with semicolons. The default
is 'artwork' (that is, a directory "artwork" in the same directory as
the MAME executable).
-ctrlrpath / -ctrlr_directory <path>
Specifies a list of paths within which to find controller-specific
- configuration files. Multiple paths can be specified by separating
- them with semicolons. The default is 'ctrlr' (that is, a directory
+ configuration files. Multiple paths can be specified by separating
+ them with semicolons. The default is 'ctrlr' (that is, a directory
"ctrlr" in the same directory as the MAME executable).
-inipath <path>
- Specifies a list of paths within which to find .INI files. Multiple
- paths can be specified by separating them with semicolons. The default
+ Specifies a list of paths within which to find .INI files. Multiple
+ paths can be specified by separating them with semicolons. The default
is '.;ini' (that is, search in the current directory first, and then
in the directory "ini" in the same directory as the MAME executable).
-fontpath <path>
- Specifies a list of paths within which to find .BDF font files. Multiple
- paths can be specified by separating them with semicolons. The default
+ Specifies a list of paths within which to find .BDF font files. Multiple
+ paths can be specified by separating them with semicolons. The default
is '.' (that is, search in the same directory as the MAME executable).
@@ -342,68 +342,68 @@ Core Output Directory Options
Specifies a single directory where configuration files are stored.
Configuration files store user configurable settings that are read at
startup and written when MAME exits. The default is 'cfg' (that is,
- a directory "cfg" in the same directory as the MAME executable). If
+ a directory "cfg" in the same directory as the MAME executable). If
this directory does not exist, it will be automatically created.
-nvram_directory <path>
Specifies a single directory where NVRAM files are stored. NVRAM files
store the contents of EEPROM and non-volatile RAM (NVRAM) for games
- which used this type of hardware. This data is read at startup and
- written when MAME exits. The default is 'nvram' (that is, a directory
- "nvram" in the same directory as the MAME executable). If this
+ which used this type of hardware. This data is read at startup and
+ written when MAME exits. The default is 'nvram' (that is, a directory
+ "nvram" in the same directory as the MAME executable). If this
directory does not exist, it will be automatically created.
-memcard_directory <path>
- Specifies a single directory where memory card files are stored.
- Memory card files store the contents of removable memory cards for
- games which used this type of hardware. This data is read and written
- under control of the user via the "Memory Card" menu in the user
- interface. The default is 'memcard' (that is, a directory "memcard"
- in the same directory as the MAME executable). If this directory does
+ Specifies a single directory where memory card files are stored.
+ Memory card files store the contents of removable memory cards for
+ games which used this type of hardware. This data is read and written
+ under control of the user via the "Memory Card" menu in the user
+ interface. The default is 'memcard' (that is, a directory "memcard"
+ in the same directory as the MAME executable). If this directory does
not exist, it will be automatically created.
-input_directory <path>
Specifies a single directory where input recording files are stored.
- Input recordings are created via the -record option and played back
- via the -playback option. The default is 'inp' (that is, a directory
- "inp" in the same directory as the MAME executable). If this directory
+ Input recordings are created via the -record option and played back
+ via the -playback option. The default is 'inp' (that is, a directory
+ "inp" in the same directory as the MAME executable). If this directory
does not exist, it will be automatically created.
-state_directory <path>
Specifies a single directory where save state files are stored. Save
- state files are read and written either upon user request, or when
- using the -autosave option. The default is 'sta' (that is, a directory
- "sta" in the same directory as the MAME executable). If this directory
+ state files are read and written either upon user request, or when
+ using the -autosave option. The default is 'sta' (that is, a directory
+ "sta" in the same directory as the MAME executable). If this directory
does not exist, it will be automatically created.
-snapshot_directory <path>
Specifies a single directory where screen snapshots are stored, when
- requested by the user. The default is 'snap' (that is, a directory
- "snap" in the same directory as the MAME executable). If this
+ requested by the user. The default is 'snap' (that is, a directory
+ "snap" in the same directory as the MAME executable). If this
directory does not exist, it will be automatically created.
-diff_directory <path>
- Specifies a single directory where hard drive differencing files are
+ 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
+ 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.
-comment_directory <path>
- Specifies a single directory where debugger comment files are stored.
+ 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
+ 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.
@@ -413,7 +413,7 @@ Core Filename Options
-cheat_file <filename>
- Specifies the name of the cheat database file. The default is
+ Specifies the name of the cheat database file. The default is
'cheat.dat'.
@@ -423,15 +423,15 @@ Core state/playback options
-state <slot>
- Immediately after starting the specified game, will cause the save
+ Immediately after starting the specified game, will cause the save
state in the specified <slot> to be loaded.
-[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 games that have explicitly
- enabled save state support in their driver. The default is OFF
+ 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 games that have explicitly
+ enabled save state support in their driver. The default is OFF
(-noautosave).
-playback / -pb <filename>
@@ -446,25 +446,25 @@ 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 games, 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
+ used to record a game session for later playback. This feature does
+ not work reliably for all games, 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).
-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
+ 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).
