5
.\" Man page created from usage and source information:
6
.\" * commands: see src/emu/clifront.c clifront.h
7
.\" * options: core entries, see src/emu/emuopts.c emuopts.h
8
.\" SDL-specific entries, see src/osd/sdl/sdlmain.c osdsdl.h
9
.\" Cesare Falco <cesare.falco@gmail.com>, February 2007
11
.\" Also, some text borrowed from the xmame 0.106 man page,
12
.\" done by Rene Herrmann <rene.herrmann@berlin.de>, September 2000
13
.\" and updated by Andrew Burton <burtona@gol.com>, July 2003
16
.TH MAME 6 2012-03-25 0.145u5 "MAME \- The Multiple Arcade Machine Emulator"
21
MAME \- The Multiple Arcade Machine Emulator
31
.\" DESCRIPTION chapter
33
Started in 1997 by Nicola Salmoria, MAME was originally intended as a series
34
of emulators for individual games, which were later combined into a single
35
multi\-game emulator. In the following years, MAME grew over and over up to
36
the actual size, with more than 100 contributors to the project.
42
.\" *******************************************************
44
.\" *******************************************************
47
Displays current MAME version and copyright notice.
49
.B \-validate, \-valid
50
Performs internal validation on every driver in the system. Run this
51
before submitting changes to ensure that you haven't violated any of
52
the core system rules.
54
.\" *******************************************************
55
.SS Configuration commands
56
.\" *******************************************************
58
.B \-createconfig, \-cc
59
Creates the default \fBmame.ini\fP file in the current directory. All the
60
configuration options (not commands) described below can be permanently
61
changed by editing this configuration file.
64
Displays the current configuration settings.
67
Displays a summary of all the command line options. For options that
68
are not mentioned here, the short summary given by
69
\fBmame \-showusage\fR is usually sufficient.
71
.\" *******************************************************
73
.\" *******************************************************
75
By default, all the '\-list' commands below write info to the screen.
76
If you wish to write the info to a textfile instead, use redirection, e.g.
77
.B mame \-listxml > ~/mamelist.xml
78
writes the full list of supported game to file \fImamelist.xml\fR in your home
81
.B \-listxml, \-lx \fR[\fIgamename\fR|\fIwildcard\fR]
82
List comprehensive details for all of the supported games. The output
83
is quite long, so it is usually better to redirect this into a file.
84
The output is in XML format. By default all games are listed; however,
85
you can limit this list by specifying a driver name or wildcard after
86
the \-listxml command.
88
.B \-listfull, \-ll \fR[\fIgamename\fR|\fIwildcard\fR]
89
Displays a list of game driver names and descriptions. By default all
90
games are listed; however, you can limit this list by specifying a
91
driver name or wildcard after the \-listfull command.
93
.B \-listsource, \-ls \fR[\fIgamename\fR|\fIwildcard\fR]
94
Displays a list of drivers and the names of the source files their game
95
drivers live in. Useful for finding which driver a game runs on in
96
order to fix bugs. By default all games are listed; however, you can
97
limit this list by specifying a driver name or wildcard after the
100
.B \-listclones, \-lc \fR[\fIgamename\fR|\fIwildcard\fR]
101
Displays a list of clones. By default all clones are listed; however,
102
you can limit this list by specifying a driver name or wildcard after
103
the \-listclones command.
105
.B \-listbrothers, \-lb \fR[\fIgamename\fR|\fIwildcard\fR]
106
Displays a list of "brothers" or other drivers from same sourcefile.
107
By default all games are listed; however, you can limit this list by
108
specifying a driver name or wildcard after the \-listbrothers command.
111
Displays a full list of CRCs of all ROM images referenced by all
112
drivers within MAME code.
114
.B \-listroms \fIgamename
115
Displays a list of ROM images referenced by the specified game.
117
.B \-listsamples \fIgamename
118
Displays a list of samples referenced by the specified game.
120
.B \-verifyroms \fR[\fIgamename\fR|\fIwildcard\fR]
121
Checks for invalid or missing ROM images. By default all drivers that
122
have valid ZIP files or directories in the rompath are verified;
123
however, you can limit this list by specifying a driver name or
124
wildcard after the \-verifyroms command.
