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diff --git a/docs/config.txt b/docs/config.txt deleted file mode 100644 index 25ba9844386..00000000000 --- a/docs/config.txt +++ /dev/null @@ -1,1264 +0,0 @@ -This file describes general usage information about MAME. It is intended -to cover aspects of using and configuring the program that are common -across operating systems. For additional OS-specific options, please see -the separate documentation for your particular version of MAME. - - - -Using the program ------------------ - -The usual way to run MAME is by telling it to run a particular game: - - mame <gamename> [options] - -For example: - - mame robby -sound none - -...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. - -An alternative way to run MAME is to give it a command: - - mame <command> [parameters] - -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 -are all listed below, just before the options list. - - - -Default Keys ------------- - -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 - - Left - decrease the value of the selected parameter - Control+Left - decrease the value by 10x - Shift+Left - decrease the value by 0.1x - Alt+Left - decrease the value by the smallest amount - - Right - increase the value of the selected parameter - Control+Right - increase the value by 10x - Shift+Right - increase the value by 0.1x - Alt+Right - increase the value by the smallest amount - - If you are running with -debug, this key send a 'break' - in emulation. - -P Pauses the game. - -Shift+P While paused, advances to next frame. - -F2 Service Mode for games that support it. - -F3 Resets the game. - -Shift+F3 Performs a "hard reset", which tears everything down and re- - creates it from scratch. This is a more thorough and complete - reset than an F3. - -LCtrl+F3 [SDL ONLY] - Toggle Uneven stretch. - -F4 Shows the game palette, decoded GFX, and any tilemaps. Use the - Enter key to switch between the three modes (palette, graphics, - and tilemaps). Press F4 again to turn off the display. The key - controls in each mode vary slightly: - - * Palette/colortable mode: - [ ] - switch between palette and colortable modes - Up/Down - scroll up/down one line at a time - Page Up/Page Down - scroll up/down one page at a time - Home/End - move to top/bottom of list - -/+ - increase/decrease the number of colors per row - Enter - switch to graphics viewer - - * Graphics mode: - [ ] - switch between different graphics sets - Up/Down - scroll up/down one line at a time - Page Up/Page Down - scroll up/down one page at a time - Home/End - move to top/bottom of list - Left/Right - change color displayed - R - rotate tiles 90 degrees clockwise - -/+ - increase/decrease the number of tiles per row - Enter - switch to tilemap viewer - - * Tilemap mode: - [ ] - switch between different tilemaps - Up/Down/Left/Right - scroll 8 pixels at a time - Shift+Up/Down/Left/Right - scroll 1 pixel at a time - Control+Up/Down/Left/Right - scroll 64 pixels at a time - R - rotate tilemap view 90 degrees clockwise - -/+ - increase/decrease the zoom factor - Enter - switch to palette/colortable mode - - Note: Not all games have decoded graphics and/or tilemaps. - -LCtrl+F4 [SDL ONLY] - Toggle Keepaspect ratio. - -LCtrl+F5 [SDL ONLY] - Toggle Filter. - -Alt+Ctrl+F5 [WINDOWS ONLY. NON SDL] - Toggle HLSL Post-Processing. - -F6 Toggle cheat mode (if started with "-cheat"). - -LCtrl+F6 Decrease Prescaling. - -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 - warning when attempting to save or load. - -LCtrl+F7 Increase Prescaling. - -Shift+F7 Create a save state. Requires an additional keypress to identify - the state, similar to the load option above. - -F8 Decrease frame skip on the fly. - -F9 Increase frame skip on the fly. - -F10 Toggle speed throttling. - -F11 Toggles speed display. - -Shift+F11 Toggles internal profiler display (if compiled in). - -Alt+F11 Record HLSL Rendered Video. - -F12 Saves a screen snapshot. - -Alt+F12 Take HLSL Rendered Snapshot. - -Insert [WINDOW ONLY, NON SDL] -Page DN [SDL ONLY] - Fast forward. While held, runs the game with throttling disabled - and with the maximum frameskip. - -Alt+ENTER Toggles between full-screen and windowed mode. - -Scroll Lock Default mapping for the uimodekey. This key allows user to - disable and enable the emulated keyboard in machines that require - it. All emulations which require emulated keyboards will start in - that mode and you can only access the internal UI (hitting TAB) by - first hitting this key. You can change the initial status of the - emulated keyboard is presented upon start by using -ui_active trigger - as detailed below. - -Escape Exits emulator. - - - -Core commands -------------- - --help / -h / -? - - Displays current MAME version and copyright notice. - --validate / -valid - - Performs internal validation on every driver in the system. Run this - before submitting changes to ensure that you haven't violated any of - the core system rules. - - - -Configuration commands ----------------------- - --createconfig / -cc - - Creates the default mame.ini file. All the configuration options - (not commands) described below can be permanently changed by editing - this configuration file. - --showconfig / -sc - - Displays the current configuration settings. If you route this to a - file, you can use it as an INI file. For example, the command: - - mame -showconfig >mame.ini - - is equivalent to -createconfig. - --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" - is usually sufficient. - - - -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 -of your command: - - > filename - -...