-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
+ 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).
@@ -476,7 +476,7 @@ Core performance options
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
+ running at full speed. Turning this on overrides the value you have
set for -frameskip below. The default is OFF (-noautoframeskip).
-frameskip / -fs <level>
@@ -490,10 +490,10 @@ Core performance options
-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,
+ 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.
@@ -509,7 +509,7 @@ Core performance options
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
+ 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).
@@ -527,7 +527,7 @@ Core performance options
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
+ 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
@@ -542,24 +542,24 @@ Core rotation options
Rotate the game to match its normal state (horizontal/vertical). This
ensures that both vertically and horizontally oriented games 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
+ 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).
-[no]ror
-[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
+ 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).
-[no]flipx
-[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
+ 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).
-[no]autoror
@@ -580,10 +580,10 @@ Core artwork options
Enable cropping of artwork to the game screen area only. This works
best with -video gdi or -video d3d, and means that vertically oriented
- games running full screen can display their artwork to the left and
- right sides of the screen. This does not work with -video ddraw
- because of the way the game screens are rendered and scaled after the
- fact. This option can also be controlled via the Video Options menu in
+ games running full screen can display their artwork to the left and
+ right sides of the screen. This does not work with -video ddraw
+ because of the way the game screens are rendered and scaled after the
+ fact. This option can also be controlled via the Video Options menu in
the user interface. The default is OFF (-noartwork_crop).
-[no]use_backdrops / -[no]backdrop
@@ -608,34 +608,34 @@ Core screen options
-brightness <value>
- Controls the default brightness, or black level, of the game screens.
+ 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
+ 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.
-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
+ 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.
-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
+ 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.
-pause_brightness <value>
@@ -656,14 +656,14 @@ Core vector options
-beam <width>
Sets the width of the vectors. This is a scaling factor against the
- standard vector width. A value of 1.0 will keep the default vector
- line width. Smaller values will reduce the width, and larger values
+ standard vector width. A value of 1.0 will keep the default vector
+ line width. Smaller values will reduce the width, and larger values
will increase the width. The default is 1.0.
-flicker <value>
Simulates a vector "flicker" effect, similar to a vector monitor that
- needs adjustment. This option requires a float argument in the range
+ needs adjustment. This option requires a float argument in the range
of 0.00 - 100.00 (0=none, 100=maximum). The default is 0.
@@ -688,9 +688,9 @@ Core sound options
-volume / -vol <value>
- Sets the startup volume. It can later be changed with the user
- interface (see Keys section). The volume is an attenuation in dB:
- e.g., "-volume -12" will start with -12dB attenuation. The default
+ Sets the startup volume. It can later be changed with the user
+ interface (see Keys section). The volume is an attenuation in dB:
+ e.g., "-volume -12" will start with -12dB attenuation. The default
is 0.
@@ -709,13 +709,13 @@ Core input options
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
+ purposes until you exit or pause the game. The default is OFF
(-nomouse).
-[no]joystick / -[no]joy
Controls whether or not MAME makes use of joystick/gamepad controllers.
- When this is enabled, MAME will ask DirectInput about which
+ When this is enabled, MAME will ask DirectInput about which
controllers are connected. The default is OFF (-nojoystick).
-[no]lightgun / -[no]gun
@@ -724,23 +724,23 @@ Core input options
Note that most lightguns map to the mouse, so using -lightgun and
-mouse together may produce strange results. The default is OFF
(-nolightgun).
-
+
-[no]multikeyboard / -[no]multikey
Determines whether MAME differentiates between multiple keyboards.
Some systems may report more than one keyboard; by default, the data
from all of these keyboards is combined so that it looks like a single
keyboard. Turning this option on will enable MAME to report keypresses
- on different keyboards independently. The default is OFF
+ on different keyboards independently. The default is OFF
(-nomultikeyboard).
-[no]multimouse
- Determines whether MAME differentiates between multiple mice. Some
+ Determines whether MAME differentiates between multiple mice. Some
systems may report more than one mouse device; by default, the data
from all of these mice is combined so that it looks like a single
- mouse. Turning this option on will enable MAME to report mouse
- movement and button presses on different mice independently. The
+ mouse. Turning this option on will enable MAME to report mouse
+ movement and button presses on different mice independently. The
default is OFF (-nomultimouse).
-[no]steadykey / -[no]steady
@@ -758,10 +758,10 @@ Core input options
Controls whether or not MAME treats a second button input from a
lightgun as a reload signal. In this case, MAME will report the gun's
position as (0,MAX) with the trigger held, which is equivalent to an
- offscreen reload. This is only needed for games that required you to
- shoot offscreen to reload, and then only if your gun does not support
+ offscreen reload. This is only needed for games that required you to
+ shoot offscreen to reload, and then only if your gun does not support
off screen reloads. The default is OFF (-nooffscreen_reload).
-
+
-joystick_map <map> / -joymap <map>
Controls how joystick values map to digital joystick controls. MAME
@@ -769,12 +769,12 @@ Core input options
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
+ 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.