126
.B \-verifysamples \fR[\fIgamename\fR|\fIwildcard\fR]
127
Checks for invalid or missing samples. By default all drivers that
128
have valid ZIP files or directories in the samplepath are verified;
129
however, you can limit this list by specifying a driver name or
130
wildcard after the \-verifyroms command.
133
Attempts to identify ROM files, if they are known to MAME, in the
134
specified .zip file or directory. This command can be used to try and
135
identify ROM sets taken from unknown boards. On exit, the errorlevel
136
is returned as one of the following:
138
\fB0\fR all files were identified
140
\fB7\fR all files were identified except for some "non\-ROM" files
142
\fB8\fR some files were identified
144
\fB9\fR no files were identified
146
.B \-listdevices, \-ld
147
Output the list of devices referenced by a given game or set of games.
149
.B \-listslots, \-lslot
150
Output the list of available slots and slot devices for the system.
153
Output the list of available media for the system.
155
.B \-listsoftware, \-lsoft
156
Output the list of known software for the system.
158
.B \-getsoftlist, \-glist
159
Retrieve software list by name.
161
.\" *******************************************************
162
.SS Configuration options
163
.\" *******************************************************
165
.B \-[no]readconfig, \-[no]rc
166
Enables or disables the reading of the config files. When enabled
167
(which is the default), MAME reads the following config files in order:
171
the main configuration file
173
2. \fI[name]\fB.ini\fR
175
where \fIname\fR is your executable name, i.e. mame unless you changed it
176
(e.g. if you renamed mame to mame0137, the parsed file will be
179
3. \fBdebug.ini\fR, if the debugger is enabled
181
4. \fBvector.ini\fR, for vector games only
183
5. \fI[driver]\fB.ini\fR
185
based on the source filename of the game driver
187
6. \fI[parent]\fB.ini\fR
189
for clones only, may be called recursively
191
7. \fI[gamename]\fB.ini\fR
193
note this sometimes resolves to the same of the source driver
195
The settings in the later ini's override those in the earlier ini's.
196
So, for example, if you wanted to disable overlay effects in the
197
vector games, you can create a vector.ini with the "effect none" line
198
in it, and it will override whatever effect value you have in your
199
mame.ini. The default is ON (\-readconfig).
201
.B \-writeconfig, \-wc
202
Write configuration to \fI[driver]\fR.ini on exit.
204
.\" *******************************************************
205
.SS Search path options
206
.\" *******************************************************
207
.B IMPORTANT\fR: Please use the path, directory and file options in
208
mame.ini \fBONLY\fR. Otherwise, the outcome may be unpredictable and not
209
consistent across releases.
211
.B \-rompath, \-rp, \-biospath, \-bp, \fIpathname
212
Specifies a list of paths within which to find ROM or hard disk images.
213
Multiple paths can be specified by separating them with semicolons.
214
The default is 'roms' (that is, a directory "roms" in the same directory
215
as the MAME executable).
217
.B \-samplepath, \-sp \fIpathname
218
Specifies a list of paths within which to find sample files. Multiple
219
paths can be specified by separating them with semicolons. The default
220
is 'samples' (that is, a directory "samples" in the same directory as
221
the MAME executable).
223
.B \-artpath, \-artwork_directory \fIpathname
224
Specifies a list of paths within which to find artwork files. Multiple
225
paths can be specified by separating them with semicolons. The default
226
is 'artwork' (that is, a directory "artwork" in the same directory as
227
the MAME executable).
229
.B \-ctrlrpath, \-ctrlr_directory \fIpathname
230
Specifies a list of paths within which to find controller\-specific
231
configuration files. Multiple paths can be specified by separating
232
them with semicolons. The default is 'ctrlr' (that is, a directory
233
"ctrlr" in the same directory as the MAME executable).
235
.B \-inipath \fIpathname
236
Specifies a list of paths within which to find .INI files. Multiple
237
paths can be specified by separating them with semicolons. The default
240
.B \-fontpath \fIpathname
241
Specifies a list of paths within which to find .BDF font files. Multiple
242
paths can be specified by separating them with semicolons. The default
243
is '.' (that is, search in the same directory as the MAME executable).