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. - 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 - 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 - 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 - 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 - the -listsource command. - --listbrothers / -lb [<gamename|wildcard>] - - Displays a list of 'brothers', or rather, other sets which are located - in the same sourcefile as the gamename searched for. - --listcrc [<gamename|wildcard>] - - Displays a full list of CRCs of all ROM images referenced by all - drivers within MAME. - --listroms [<gamename|wildcard>] - - Displays a list of ROM images referenced by the specified game. - --listsamples [<gamename|wildcard>] - - Displays a list of samples referenced by the specified game. - --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 - 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 - wildcard after the -verifyroms command. - --romident [path\to\romstocheck.zip] - - 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 - 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 - 8: means some files were identified - 9: means no files were identified - --listdevices / -ld [<gamename|wildcard>] - - Displays a list of all devices known to be hooked up to a game. 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. - --listslots [<gamename|wildcard>] - - Show available slots and options for each slot (if available). Primarily - used for MESS to allow control over internal plug-in cards, much like PC's - needing video, sound and other cards. - --listmedia / -lm [<gamename|wildcard>] - - List available media that the chosen game or system allows to be used. This - includes media types (cartridge, cassette, diskette and more) as well as - common file extentions which are supported. - --listsoftware [<gamename|wildcard>] - - Posts to screen all software lists which can be used by the entered gamename - or system. Notice, this is simply a copy/paste of the .XML file which reside - in the HASH folder which are allowed to be used. - --verifysoftware [<gamename|wildcard>] - - Checks for invalid or missing ROM images in your software lists. 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 specific driver name or wildcard - after the -verifysoftware command. - --getsoftlist [<gamename|wildcard>] - - Posts to screen a specific software list which matches with the gamename - provided. - --verifysoftlist [softwarelistname] - - Checks a specified software list for missing ROM images if files exist for issued - softwarelistname. 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 - specific softwarelistname (without .XML) after the -verifysoftlist command. - - -OSD related options -------------------- - --uimodekey [keystring] - - Key used to toggle emulated keyboard on and off. Default setting is SCRLOCK. - --uifontprovider - - Chooses provider for UI font: win, none or auto. The Default setting is AUTO. - - -OSD CLI options ---------------- - --listmidi - - Create a list of available MIDI I/O devices for use with emulation. - --listnetwork - - Create a list of available Network Adapters for use with emulation. - - - -Configuration options ---------------------- - --[no]readconfig / -[no]rc - - Enables or disables the reading of the config files. When enabled - (which is the default), MAME reads the following config files in order: - - - mame.ini - - <mymame>.ini (i.e. if MAME was renamed mame060.exe, MAME - parses mame060.ini here) - - debug.ini (if the debugger is enabled) - - <driver>.ini (based on the source filename of the driver) - - vertical.ini (for games with vertical monitor orientation) - - horizont.ini (for games with horizontal monitor orientation) - - arcade.ini (for games in source added with GAME() macro) - - console.ini (for games in source added with CONS() macro) - - computer.ini (for games in source added with COMP() macro) - - othersys.ini (for games in source added with SYST() macro) - - vector.ini (for vector games only) - - <parent>.ini (for clones only, may be called recursively) - - <gamename>.ini - - - The settings in the later ini's override those in the earlier ini's. - So, for example, if you wanted to disable overlay effects in the - vector games, you can create a vector.ini with the "effect none" line - in it, and it will override whatever effect value you have in your - mame.ini. The default is ON (-readconfig). - - - -Core search path options ------------------------- - --rompath / -rp <path> - - Specifies a list of paths within which to find ROM or hard disk images. - Multiple paths can be specified by separating them with semicolons. - The