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diff --git a/docs/SDL.txt b/docs/SDL.txt deleted file mode 100644 index 5361c7e4e39..00000000000 --- a/docs/SDL.txt +++ /dev/null @@ -1,376 +0,0 @@ -This file describes SDL-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 any system which is -supported by SDL (including Windows). - -In addition to the keys described in config.txt, the following additional -keys are defined for SDL-specific versions of MAME: - - - -Debugging options ------------------ - --[no]oslog - - Outputs the error.log data to the stderr TTY channel (usually the - command line window MAME was started in). This can be used at - the same time as -log to output the log data to both targets as well. - Default is OFF (-nooslog). - --watchdog <duration> / -wdog <duration> - - 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 games 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. - - - -Performance options -------------------- - --[no]multithreading / -[no]mt - - Enables multithreading for the final drawing operation. This can help - performance on multicore/hyperthreaded systems with slow video cards, - but may cause undesired behavior in some games. - Note that some drivers in MAME and MESS will use multiple threads even - when this is set to OFF, assuming -numprocessors allows it. - The default is OFF (-nomultithreading). - --numprocessors <auto|value> / -np <auto|value> - - Specify the number of processors to use for work queues. Specifying - "auto" will use the value reported by the system or environment - variable OSDPROCESSORS. To avoid abuse, this value is internally limited - to 4 times the number of processors reported by the system. - The default is "auto". - --sdlvideofps - - Enable output of benchmark data on the SDL video subsystem, including - your system's video driver, X server (if applicable), and OpenGL stack - in -video opengl mode. - --bench [n] - - Benchmark for [n] number of emulated seconds; implies the command string: - -str [n] -video none -sound none -nothrottle. Default is OFF (-nobench) - - - -Video options -------------- - --video <soft|opengl|none> - - Specifies which video subsystem to use for drawing. The default for - Mac OS X is 'opengl' because OS X is guaranteed to have a compliant - OpenGL stack. The default on all other systems is 'soft'. - --numscreens <count> - - Tells MAME how many output windows to create. For most games, a single - output window is all you need, but some games originally used multiple - 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. SDL currently has a - limit of 1 with the expectation of increasing this when SDL 2.0 is - released. - --[no]window / -[no]w - - Run MAME in either a window or full screen. The default is OFF - (-nowindow). - --[no]maximize / -[no]max - - 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 - -window option is used. The default is ON (-maximize). - --[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 games will stretch to the full screen size (even vertical games). - In window mode, it means that you can freely resize the window without - any constraints. The default is ON (-keepaspect). - --[no]unevenstretch - - Allow non-integer stretch factors allowing for great window sizing - flexability. The default is ON. (-unevenstretch) - --[no]centerh - - Center horizontally within the view area. Default is ON (-centerh). - --[no]centerv - - Center vertically within the view area. Default is ON (-centerv). - --[no]waitvsync - - Waits for the refresh period on your computer's monitor to finish - before starting to draw video to your screen. If this option is off, - MAME will just draw to the screen at any old time, even in the middle - of a refresh cycle. This can cause "tearing" artifacts, where the top - portion of the screen is out of sync with the bottom portion. Tearing - is not noticeable on all games, and some people hate it more than - others. However, if you turn this option on, you will waste more of - 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 - -waitvsync. Note that support for this option depends entirely on your - operating system and video drivers; in general it will not work in - windowed mode so -video opengl and fullscreen give the greatest chance - of success. - The default is OFF (-nowaitvsync). - --[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). - - - -Video soft-specific options ---------------------------- - --scalemode - - Scale mode: none, async, yv12, yuy2, yv12x2, yuy2x2 (-video soft only) - Default is 'none'. - - - -Video OpenGL-specific options ------------------------------ - --[no]filter / -[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). - --prescale <amount> - - Controls the size of the screen images when they are passed off to the - graphics system for scaling. At the minimum setting of 1, the screen - is rendered at its original resolution before being scaled. At higher - settings, the screen is expanded by a factor of <amount> before being - scaled. This produces a less blurry image at the expense of some speed - and also increases the effective resolution of