-
+
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:
@@ -788,35 +788,35 @@ Core input options
111222333 value was read.
111222333
111222333
-
+
To specify the map for this parameter, you can specify a string of
rows separated by a '.' (which indicates the end of a row), like so:
-
+
777888999.777888999.777888999.444555666.444555666.444555666.
111222333.111222333.111222333
-
+
However, this can be reduced using several shorthands supported by the
- <map> parameter. If information about a row is missing, then it is
- assumed that any missing data in columns 5-9 are left/right symmetric
- with data in columns 0-4; and any missing data in colums 0-4 is
+ <map> parameter. If information about a row is missing, then it is
+ assumed that any missing data in columns 5-9 are left/right symmetric
+ with data in columns 0-4; and any missing data in colums 0-4 is
assumed to be copies of the previous data. The same logic applies to
missing rows, except that up/down symmetry is assumed.
-
- By using these shorthands, the 81 character map can be simply
+
+ By using these shorthands, the 81 character map can be simply
specified by this 11 character string: 7778...4445
-
- Looking at the first row, 7778 is only 4 characters long. The 5th
+
+ Looking at the first row, 7778 is only 4 characters long. The 5th
entry can't use symmetry, so it is assumed to be equal to the previous
- character '8'. The 6th character is left/right symmetric with the 4th
+ character '8'. The 6th character is left/right symmetric with the 4th
character, giving an '8'. The 7th character is left/right symmetric
with the 3rd character, giving a '9' (which is '7' with left/right
flipped). Eventually this gives the full 777888999 string of the row.
-
- The second and third rows are missing, so they are assumed to be
+
+ The second and third rows are missing, so they are assumed to be
identical to the first row. The fourth row decodes similarly to the
first row, producing 444555666. The fifth row is missing so it is
assumed to be the same as the fourth.
-
+
The remaining three rows are also missing, so they are assumed to be
the up/down mirrors of the first three rows, giving three final rows
of 111222333.
@@ -832,9 +832,9 @@ Core input options
-joystick_saturation <value> / joy_saturation <value> / -jsat <value>
If you play with an analog joystick, the ends can drift a little,
- and may not match in the +/- directions. joystick_saturation tells how
- far along an axis movement change will be accepted before it reaches
- the maximum range. This option expects a float in the range of 0.0 to
+ and may not match in the +/- directions. joystick_saturation tells how
+ far along an axis movement change will be accepted before it reaches
+ the maximum range. This option expects a float in the range of 0.0 to
1.0, where 0 is the center of the joystick and 1 is the outer limit.
The default is 0.85.
@@ -854,9 +854,9 @@ Core input automatic enable options
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
+ -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.
@@ -867,14 +867,14 @@ 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. The default
+ log messages generated by the MAME core and game drivers. The default
is OFF (-nolog).
-[no]verbose / -[no]v
- Displays internal diagnostic information. This information is very
+ Displays internal diagnostic information. This information is very
useful for debugging problems with your configuration. IMPORTANT: when
- reporting bugs, please run with mame -verbose and include the
+ reporting bugs, please run with mame -verbose and include the
resulting information. The default is OFF (-noverbose).
-[no]update_in_pause
@@ -886,8 +886,8 @@ Debugging options
-[no]debug
- Activates the integrated debugger. This is available only if the
- program is compiled with MAME_DEBUG defined. By default, the debugger
+ Activates the integrated debugger. This is available only if the
+ program is compiled with MAME_DEBUG defined. By default, the debugger
is entered by pressing the tilde (~) key during emulation. It is also
entered immediately at startup. The default is ON (-debug).
@@ -914,5 +914,5 @@ Core misc options
-[no]skip_gameinfo
- Forces MAME to skip displaying the game info screen. The default is
+ Forces MAME to skip displaying the game info screen. The default is
OFF (-noskip_gameinfo).
diff --git a/docs/license.txt b/docs/license.txt
index e7bd69d9069..39ea1c47ec7 100644
--- a/docs/license.txt
+++ b/docs/license.txt
@@ -1,11 +1,11 @@
Copyright (c) 1997-2007, Nicola Salmoria and the MAME team
-All rights reserved.
+All rights reserved.
Redistribution and use of this code or any derivative works are permitted
-provided that the following conditions are met:
+provided that the following conditions are met:
* Redistributions may not be sold, nor may they be used in a commercial
-product or activity.
+product or activity.
* Redistributions that are modified from the original source must include the
complete source code, including the source code for all components used by a
@@ -17,16 +17,16 @@ component itself accompanies the executable.
* 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.
+materials provided with the distribution.
-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.
+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.
diff --git a/docs/mame.txt b/docs/mame.txt
index 6e575aab0db..058b2af60e4 100644
--- a/docs/mame.txt
+++ b/docs/mame.txt
@@ -6,76 +6,76 @@ MAME is a trademark owned by Nicola Salmoria
----------
I. Purpose
----------
-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.
-
-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.
+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.
+
+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.
--------
II. Cost
--------
-MAME is free. Its source code is free. Selling either is not allowed.