245
.B \-cheatpath \fIpathname
246
Specifies a list of paths within which to find cheat files. Multiple
247
paths can be specified by separating them with semicolons. The default
248
is 'cheat' (that is, a directory "cheat" in the same directory as
249
the MAME executable).
251
.B \-crosshairpath \fIpathname
252
Specifies a list of paths within which to find crosshair files. Multiple
253
paths can be specified by separating them with semicolons. The default
254
is 'crosshair' (that is, a directory "crosshair" in the same directory as
255
the MAME executable). If the Crosshair is set to default in the menu,
256
MAME will look for gamename\cross#.png and then cross#.png in the
257
specified crosshairpath, where # is the player number. Failing that,
258
MAME will use built\-in default crosshairs.
260
.\" *******************************************************
261
.SS Output Directory Options
262
.\" *******************************************************
264
.B \-cfg_directory \fIpathname
265
Specifies a single directory where configuration files are stored.
266
Configuration files store user configurable settings that are read at
267
startup and written when MAME exits. The default is 'cfg' (that is,
268
a directory "cfg" in the same directory as the MAME executable). If this
269
directory does not exist, it will be automatically created.
271
.B \-nvram_directory \fIpathname
272
Specifies a single directory where NVRAM files are stored. NVRAM files
273
store the contents of EEPROM and non\-volatile RAM (NVRAM) for games
274
which used this type of hardware. This data is read at startup and
275
written when MAME exits. The default is 'nvram' (that is, a directory
276
"nvram" in the same directory as the MAME executable). If this directory
277
does not exist, it will be automatically created.
279
.B \-memcard_directory \fIpathname
280
Specifies a single directory where memory card files are stored. Memory
281
card files store the contents of removable memory cards for games which
282
used this type of hardware. This data is read and written under control
283
of the user via the "Memory Card" menu in the user interface. The
284
default is 'memcard' (that is, a directory "memcard" in the same
285
directory as the MAME executable). If this directory does not exist,
286
it will be automatically created.
288
.B \-input_directory \fIpathname
289
Specifies a single directory where input recording files are stored.
290
Input recordings are created via the \-record option and played back via
291
the \-playback option. The default is 'inp' (that is, a directory
292
"inp" in the same directory as the MAME executable). If this directory
293
does not exist, it will be automatically created.
295
.B \-state_directory \fIpathname
296
Specifies a single directory where save state files are stored. Save
297
state files are read and written either upon user request, or when using
298
the \-autosave option. The default is 'sta' (that is, a directory "sta"
299
in the same directory as the MAME executable). If this directory does
300
not exist, it will be automatically created.
302
.B \-snapshot_directory \fIpathname
303
Specifies a single directory where screen snapshots are stored, when
304
requested by the user. The default is 'snap' (that is, a directory
305
"snap" in the same directory as the MAME executable). If this directory
306
does not exist, it will be automatically created.
308
.B \-diff_directory \fIpathname
309
Specifies a single directory where hard drive differencing files are
310
stored. Hard drive differencing files store any data that is written
311
back to a hard disk image, in order to preserve the original image. The
312
differencing files are created at startup when a game with a hard disk
313
image. The default is 'diff' (that is, a directory "diff" in the same
314
directory as the MAME executable). If this directory does not exist,
315
it will be automatically created.
317
.B \-comment_directory \fIpathname
318
Specifies a single directory where debugger comment files are stored.
319
Debugger comment files are written by the debugger when comments are
320
added to the disassembly for a game. The default is 'comments' (that is,
321
a directory "comments" in the same directory as the MAME executable).
322
If this directory does not exist, it will be automatically created.
324
.\" *******************************************************
325
.SS State/playback options
326
.\" *******************************************************
329
Immediately after starting the specified game, will cause the save
330
state in the specified \fIslot\fP to be loaded.
333
When enabled, automatically creates a save state file when exiting MAME
334
and automatically attempts to reload it when later starting MAME with
335
the same game. This only works for games that have explicitly enabled
336
save state support in their driver. The default is OFF (\-noautosave).
338
.B \-playback, \-pb \fIfilename
339
Specifies a file from which to play back a series of game inputs. This
340
feature does not work reliably for all games, but can be used to watch
341
a previously recorded game session from start to finish. In order to
342
make things consistent, you should only record and playback with all
343
configuration (.cfg), NVRAM (.nv), and memory card files deleted. The
344
default is NULL (no playback).