default is 'roms' (that is, a directory "roms" in the same directory - as the MAME executable). - --hashpath <path> - - Specifies a list of paths within which to find Software List HASH files. - Multiple paths can be specified by separating them with semicolons. - The default is 'hash' (that is, a directory "roms" in the same directory - as the MAME executable). - --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 - is 'samples' (that is, a directory "samples" in the same directory as - the MAME executable). - --artpath <path> / -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 - 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 - "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 - 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 - is '.' (that is, search in the same directory as the MAME executable). - --cheatpath <path> - - Specifies a list of paths within which to find .XML cheat files. - Multiple paths can be specified by separating them with semicolons. The - default is 'cheat' (that is, a folder called 'cheat' located in the same - directory as the as the MAME executable). - --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. - - - -Core Output Directory Options ------------------------------ - --cfg_directory <path> - - 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 - 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 - 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 - 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 - 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 - directory does not exist, it will be automatically created. - --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. - --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. - - - -Core state/playback options ---------------------------- - --state <slot> - - 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 - (-noautosave). - --playback / -pb <filename> - - Specifies a file from which to play back a series of game inputs. 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 playback). - --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 - 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 - default is NULL (no recording). - --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). - --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). - --snapname <name> - - 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. 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. 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. - A few examples: if you use 'mame robby -snapname foo/%g%i' snapshots - will be saved as 'snaps\foo\robby0000.png' , 'snaps\foo\robby0001.png' - and so on ; if you use 'mess nes -cart robby -snapname %g/%d_cart' - snapshots will be saved as 'snaps\nes\robby.png' ; if you use - 'mess c64 -flop1 robby -snapname %g/%d_flop1/%i' snapshots will be - saved as 'snaps\c64\robby\0000.png'. - --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'. - --snapview <viewname> - - Specifies the view to use when rendering snapshots and movies. By - default, both use a special 'internal' view, which renders a separate - snapshot per screen or renders movies only of the first screen. By - specifying this option, you can override this default behavior and - select a single view that will apply to all snapshots and movies. - Note that <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, -snapview native will match the - "Native (15:14)" view even though it is not a perfect match. - <viewname> can also be 'auto', which selects the first view with all - screens present. The default value is 'internal'. - --[no]snapbilinear - - Specify if the snapshot or movie should have bilinear filtering - applied. Shutting this off can make a difference in some performance - while recording video to a file. The default is ON (-snapbilinear). - --statename <name> - - 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. The default is %g, which creates a separate folder for - each game. 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. - A few examples: if you use 'mame robby -statename foo/%g' save states - will be stored inside 'sta\foo\robby\' ; if you use 'mess nes -cart - robby -statename %g/%d_cart' save states will be stored inside - 'sta\nes\robby\' ; if you use 'mess c64 -flop1 robby -statename - %g/%d_flop1' save states will be stored inside 'sta\c64\robby\'. - --[no]burnin - - 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 games. 