+MAME is free. Its source code is free. Selling either is not allowed.
----------------
III. Image Files
----------------
-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.
+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.
-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.
+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.
--------------------
IV. Derivative Works
--------------------
-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:
+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:
-* 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.
+* 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.
-* 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.
+* 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.
-* 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.
+* 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.
-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.
+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.
-The version number of any derivative work should reflect the version
-number of the MAME release it was derived from.
+The version number of any derivative work should reflect the version
+number of the MAME release it was derived from.
-------------------------------
V. Official Contact Information
-------------------------------
-For questions regarding the MAME license, trademark, or other usage, go
+For questions regarding the MAME license, trademark, or other usage, go
to http://www.mamedev.org/
diff --git a/docs/newvideo.txt b/docs/newvideo.txt
index ff61244d35a..8eef40441b5 100644
--- a/docs/newvideo.txt
+++ b/docs/newvideo.txt
@@ -6,141 +6,141 @@ how you should configure MAME with the new rendering system in place.
The New Video Landscape
-Since its inception 9 years ago, MAME's video system has defaulted to
-a mode where it tries to change resolutions on you. And since the
-first port of the core to Windows 5 years ago, it has defaulted to
+Since its inception 9 years ago, MAME's video system has defaulted to
+a mode where it tries to change resolutions on you. And since the
+first port of the core to Windows 5 years ago, it has defaulted to
using your graphics card to stretch the video to that resolution.
-I'm sure a lot of you out there have taken a lot of time to tweak the
-current set of video options to make them work the way you like. But
-every once in a while, you need to take a step back and re-evaluate
-the situation. The current video system has been in place for 5 years
-now without much substantial change. And with the recent rewrite,
-you're almost certainly going to want to rethink the way you have
+I'm sure a lot of you out there have taken a lot of time to tweak the
+current set of video options to make them work the way you like. But
+every once in a while, you need to take a step back and re-evaluate
+the situation. The current video system has been in place for 5 years
+now without much substantial change. And with the recent rewrite,
+you're almost certainly going to want to rethink the way you have
things configured.
-At the highest level, there are really three different ways you can
-configure the new system. Placing yourself into one of these three
-categories will help you get the initial settings right. From there,
+At the highest level, there are really three different ways you can
+configure the new system. Placing yourself into one of these three
+categories will help you get the initial settings right. From there,
you can tweak with the settings to figure out what works best.
-Category 1: Bells and whistles. People who fall into this category
-would include anyone with a modern system and a decent video card
-(decent in this context means at least 16MB of VRAM and built in the
-last 5 years or so — we're not talking cutting edge here). Any decent
-video card will be able to render the simple MAME graphics at pretty
-much any resolution without breaking a sweat. Configure your desktop
-to the video mode you want (preferably something high like 1024×768
-or greater with a high refresh rate, unless you are running on a
-fixed-mode LCD, in which case just match what your LCD panel is),
-and tell MAME to leave the resolution alone. In this day and age,
-there is little reason to switch resolutions at all, unless you
-fall into Category 3, below. In this mode, you will have full access
-to artwork options, and you'll get your artwork scaled to full
-resolution and with full alpha blending effects. Vector games will
-look crisp, you can use decent fonts, and you can see a whole lot
-more of the world when using the graphics/tilemap viewer. This mode
+Category 1: Bells and whistles. People who fall into this category
+would include anyone with a modern system and a decent video card
+(decent in this context means at least 16MB of VRAM and built in the
+last 5 years or so -- we're not talking cutting edge here). Any decent
+video card will be able to render the simple MAME graphics at pretty
+much any resolution without breaking a sweat. Configure your desktop
+to the video mode you want (preferably something high like 1024x768
+or greater with a high refresh rate, unless you are running on a
+fixed-mode LCD, in which case just match what your LCD panel is),
+and tell MAME to leave the resolution alone. In this day and age,
+there is little reason to switch resolutions at all, unless you
+fall into Category 3, below. In this mode, you will have full access
+to artwork options, and you'll get your artwork scaled to full
+resolution and with full alpha blending effects. Vector games will
+look crisp, you can use decent fonts, and you can see a whole lot
+more of the world when using the graphics/tilemap viewer. This mode
uses Direct3D, so you should configure yourself like this:
-video d3d -noswitchres [-triplebuffer] [-nofilter]
-The -noswitchres option tells MAME to just run at the current
-resolution. Although you can let MAME pick a resolution for you, it
-doesn't really make much sense in D3D mode, and in fact I may even
-remove that feature altogether. To avoid tearing artifacts, I
-recommend using the -triplebuffer option as well. Just make sure your
-monitor's refresh rate is higher than the game you are running. If
-you dislike the blurry look of the graphics, you can specify the
--nofilter option to disable bilinear filtering, though that will
-produce blocky artifacts. Alternatively, you can use the -prescale
+The -noswitchres option tells MAME to just run at the current
+resolution. Although you can let MAME pick a resolution for you, it
+doesn't really make much sense in D3D mode, and in fact I may even
+remove that feature altogether. To avoid tearing artifacts, I
+recommend using the -triplebuffer option as well. Just make sure your
+monitor's refresh rate is higher than the game you are running. If
+you dislike the blurry look of the graphics, you can specify the
+-nofilter option to disable bilinear filtering, though that will
+produce blocky artifacts. Alternatively, you can use the -prescale
option which is described at the end of this article.