346
.B \-record, \-rec \fIfilename
347
Specifies a file to record all input from a game session. This can be
348
used to record a game session for later playback. This feature does not
349
work reliably for all games, but can be used to watch a previously
350
recorded game session from start to finish. In order to make things
351
consistent, you should only record and playback with all configuration
352
(.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL
355
.B \-snapname \fIname
356
Describes how MAME should name files for snapshots. \fIname\fP is a string
357
that provides a template that is used to generate a filename. Three
358
simple substitutions are provided: the / character represents the
359
path separator on any target platform (even Windows); the string \fI%g\fP
360
represents the driver name of the current game; and the string \fI%i\fP
361
represents an incrementing index. If \fI%i\fP is omitted, then each
362
snapshot taken will overwrite the previous one; otherwise, MAME will
363
find the next empty value for \fI%i\fP and use that for a filename. The
364
default is \fI%g/%i\fP, which creates a separate folder for each game,
365
and names the snapshots under it starting with 0000 and increasing
368
.B \-snapsize \fIwidth\fPx\fIheight\fP
369
Hard\-codes the size for snapshots and movie recording. By default,
370
MAME will create snapshots at the game's current resolution in raw
371
pixels, and will create movies at the game's starting resolution in
372
raw pixels. If you specify this option, then MAME will create both
373
snapshots and movies at the size specified, and will bilinear filter
374
the result. Note that this size does not automatically rotate if the
375
game is vertically oriented. The default is 'auto'.
377
.B \-snapview \fIviewname\fP
378
Specifies the view to use when rendering snapshots and movies. By
379
default, both use a special 'internal' view, which renders a separate
380
snapshot per screen or renders movies only of the first screen. By
381
specifying this option, you can override this default behavior and
382
select a single view that will apply to all snapshots and movies.
383
Note that \fIviewname\fP does not need to be a perfect match; rather, it
384
will select the first view whose name matches all the characters
385
specified by \fIviewname\fP. For example, \-snapview native will match the
386
"Native (15:14)" view even though it is not a perfect match.
387
\fIviewname\fP can also be 'auto', which selects the first view with all
388
screens present. The default value is 'internal'.
390
.B \-mngwrite \fIfilename
391
Writes each video frame to the given \fIfilename\fP in MNG format, producing
392
an animation of the game session. Note that \-mngwrite only writes video
393
frames; it does not save any audio data. Use \-wavwrite for that, and
394
reassemble the audio/video using offline tools. The default is NULL (no
397
.B \-aviwrite \fIfilename
398
Stream video and sound data to the given \fIfilename\fP in AVI format,
399
producing an animation of the game session complete with sound. The
400
default is NULL (no recording).
402
.B \-wavwrite \fIfilename
403
Writes the final mixer output to the given \fIfilename\fP in WAV format,
404
producing an audio recording of the game session. The default is NULL
408
Tracks brightness of the screen during play and at the end of
409
emulation generates a PNG that can be used to simulate burn\-in
410
effects on other games. The resulting PNG is created such that the
411
least used\-areas of the screen are fully white (since burned\-in areas
412
are darker, all other areas of the screen must be lightened a touch).
413
The intention is that this PNG can be loaded via an artwork file with
414
a low alpha (e.g, 0.1\-0.2 seems to work well) and blended over the
415
entire screen. The PNG files are saved in the snap directory under
416
the gamename\\burnin\-<screen.name>.png. The default is OFF (\-noburnin).
418
.\" *******************************************************
419
.SS Performance options
420
.\" *******************************************************
422
.B \-[no]autoframeskip, \-[no]afs
423
Automatically determines the frameskip level while you're playing the
424
game, adjusting it constantly in a frantic attempt to keep the game
425
running at full speed. Turning this on overrides the value you have set
426
for \-frameskip below. The default is OFF (\-noautoframeskip).
428
.B \-frameskip, \-fs \fIvalue
429
Specifies the frameskip value (autoframeskip must be disabled). This is the
430
number of frames out of every 12 to drop when running. For example, if you
431
say \-frameskip 2, then MAME will display 10 out of every 12 frames. By
432
skipping those frames, you may be able to get full speed in a game that
433
requires more horsepower than your computer has. The default value is 0,
434
which skips no frames.