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). - - - -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). - --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. - --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. - --[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 games. The default is ON (-throttle). - --[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). - --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 decimal - places, so a value of 1.002 is the same as 1.0. The default is 1.0. - --[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). - - - -Core rotation options ---------------------- - --[no]rotate - - 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 - 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 - default for both of these options is OFF (-noror -norol). - --[no]autoror --[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. - --[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 - is OFF (-noflipx -noflipy). - - - -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 - 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 - - Enables/disables the display of backdrops. The default is ON - (-use_backdrops). - --[no]use_overlays / -[no]overlay - - Enables/disables the display of overlays. The default is ON - (-use_overlays). - --[no]use_bezels / -[no]bezels - - Enables/disables the display of bezels. The default is ON - (-use_bezels). - --[no]use_cpanels / -[no]cpanels - - Enables/disables the display of control panels. The default is ON - (-use_cpanels). - --[no]use_marquees / -[no]marquees - - Enables/disables the display of marquees. The default is ON - (-use_marquees). - - - -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. - --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. - --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. - --pause_brightness <value> - - This controls the brightness level when MAME is paused. The default - value is 0.65. - --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. For -video ddraw, this means that one pixel in the - PNG will map to one pixel in the prescaled game screen. If you wish to - 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 - effect. - - - -Core vector options -------------------- - --beam_width_min <value> --beam_width_max <value> - - Sets the minimum and maximum width of the vectors. This is a scaling factor - against the standard vector width, which is interpolated between minimum and - maximum according to the beam's intensity. 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. - --beam_intensity_weight <value> - - Applies an exponential weight to the minimum and maximum beam width. For positive - values the interpolated scaling factor will affect lines with higher intensity - more than lines with lower intensity. The default is 0.0. - --flicker <value> - - Simulates a vector "flicker" effect, similar to a vector monitor that - needs adjustment. This option requires a float argument in the range - of 0.00 - 100.00 (0=none, 100=maximum). The default is 0. - - - -Core sound options ------------------- - --samplerate <value> / -sr <value> - - Sets the audio sample rate. Smaller values (e.g. 11025) cause lower - audio quality but faster emulation speed. Higher values (e.g. 48000) - cause higher audio quality but slower emulation speed. The default is - 48000. - --[no]samples - - Use samples if available. The default is ON (-samples). - --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 - is 0. - - - -Core input options ------------------- - --[no]coin_lockout / -[no]coinlock - - Enables simulation of the "coin lockout" feature that is implmeneted - 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). - --ctrlr <controller> - - Enables support for special controllers. Configuration files are - loaded from the ctrlrpath. They are in the same format as the .cfg - files that are saved, but only control configuration data is read - from the file. The default is NULL (no controller file). - --[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). - --[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 - controllers are connected. The default is OFF (-nojoystick). - --[no]lightgun / -[no]gun - - Controls whether or not MAME makes use of lightgun controllers. - 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 - (-nomultikeyboard). - --[no]multimouse - - 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 - default is OFF (-nomultimouse). - --[no]steadykey / -[no]steady - - Some games require two or more buttons to be pressed at exactly the - same time to make special moves. Due to limitations in the keyboard - hardware, it can be difficult or even impossible to accomplish that - using the standard keyboard handling. This option selects a different - handling that makes it easier to register simultaneous button presses, - but has the disadvantage of making controls less responsive. The - default is OFF (-nosteadykey) - --[no]ui_active - - Enable user interface on top of emulated keyboard (if present). The - default if OFF (-noui_active) - --[no]offscreen_reload / -[no]reload - - 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 - off screen reloads. The default is OFF (-nooffscreen_reload). - --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. - - 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: - - 777888999 Note that the numeric digits correspond to the keys - 777888999 on a numeric keypad. So '7' maps to up+left, '4' maps - 777888999 to left, '5' maps to neutral, etc. In addition to the - 444555666 numeric values, you can specify the character 's', - 444555666 which means "sticky". In this case, the value of the - 444555666 map is the same as it was the last time a non-sticky - 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 - 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 - specified by this 11 character string: 7778...4445 - - 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, 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 - 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. - --joystick_deadzone <value> / -joy_deadzone <value> / -jdz <value> - - If you play with an analog joystick, the center can drift a little. - joystick_deadzone tells how far along an axis you must move before the - axis starts to change. 