-Category 2: Like the old days. I really didn't even want to support
-this mode at all, but certain vocal MAMEdevs would have skinned me
-alive otherwise. People who fall into this category include those who
-have weak systems that worked fine with previous versions of MAME,
-but who don't run well with Direct3D rendering. (Note that just
-because Space Invaders runs unthrottled at 2000fps with DirectDraw
-and 1000fps with Direct3D doesn't mean that Direct3D is going to be
-a serious issue when playing at a regular 60fps, so if you're unsure,
-give the Direct3D route a try for a while.) In this mode, MAME will
-draw the game screen and artwork at the game's resolution, just like
-it did in MAME 0.106 and earlier; however, some artwork options,
-such as -artcrop, won't work as you might expect, and some alpha
-blending artwork modes (specifically overlays) will operate with a
-performance penality. MAME will then use your video card to stretch
+Category 2: Like the old days. I really didn't even want to support
+this mode at all, but certain vocal MAMEdevs would have skinned me
+alive otherwise. People who fall into this category include those who
+have weak systems that worked fine with previous versions of MAME,
+but who don't run well with Direct3D rendering. (Note that just
+because Space Invaders runs unthrottled at 2000fps with DirectDraw
+and 1000fps with Direct3D doesn't mean that Direct3D is going to be
+a serious issue when playing at a regular 60fps, so if you're unsure,
+give the Direct3D route a try for a while.) In this mode, MAME will
+draw the game screen and artwork at the game's resolution, just like
+it did in MAME 0.106 and earlier; however, some artwork options,
+such as -artcrop, won't work as you might expect, and some alpha
+blending artwork modes (specifically overlays) will operate with a
+performance penality. MAME will then use your video card to stretch
the video to the proper aspect ratio.
-video ddraw -hwstretch [-switchres] [-triplebuffer]
-The -switchres is optional here. If your video card is really ancient
-and struggles expanding the screen to fit your desktop resolution,
-you might want to turn it on. Again, to avoid tearing artifacts, I
-recommend using the -triplebuffer option as well, but make sure your
-monitor's refresh rate is higher than the game you are running
-(-switchres will do that for you if you use it). If your video card
-produces blurry pixels which you don't like, try the -prescale option
+The -switchres is optional here. If your video card is really ancient
+and struggles expanding the screen to fit your desktop resolution,
+you might want to turn it on. Again, to avoid tearing artifacts, I
+recommend using the -triplebuffer option as well, but make sure your
+monitor's refresh rate is higher than the game you are running
+(-switchres will do that for you if you use it). If your video card
+produces blurry pixels which you don't like, try the -prescale option
described at the end of this article.
-Category 3: Anal video mode types. These are the guys who have
-generally built their own cabinets and set them up with a CRT display
-where they have several dozen carefully hand-tweaked video modes that
-approximate the original video modes the games ran at. They want MAME
-to pick that hand-tweaked mode and use it, drawing one pixel on the
-screen for each pixel in the original game. They don't give a whit
-about artwork or anything other than the raw pixels going to the
-right place. Fortunately, you can still configure MAME for this case
+Category 3: Anal video mode types. These are the guys who have
+generally built their own cabinets and set them up with a CRT display
+where they have several dozen carefully hand-tweaked video modes that
+approximate the original video modes the games ran at. They want MAME
+to pick that hand-tweaked mode and use it, drawing one pixel on the
+screen for each pixel in the original game. They don't give a whit
+about artwork or anything other than the raw pixels going to the
+right place. Fortunately, you can still configure MAME for this case
as well:
-video ddraw -nohwstretch -switchres [-triplebuffer]
-Obviously in this case, the -switchres is required. You also want to
-disable hardware stretching, otherwise you won't get that "perfect"
+Obviously in this case, the -switchres is required. You also want to
+disable hardware stretching, otherwise you won't get that "perfect"
1:1 pixel mapping. Triple buffering may or may not help.
-So, I recommend starting with these initial options and then tweaking
-from there. One additional option you might want to try in
-combination with the above is the -prescale option. -prescale takes
-an integer parameter from 1 to 8, and specifies a magnification
-amount by which the screen pixels are expanded before they are drawn
-to the screen. Why is this useful? And how much of a performance
-impact does it have? Well, that depends on the mode you are running
+So, I recommend starting with these initial options and then tweaking
+from there. One additional option you might want to try in
+combination with the above is the -prescale option. -prescale takes
+an integer parameter from 1 to 8, and specifies a magnification
+amount by which the screen pixels are expanded before they are drawn
+to the screen. Why is this useful? And how much of a performance
+impact does it have? Well, that depends on the mode you are running
in.