436
.B \-seconds_to_run, \-str \fIvalue
437
This option can be used for benchmarking and automated testing. It tells
438
MAME to stop execution after a fixed number of seconds. By combining
439
this with a fixed set of other command line options, you can set up a
440
consistent environment for benchmarking MAME performance. In addition,
441
upon exit, the \-str option will write a screenshot called final.png
442
to the game's snapshot directory.
445
Configures the default thottling setting. When throttling is on, MAME
446
attempts to keep the game running at the game's intended speed. When
447
throttling is off, MAME runs the game as fast as it can. Note that the
448
fastest speed is more often than not limited by your graphics card,
449
especially for older games. The default is ON (\-throttle).
452
Allows MAME to give time back to the system when running with \-throttle.
453
This allows other programs to have some CPU time, assuming that the
454
game isn't taxing 100% of your CPU resources. This option can potentially
455
cause hiccups in performance if other demanding programs are running.
456
The default is ON (\-sleep).
459
Controls the speed of gameplay, relative to realtime; smaller numbers are
460
slower. Default is 1.00.
462
.B \-refreshspeed, \-rs
463
Automatically adjusts the \fB\-speed\fR parameter to keep the effective refresh
464
rate below that of the lowest screen refresh rate.
466
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
468
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
470
.B \-multithreading, \-mt
471
Enable multithreading; this enables rendering and blitting on a separate
472
thread. The default is OFF.
474
.B \-numprocessors, \-np
475
Set number of processors; this overrides the number the system reports.
478
Show SDL video performance.
481
Benchmark for the given number of emulated seconds;
482
implies \-video none \-nosound \-nothrottle.
484
.\" *******************************************************
486
.\" *******************************************************
489
Rotate the game to match its normal state (horizontal/vertical). This
490
ensures that both vertically and horizontally oriented games show up
491
correctly without the need to rotate your monitor. If you want to keep
492
the game displaying 'raw' on the screen the way it would have in the
493
arcade, turn this option OFF. The default is ON (\-rotate).
495
.B \-[no]ror | \-[no]rol
496
Rotate the game screen to the right (clockwise) or left (counter\-
497
clockwise) relative to either its normal state (if \-rotate is specified)
498
or its native state (if \-norotate is specified). The default for both of
499
these options is OFF (\-noror \-norol).
501
.B \-[no]autoror | \-[no]autorol
502
These options are designed for use with pivoting screens that only
503
pivot in a single direction. If your screen only pivots clockwise,
504
use \-autorol to ensure that the game will fill the screen either
505
horizontally or vertically in one of the directions you can handle.
506
If your screen only pivots counter\-clockwise, use \-autoror.
511
Flip (mirror) the game screen either horizontally (\-flipx) or
512
vertically (\-flipy). The flips are applied after the \-rotate and
513
\-ror/\-rol options are applied. The default for both of these options
514
is OFF (\-noflipx \-noflipy).
516
.\" *******************************************************
518
.\" *******************************************************
520
.B \-[no]artwork_crop, \-[no]artcrop
521
Enable cropping of artwork to the game screen area only. This
522
option can also be controlled via the Video Options menu in the user
523
interface. The default is OFF (\-noartwork_crop).
525
.B \-[no]use_backdrops, \-[no]backdrop
526
Enables/disables the display of backdrops. The default is ON
529
.B \-[no]use_overlays, \-[no]overlay
530
Enables/disables the display of overlays. The default is ON
533
.B \-[no]use_bezels, \-[no]bezel
534
Enables/disables the display of bezels. The default is ON
537
.B \-[no]use_cpanels, \-[no]cpanel
538
Enables/disables the display of cpanels. The default is ON
541
.B \-[no]use_marquees, \-[no]marquee
542
Enables/disables the display of marquees. The default is ON
545
.\" *******************************************************
547
.\" *******************************************************
549
.B \-brightness \fIvalue
550
Controls the default brightness, or black level, of the game screens.
551
This option does not affect the artwork or other parts of the display.