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 0.3. - --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 - 1.0, where 0 is the center of the joystick and 1 is the outer limit. - The default is 0.85. - --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 (-nonatrual) - --joystick_contradictory - - Enable contradictory direction digital joystick input at the same time - such as Left and Right or Up and Down at the same time. The default - is OFF (-nojoystick_contradictory) - --coin_impulse [n] - - Set coin impulse time based on n (n<0 disable impulse, n==0 obey driver, - 0<n set time n). Default is 0. - - - -Core input automatic enable options ------------------------------------ - --paddle_device enable (none|keyboard|mouse|lightgun|joystick) if a paddle control is present --adstick_device enable (none|keyboard|mouse|lightgun|joystick) if an analog joystick control is present --pedal_device enable (none|keyboard|mouse|lightgun|joystick) if a pedal control is present --dial_device enable (none|keyboard|mouse|lightgun|joystick) if a dial control is present --trackball_device enable (none|keyboard|mouse|lightgun|joystick) if a trackball control is present --lightgun_device enable (none|keyboard|mouse|lightgun|joystick) if a lightgun control is present --positional_device enable (none|keyboard|mouse|lightgun|joystick) if a positional control is present --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. - - - -Debugging options ------------------ - --[no]verbose / -[no]v - - 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 - resulting information. The default is OFF (-noverbose). - --[no]oslog - - Output error.log data to the system debugger. The default is OFF - (-nooslog). - --[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 - is OFF (-nolog). - --[no]debug - - Activates the integrated debugger. By default, the debugger is entered - by pressing the tilde (~) key during emulation. It is also entered - immediately at startup. The default is OFF (-nodebug). - --debugscript <filename> - - Specifies a file that contains a list of debugger commands to execute - immediately upon startup. The default is NULL (no commands). - --[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). - - -Core communication options --------------------------- - --comm_localhost <string> - - Local address to bind to. This can be a traditional xxx.xxx.xxx.xxx - address or a string containing a resolvable hostname. The default is - value is "0.0.0.0" - --comm_localport <string> - - Local port to bind to. This can be any traditional communications port - as an unsigned 16-bit integer (0-65535). The default value is "15122". - --comm_remotehost <string> - - Remote address to connect to. This can be a traditional xxx.xxx.xxx.xxx - address or a string containing a resolvable hostname. The default is - value is "0.0.0.0" - --comm_remoteport <string> - - Remote port to connect to. This can be any traditional communications port - as an unsigned 16-bit integer (0-65535). The default value is "15122". - - - -Core misc options ------------------ - --[no]drc - Enable DRC cpu core if available. The default is ON (-drc). - --drc_use_c - - Force DRC use the C code backend. The default is OFF - (-nodrc_use_c). - --drc_log_uml - - Write DRC UML disassembly log. The default is OFF - (-nodrc_log_uml). - --drc_log_native - - write DRC native disassembly log. The default is OFF - (-nodrc_log_native). - --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'. - --[no]cheat / -[no]c - - Enables the reading of the cheat database, if present, and the Cheat - menu in the user interface. The default is OFF (-nocheat). - --[no]skip_gameinfo - - Forces MAME to skip displaying the game info screen. The default is - OFF (-noskip_gameinfo). - --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). - --ramsize [n] - - Allows you to change the default RAM size (if supported by driver). - --confirm_quit - - Display a Confirm Quit dialong to screen on exit, requiring one extra - step to exit MAME. The default is OFF (-noconfirm_quit). - --ui_mouse - - Displays a mouse cursor when using the built-in UI for MAME. The default - is (-noui_mouse). - --autoboot_command "<command>" - - Command string to execute after machine boot (in quotes " "). To issue - a quote to the emulation, use """ in the string. Using \n will issue a - create a new line, issuing what was typed prior as a command. - Example: -autoboot_command "load """$""",8,1\n" - --autoboot_delay [n] - - Timer delay (in seconds) to trigger command execution on autoboot. - --autoboot_script / -script [filename.lua] - - File containing scripting to execute after machine boot. |