-If you are running in Category 1 (-video d3d), then -prescale will
-use your video card to scale the game graphics up before rendering
-them to the screen. Depending on the video card, this is usually a
-small performance hit, but not too significant. The benefit is that
-each prescale factor reduces the blurriness of the pixels.
--prescale 1 is the default, which does no scaling. -prescale 2 will
-double each pixel, -prescale 3 will triple each pixel, etc. For my
-money, -prescale 2 is sufficient, but people with super high
-resolution displays claim that larger -prescale factors work even
+If you are running in Category 1 (-video d3d), then -prescale will
+use your video card to scale the game graphics up before rendering
+them to the screen. Depending on the video card, this is usually a
+small performance hit, but not too significant. The benefit is that
+each prescale factor reduces the blurriness of the pixels.
+-prescale 1 is the default, which does no scaling. -prescale 2 will
+double each pixel, -prescale 3 will triple each pixel, etc. For my
+money, -prescale 2 is sufficient, but people with super high
+resolution displays claim that larger -prescale factors work even
better.
-If you are running in Category 2 (-video ddraw -hwstretch), then
--prescale will cause MAME to compose the screen graphics at the
-specified scale factor. This is unfortunately done in software, but
-carries the benefit that artwork, fonts, and the graphics viewer can
-take advantage of the additional resolution to produce nicer results.
-The end effect is that you will get less blurry pixels, just like the
-Category 1 case, plus higher quality artwork, fonts, and more visible
+If you are running in Category 2 (-video ddraw -hwstretch), then
+-prescale will cause MAME to compose the screen graphics at the
+specified scale factor. This is unfortunately done in software, but
+carries the benefit that artwork, fonts, and the graphics viewer can
+take advantage of the additional resolution to produce nicer results.
+The end effect is that you will get less blurry pixels, just like the
+Category 1 case, plus higher quality artwork, fonts, and more visible
area in the graphics viewer.
-If you are running in Category 3 (-video ddraw -nohwstretch), then
--prescale will cause MAME to pick a video mode that is the prescale
-factor times the raw screen resolution, and then MAME will, in
-software, compose the screen graphics at the specified scale factor.
-This has all the advantages of the Category 2 case, except that since
-there wasn't any pixel blurring to begin with, there is no additional
+If you are running in Category 3 (-video ddraw -nohwstretch), then
+-prescale will cause MAME to pick a video mode that is the prescale
+factor times the raw screen resolution, and then MAME will, in
+software, compose the screen graphics at the specified scale factor.
+This has all the advantages of the Category 2 case, except that since
+there wasn't any pixel blurring to begin with, there is no additional
crispness that comes about as a result.
-Finally, you may be wondering about effects (and yes, scanlines are
-an "effect"). Effects are no longer hard-coded into the system.
+Finally, you may be wondering about effects (and yes, scanlines are
+an "effect"). Effects are no longer hard-coded into the system.
Rather, you can provide a PNG file in the artwork directory that will
be loaded and overlaid on top of screen bitmaps. See the description
of -effect in windows.txt for more details.
diff --git a/docs/windows.txt b/docs/windows.txt
index 9b0097b1df8..1cabfe24724 100644
--- a/docs/windows.txt
+++ b/docs/windows.txt
@@ -1,5 +1,5 @@
-This file describes Windows-specific usage information about MAME. It is
-intended to cover aspects of using and configuring the program that are
+This file describes Windows-specific usage information about MAME. It is
+intended to cover aspects of using and configuring the program that are
specific to running MAME from the command line on a Windows-based system.
For common options that apply to all systems, please see config.txt.
@@ -33,15 +33,15 @@ Windows performance options
-priority <priority>
Sets the thread priority for the MAME threads. By default the priority
- is left alone to guarantee proper cooperation with other applications.
- The valid range is -15 to 1, with 1 being the highest priority. The
+ is left alone to guarantee proper cooperation with other applications.
+ The valid range is -15 to 1, with 1 being the highest priority. The
default is 0 (NORMAL priority).
-[no]multithreading / -[no]mt
- Enables multithreading within MAME. At the moment, this causes the
- window and all DirectDraw/Direct3D code to execute on a second thread,
- which can improve performance on hyperthreaded and multicore systems.
+ Enables multithreading within MAME. At the moment, this causes the
+ window and all DirectDraw/Direct3D code to execute on a second thread,
+ which can improve performance on hyperthreaded and multicore systems.
The default is OFF (-nomultithreading).
@@ -53,18 +53,18 @@ Windows video options
Specifies which video subsystem to use for drawing. By specifying 'gdi'
here, you tell MAME to render video using standard Windows graphics
- drawing calls. This is the slowest but most compatible option.
- Specifying 'ddraw' instructs MAME to use DirectDraw for rendering.
- This causes MAME to render everything at a lower resolution and then
- upscale the results at the end. This produces high performance,
- especially on older or low-power video cards, but has a noticeably
- lower output quality. Specifying 'd3d' tells MAME to use Direct3D for
- rendering. This produces the highest quality output and enables all
- rendering options. It is recommended if you have a recent (2002+)
- video card. The final option 'none' displays no windows and does no
- drawing. This is primarily present for doing CPU benchmarks without
+ drawing calls. This is the slowest but most compatible option.