552
Using the MAME UI, you can individually set the brightness for each game
553
screen; this option controls the initial value for all visible game
554
screens. The standard value is 1.0. Selecting lower values (down to 0.1)
555
will produce a darkened display, while selecting higher values (up to
556
2.0) will give a brighter display. The default is 1.0.
558
.B \-contrast \fIvalue
559
Controls the contrast, or white level, of the game screens. This option
560
does not affect the artwork or other parts of the display. Using the
561
MAME UI, you can individually set the contrast for each game screen;
562
this option controls the initial value for all visible game screens. The
563
standard value is 1.0. Selecting lower values (down to 0.1) will produce
564
a dimmer display, while selecting higher values (up to 2.0) will
565
give a more saturated display. The default is 1.0.
568
Controls the gamma, which produces a potentially nonlinear black to
569
white ramp, for the game screens. This option does not affect the
570
artwork or other parts of the display. Using the MAME UI, you can
571
individually set the gamma for each game screen; this option controls
572
the initial value for all visible game screens. The standard value is
573
1.0, which gives a linear ramp from black to white. Selecting lower
574
values (down to 0.1) will increase the nonlinearity toward black,
575
while selecting higher values (up to 3.0) will push the nonlinearity
576
toward white. The default is 1.0.
578
.B \-pause_brightness \fIvalue
579
This controls the brightness level when MAME is paused. The default
582
.\" *******************************************************
583
.SS Vector rendering options
584
.\" *******************************************************
586
.B \-[no]antialias, \-[no]aa
587
Enables antialiased line rendering for vector games. The default is ON
591
Sets the width of the vectors. This is a scaling factor against the
592
standard vector width. A value of 1.0 will keep the default vector line
593
width. Smaller values will reduce the width, and larger values will
594
increase the width. The default is 1.0.
596
.B \-flicker \fIvalue
597
Simulates a vector "flicker" effect, similar to a vector monitor that
598
needs adjustment. This option requires a float argument in the range of
599
0.00\-100.00 (0=none, 100=maximum). The default is 0.
601
.\" *******************************************************
603
.\" *******************************************************
604
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
606
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
608
.B \-video\fR [\fIsoft\fR|\fIopengl\fR|\fIopengl16\fR|\fInone\fR]
609
Specifies which video subsystem to use for drawing:
611
\fBsoft\fR uses software rendering, which is slower but more compatible.
613
\fBopengl\fR uses OpenGL and your graphics accelerator to speed up many
614
aspects of drawing MAME including compositing artwork, overlays, and
615
bezels, as well as stretching the image to fit your screen.
617
\fBopengl16\fR uses alternate OpenGL code, which should provide faster
618
output on some cards.
620
\fBnone\fR does no drawing and is intended for CPU benchmarking.
625
Reserved for future use.
627
.B \-[no]window, \-[no]w
628
Run MAME in either full screen or a window. This is a fully\-featured window
629
mode where the window resizes as necessary to track what the game does.
630
And you can resize it yourself with your OS's standard window controls.
631
The default is OFF (\-nowindow).
633
.B \-[no]maximize, \-[no]max
634
Controls initial window size in windowed mode. If it is set on, the
635
window will initially be set to the maximum supported size when you
636
start MAME. If it is turned off, the window will start out at the
637
smallest supported size. This option only has an effect when the
638
\-window option is used. The default is ON (\-maximize).
640
.B \-keepaspect, \-ka
641
Forces the correct aspect ratio. This means when you're resizing the window
642
in windowed mode the actual game image will resize in discrete steps to
643
maintain the proper shape of the game graphics. If you turn this off you can
644
resize the window to anything you like and get funny squishing and stretching.
645
The same applies for full\-screen. Default is ON (\-keepaspect).
647
.B \-unevenstretch, \-ues
648
Allow non\-integer stretch factors. Video purists should stay far, far away
649
from this option, while everyone else will be happy to know that it lets you
650
fill the screen properly in full\-screen mode. Default is ON (\-unevenstretch).
653
Name of a PNG file to use for visual effects, or 'none'. Default is 'none'.
656
Center horizontally within the view area. Default is ON (\-centerh).
659
Center vertically within the view area. Default is ON (\-centerv).
662
Enable waiting for the start of VBLANK before flipping screens;
663
reduces tearing effects.