non-screen elements such - as artwork and fonts. The default is 1. - --[no]gl_forcepow2texture Always use only power-of-2 sized textures (default off) --[no]gl_notexturerect Don't use OpenGL GL_ARB_texture_rectangle (default on) --[no]gl_vbo Enable OpenGL VBO, if available (default on) --[no]gl_pbo Enable OpenGL PBO, if available (default on) - - 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. - --gl_glsl Enable OpenGL GLSL, if available (default off) --gl_glsl_filter Enable OpenGL GLSL filtering instead of FF filtering 0-plain, - 1-bilinear (default) --glsl_shader_mame0 Custom OpenGL GLSL shader set mame bitmap 0 --glsl_shader_mame1 Custom OpenGL GLSL shader set mame bitmap 1 --glsl_shader_mame2 Custom OpenGL GLSL shader set mame bitmap 2 --glsl_shader_mame3 Custom OpenGL GLSL shader set mame bitmap 3 --glsl_shader_mame4 Custom OpenGL GLSL shader set mame bitmap 4 --glsl_shader_mame5 Custom OpenGL GLSL shader set mame bitmap 5 --glsl_shader_mame6 Custom OpenGL GLSL shader set mame bitmap 6 --glsl_shader_mame7 Custom OpenGL GLSL shader set mame bitmap 7 --glsl_shader_mame8 Custom OpenGL GLSL shader set mame bitmap 8 --glsl_shader_mame9 Custom OpenGL GLSL shader set mame bitmap 9 --glsl_shader_screen0 Custom OpenGL GLSL shader screen bitmap 0 --glsl_shader_screen1 Custom OpenGL GLSL shader screen bitmap 1 --glsl_shader_screen2 Custom OpenGL GLSL shader screen bitmap 2 --glsl_shader_screen3 Custom OpenGL GLSL shader screen bitmap 3 --glsl_shader_screen4 Custom OpenGL GLSL shader screen bitmap 4 --glsl_shader_screen5 Custom OpenGL GLSL shader screen bitmap 5 --glsl_shader_screen6 Custom OpenGL GLSL shader screen bitmap 6 --glsl_shader_screen7 Custom OpenGL GLSL shader screen bitmap 7 --glsl_shader_screen8 Custom OpenGL GLSL shader screen bitmap 8 --glsl_shader_screen9 Custom OpenGL GLSL shader screen bitmap 9 --gl_glsl_vid_attr Enable OpenGL GLSL handling of brightness and contrast. - Better RGB game performance. Default is on. - - - -Per-window options ------------------- - -NOTE: Multiple Screens are limited to 1 until SDL 2.0 is released. - --screen <display> --screen0 <display> --screen1 <display> --screen2 <display> --screen3 <display> - - 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 - 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. - --aspect <width:height> / -screen_aspect <num:den> --aspect0 <width:height> --aspect1 <width:height> --aspect2 <width:height> --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 - value of the -numscreens option. The physical aspect ratio can be - 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 - 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 - 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. - - 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 - window option. - --view <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 - 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. - - - -Full screen options -------------------- - --[no]switchres - - Enables resolution switching. This option is required for the - -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 - on LCD displays, since they run with a fixed resolution and switching - resolutions on them is just silly. - The default is OFF (-noswitchres). - - - -Sound options -------------- - --sound <sdl|none> - - Specifies which sound subsystem to use. 'none' disables sound altogether. - The default is sdl. - --audio_latency <value> - - This controls the amount of latency built into the audio streaming. By - default MAME tries to keep the audio buffer between 1/5 and 2/5 full. - On some systems, this is pushing it too close to the edge, and you get - poor sound sometimes. The latency parameter controls the lower threshold. - The default is 2 (meaning lower=2/5 and upper=3/5). Set it to 3 - (-audio_latency 3) to keep the sound buffer between 3/5 and 4/5 full. - If you crank it up to 4, you can definitely notice the lag. - - - -SDL Keyboard Mapping --------------------- - --keymap Enable keymap. Default is OFF (-nokeymap) --keymap_file Keymap Filename. Default is 'keymap.dat'. --uimodekey Key to toggle keyboard mode. Default is 'SCRLOCK' - - - -SDL Joystick Mapping --------------------- - --joy_idx1 Name of joystick mapped to joystick #1, default is auto. --joy_idx2 Name of joystick mapped to joystick #2, default is auto. --joy_idx3 Name of joystick mapped to joystick #3, default is auto. --joy_idx4 Name of joystick mapped to joystick #4, default is auto. --joy_idx5 Name of joystick mapped to joystick #5, default is auto. --joy_idx6 Name of joystick mapped to joystick #6, default is auto. --joy_idx7 Name of joystick mapped to joystick #7, default is auto. --joy_idx8 Name of joystick mapped to joystick #8, default is auto. --sixaxis Use special handling for PS3 Sixaxis controllers. - Default is OFF (-nosixaxis) - - - -SDL Lowlevel driver options ---------------------------- - --videodriver SDL video driver to use ('x11', 'directfb', ... or 'auto' for SDL default --audiodriver SDL audio driver to use ('alsa', 'arts', ... or 'auto' for SDL default --gl_lib Alternative libGL.so to use; 'auto' for system default - |