+ Specifying 'ddraw' instructs MAME to use DirectDraw for rendering.
+ This causes MAME to render everything at a lower resolution and then
+ upscale the results at the end. This produces high performance,
+ especially on older or low-power video cards, but has a noticeably
+ lower output quality. Specifying 'd3d' tells MAME to use Direct3D for
+ rendering. This produces the highest quality output and enables all
+ rendering options. It is recommended if you have a recent (2002+)
+ video card. The final option '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.
-
+
-numscreens <count>
Tells MAME how many output windows to create. For most games, a single
@@ -72,7 +72,7 @@ Windows video options
screens. Each screen (up to 4) has its own independent settings for
physical monitor, aspect ratio, resolution, and view, which can be
set using the options below. The default is 1.
-
+
-[no]window
Run MAME in either a window or full screen. The default is OFF
@@ -83,7 +83,7 @@ Windows video options
Controls initial window size in windowed mode. If it is set on, the
window will initially be set to the maximum supported size when you
start MAME. If it is turned off, the window will start out at the
- smallest supported size. This option only has an effect when the
+ smallest supported size. This option only has an effect when the
-window option is used. The default is ON (-maximize).
-[no]keepaspect / -[no]ka
@@ -106,15 +106,15 @@ Windows video options
settings, the screen is expanded by a factor of <amount> before being
scaled. With -video ddraw or -video d3d, this produces a less blurry
image at the expense of some speed. In -video ddraw mode, this also
- increases the effective resolution of non-screen elements such as
+ increases the effective resolution of non-screen elements such as
artwork and fonts. The default is 1.
-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
+ 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
@@ -123,7 +123,7 @@ Windows video options
use an effect that requires mapping n PNG pixels to each game screen
pixel with -video ddraw, you need to specify a -prescale factor of n as
well. 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
+ RGB values of the target screen. The default is 'none', meaning no
effect.
-[no]waitvsync
@@ -138,7 +138,7 @@ Windows video options
your CPU cycles waiting for the proper time to draw, so you will see a
performance hit. You should only need to turn this on in windowed mode.
In full screen mode, it is only needed if -triplebuffer does not
- remove the tearing, in which case you should use -notriplebuffer
+ remove the tearing, in which case you should use -notriplebuffer
-waitvsync. Note that this option does not work with -video gdi mode.
The default is OFF (-nowaitvsync).
@@ -147,9 +147,9 @@ Windows video options
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
+ 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
+ provide carefully matched refresh rate options. Note that this option
does not work with -video gdi mode.The default is OFF (-nosyncrefresh).
@@ -160,9 +160,9 @@ DirectDraw-specific options
-[no]hwstretch / -[no]hws
When enabled, MAME uses the hardware stretching abilities of your
- video card to scale the game image and associated artwork to the
- target resolution. Depending on the quality of your graphic card and
- its drivers, this may be a fractional, antialiased scaling (nice) or
+ video card to scale the game image and associated artwork to the
+ target resolution. Depending on the quality of your graphic card and
+ its drivers, this may be a fractional, antialiased scaling (nice) or
an integer, blocky scaling (not so nice), in which case you might want
to disable this option. In addition, if you have configured specific
arcade-like video modes for MAME and don't want MAME to perform any
@@ -204,14 +204,14 @@ Per-window options
Specifies which physical monitor on your system you wish to have each
window use by default. In order to use multiple windows, you must have
- increased the value of the -numscreens option. The name of each
- display in your system can be determined by running MAME with the
- -verbose option. The display names are typically in the format of:
- \\.\DISPLAYn, where 'n' is a number from 1 to the number of connected
- monitors. The default value for these options is 'auto', which means
- that the first window is placed on the first display, the second
+ increased the value of the -numscreens option. The name of each
+ display in your system can be determined by running MAME with the
+ -verbose option. The display names are typically in the format of:
+ \\.\DISPLAYn, where 'n' is a number from 1 to the number of connected
+ monitors. The default value for these options is 'auto', which means
+ that the first window is placed on the first display, the second
window on the second display, etc.
-
+
The -screen0, -screen1, -screen2, -screen3 parameters apply to the
specific window. The -screen parameter applies to all windows. The
window-specific options override values from the all window option.
@@ -223,56 +223,56 @@ Per-window options
-aspect3 <width:height>
Specifies the physical aspect ratio of the physical monitor for each
- window. In order to use multiple windows, you must have increased the
+ window. In order to use multiple windows, you must have increased the
value of the -numscreens option. The physical aspect ratio can be
- determined by measuring the width and height of the visible screen
+ determined by measuring the width and height of the visible screen
image and specifying them separated by a colon. The default value for
- these options is 'auto', which means that MAME assumes the aspect
- ratio is proportional to the number of pixels in the desktop video
+ these options is 'auto', which means that MAME assumes the aspect
+ ratio is proportional to the number of pixels in the desktop video
mode for each monitor.