666
Enable using the start of VBLANK for throttling instead of the game time.
668
.\" *******************************************************
669
.SS Software video rendering subsystem options
670
.\" *******************************************************
671
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
673
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
675
All the options in this group are available only with softare video
676
rendering subsystem, i.e \fB\-video soft\fR.
679
Scale screen rendering by this amount in software. Default is 1.
681
.B \-scalemode, \-sm \fR[\fInone\fR|\fIasync\fR|\fIyv12\fR|\fIyuy2\fR|\fIyv12x2\fR|\fIyuy2x2\fR]
682
Hardware scaling mode.
684
\fBnone\fR use software rendering.
686
\fBasync\fR async overlay.
688
\fByv12\fR yv12 overlay.
690
\fByuy2\fR yuy2 overlay.
692
\fByv12x2\fR yv12 overlay using x2 prescaling.
694
\fByuy2x2\fR yuy2 overlay using x2 prescaling.
698
.\" *******************************************************
699
.SS OpenGL video rendering subsystem options
700
.\" *******************************************************
701
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
703
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
705
All the options in this group are available only with OpenGL video
706
rendering subsystem, i.e \fB\-video opengl\fR or \fB\-video opengl16\fR.
708
.B \-filter, \-glfilter, \-flt
709
Enable bilinear filtering on screen output. Default is ON (\-filter).
712
Scale screen rendering by this amount in software. Default is 1.
714
.B \-gl_forcepow2texture
715
Force power of two textures. Default is NO.
717
.B \-gl_notexturerect
718
Don't use OpenGL GL_ARB_texture_rectangle. Default is ON: turn off
719
(set this to 0) if corruption occurs in OpenGL mode, at cost of some
723
Enable OpenGL VBO, if available, for a performance increase.
724
Default is ON: turn off (set this to 0) if corruption occurs.
727
Enable OpenGL PBO, if available, for a performance increase.
728
Default is ON: turn off (set this to 0) if corruption occurs.
731
Enable OpenGL GLSL, if available, for a performance increase.
734
Enable OpenGL GLSL filtering instead of FF filtering 0=plain, 1=bilinear.
735
Default is 1: bilinear.
737
.B \-glsl_shader_mame[0\-9]
738
Preferred custom OpenGL GLSL shader set mame bitmap (from 0 to 9).
740
.B \-glsl_shader_screen[0\-9]
741
Preferred custom OpenGL GLSL shader screen bitmap (from 0 to 9).
743
.B \-gl_glsl_vid_attr
744
Enable OpenGL GLSL handling of brightness and contrast. Better RGB game
745
performance for free. Default is ON.
748
Explicit name for all screens; 'auto' here will try to make a best guess.
750
.B \-aspect, \-screen_aspect
751
Aspect ratio for all screens; 'auto' here will try to make a best guess.
754
Preferred resolution for all screens;
755
format is \fIwidth\fRx\fIheight\fR[@\fIrefreshrate\fR] or 'auto'.
758
Preferred view for all screens
761
Explicit name of the first|second|third|fourth screen; 'auto' here will try
762
to make a best guess.
765
Aspect ratio of the first|second|third|fourth screen; 'auto' here will try
766
to make a best guess.
768
.B \-resolution[0\-3], \-r[0\-3]
769
Preferred resolution for the first|second|third|fourth screen;
770
format is \fIwidth\fRx\fIheight\fR[@\fIrefreshrate\fR] or 'auto'.
773
Preferred view for the first|second|third|fourth screen.
775
.\" *******************************************************
776
.SS Full screen options
777
.\" *******************************************************
778
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
780
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
783
Affects full screen mode only. Chooses if MAME can try to change the screen
784
resolution (color depth is normally left alone) when in full\-screen mode. If
785
it's off, you always get your desktop resolution in full\-screen mode (which can
789
Split full screen image across monitors.
791
.\" *******************************************************
793
.\" *******************************************************
796
Enable or disable sound altogether. The default is ON (\-sound).
798
.B \-samplerate, \-sr \fIvalue
799
Sets the audio sample rate. Smaller values (e.g. 11025) cause lower
800
audio quality but faster emulation speed. Higher values (e.g. 48000)
801
cause higher audio quality but slower emulation speed. The default is
805
Use samples if available. The default is ON (\-samples).