-
+
The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the
specific window. The -aspect parameter applies to all windows. The
window-specific options override values from the all window option.
-
+
-resolution <widthxheight[@refresh]> / -r <widthxheight[@refresh]>
-resolution0 <widthxheight[@refresh]> / -r0 <widthxheight[@refresh]>
-resolution1 <widthxheight[@refresh]> / -r1 <widthxheight[@refresh]>
-resolution2 <widthxheight[@refresh]> / -r2 <widthxheight[@refresh]>
-resolution3 <widthxheight[@refresh]> / -r3 <widthxheight[@refresh]>
- Specifies an exact resolution to run in. In full screen mode, MAME
+ Specifies an exact resolution to run in. In full screen mode, MAME
will try to use the specific resolution you request. The width and
height are required; the refresh rate is optional. If omitted or
set to 0, MAME will determine the mode auomatically. For example,
-resolution 640x480 will force 640x480 resolution, but MAME is free to
choose the refresh rate. Similarly, -resolution 0x0@60 will force a
- 60Hz refresh rate, but allows MAME to choose the resolution. The
- string "auto" is also supported, and is equivalent to 0x0@0. In window
- mode, this resolution is used as a maximum size for the window. This
- option requires the -switchres option as well in order to actually
- enable resolution switching with -video ddraw or -video d3d. The
+ 60Hz refresh rate, but allows MAME to choose the resolution. The
+ string "auto" is also supported, and is equivalent to 0x0@0. In window
+ mode, this resolution is used as a maximum size for the window. This
+ option requires the -switchres option as well in order to actually
+ enable resolution switching with -video ddraw or -video d3d. The
default value for these options is 'auto'.
-
- The -resolution0, -resolution1, -resolution2, -resolution3 parameters
+
+ The -resolution0, -resolution1, -resolution2, -resolution3 parameters
apply to the specific window. The -resolution parameter applies to all
- windows. The window-specific options override values from the all
+ windows. The window-specific options override values from the all
window option.
-view <viewname>
--view0 <viewname>
+-view0 <viewname>
-view1 <viewname>
-view2 <viewname>
-view3 <viewname>
- Specifies the initial view setting for each window. The <viewname>
- does not need to be a perfect match; rather, it will select the first
- view whose name matches all the characters specified by <viewname>.
- For example, -view native will match the "Native (15:14)" view even
- though it is not a perfect match. The value 'auto' is also supported,
- and requests that MAME perform a default selection. The default value
+ Specifies the initial view setting for each window. The <viewname>
+ does not need to be a perfect match; rather, it will select the first
+ view whose name matches all the characters specified by <viewname>.
+ For example, -view native will match the "Native (15:14)" view even
+ though it is not a perfect match. The value 'auto' is also supported,
+ and requests that MAME perform a default selection. The default value
for these options is 'auto'.
-
+
The -view0, -view1, -view2, -view3 parameters apply to the
specific window. The -view parameter applies to all windows. The
window-specific options override values from the all window option.
@@ -289,7 +289,7 @@ Full screen options
option enabled, MAME creates three buffers to draw to, and cycles
between them in order. It attempts to keep things flowing such that one
buffer is currently displayed, the second buffer is waiting to be
- displayed, and the third buffer is being drawn to. -triplebuffer will
+ displayed, and the third buffer is being drawn to. -triplebuffer will
override -waitvsync, if the buffer is sucessfully created. This option
does not work with -video gdi. The default is OFF (-notriplebuffer).
@@ -299,7 +299,7 @@ Full screen options
-resolution* options to switch resolutions in full screen mode. On
modern video cards, there is little reason to switch resolutions unless
you are trying to achieve the "exact" pixel resolutions of the original
- games, which requires significant tweaking. This option is also useful
+ games, which requires significant tweaking. This option is also useful
on LCD displays, since they run with a fixed resolution and switching
resolutions on them is just silly. This option does not work with
-video gdi. The default is OFF (-noswitchres).
@@ -318,18 +318,18 @@ Full screen options
Controls the contrast, or white level, of the entire display. 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. Note that not all video cards have
- hardware to support this option. This option does not work with
+ give a more saturated display. Note that not all video cards have
+ hardware to support this option. This option does not work with
-video gdi. The default is 1.0.
-full_screen_gamma / -fsg <value>
Controls the gamma, which produces a potentially nonlinear black to
- white ramp, for the entire display. 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. Note
- that not all video cards have hardware to support this option. This
+ white ramp, for the entire display. 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. Note
+ that not all video cards have hardware to support this option. This
option does not work with -video gdi. The default is 1.0.
@@ -356,7 +356,7 @@ Input device options
Controls whether or not MAME attempts to track two lightguns connected
at the same time. This option requires -lightgun. This option is a hack
- for supporting older dual lightgun setups. If you have multiple
+ for supporting older dual lightgun setups. If you have multiple
lightguns connected, you will probably just need to enable -mouse and
configure each lightgun independently. The default is OFF
(-nodual_lightgun).