807
.B \-volume, \-vol \fIvalue
808
Sets the startup volume. It can later be changed with the user interface
809
(see Keys section). The volume is an attenuation in dB: e.g.,
810
"\-volume \-12" will start with \-12dB attenuation. The default is 0.
811
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
813
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
815
.B \-audio_latency \fIvalue
816
This controls the amount of latency built into the audio streaming.
817
The latency parameter controls the lower threshold. The default is 1
818
(meaning lower=1/5 and upper=2/5). Set it to 2 (\-audio_latency 2) to keep
819
the sound buffer between 2/5 and 3/5 full. If you crank it up to 4,
820
you can definitely notice the lag.
822
.\" *******************************************************
824
.\" *******************************************************
826
.B \-[no]coin_lockout, \-[no]coinlock
827
Enables simulation of the "coin lockout" feature that is implmeneted
828
on a number of game PCBs. It was up to the operator whether or not
829
the coin lockout outputs were actually connected to the coin
830
mechanisms. If this feature is enabled, then attempts to enter a coin
831
while the lockout is active will fail and will display a popup message
832
in the user interface. If this feature is disabled, the coin lockout
833
signal will be ignored. The default is ON (\-coin_lockout).
835
.B \-ctrlr \fIcontroller
836
Enables support for special controllers. Configuration files are
837
loaded from the ctrlrpath. They are in the same format as the .cfg
838
files that are saved, but only control configuration data is read
839
from the file. The default is NULL (no controller file).
842
Controls whether or not MAME looks for a mouse controller to use. Note
843
that in many cases, lightguns are treated as mice by the operating
844
system, so you may need to enable this to enable lightgun support. When
845
this is enabled, you will not be able to use your mouse while playing
846
a game. If you want to get control of your computer back, you will need
847
to either pause the game or quit. The default is OFF (\-nomouse).
849
.B \-[no]joystick, \-[no]joy
850
Controls whether or not MAME looks for joystick/gamepad controllers.
851
The default is ON (\-joystick).
853
.B \-[no]lightgun, \-[no]gun
854
Controls whether or not MAME makes use of lightgun controllers.
855
Note that most lightguns map to the mouse, so using \-lightgun and
856
\-mouse together may produce strange results. The default is OFF
859
.B \-[no]multikeyboard, \-[no]multikey
860
Determines whether MAME differentiates between multiple keyboards.
861
Some systems may report more than one keyboard; by default, the data
862
from all of these keyboards is combined so that it looks like a single
863
keyboard. Turning this option on will enable MAME to report keypresses
864
on different keyboards independently. The default is OFF
868
Determines whether MAME differentiates between multiple mice. Some
869
systems may report more than one mouse device; by default, the data
870
from all of these mice is combined so that it looks like a single
871
mouse. Turning this option on will enable MAME to report mouse
872
movement and button presses on different mice independently. The
873
default is OFF (\-nomultimouse).
875
.B \-[no]steadykey, \-[no]steady
876
Some games require two or more buttons to be pressed at exactly the
877
same time to make special moves. Due to limitations in the PC keyboard
878
hardware, it can be difficult or even impossible to accomplish that
879
using the standard keyboard handling. This option selects a different
880
handling that makes it easier to register simultaneous button presses,
881
but has the disadvantage of making controls less responsive. The
882
default is OFF (\-nosteadykey).
884
.B \-[no]offscreen_reload, \-[no]reload
885
Controls whether or not MAME treats a second button input from a
886
lightgun as a reload signal. In this case, MAME will report the gun's
887
position as (0,MAX) with the trigger held, which is equivalent to an
888
offscreen reload. This is only needed for games that required you to
889
shoot offscreen to reload, and then only if your gun does not support
890
off screen reloads. The default is OFF (\-nooffscreen_reload).
892
.B \-joystick_map, \-joymap \fImap
893
Controls how joystick values map to digital joystick controls.
894
See /usr/share/doc/mame/config.txt for full details on \fImap\fR format.
896
.B \-joystick_deadzone, \-joy_deadzone, \-jdz \fIvalue
897
If you play with an analog joystick, the center can drift a little.
898
joystick_deadzone tells how far along an axis you must move before the
899
axis starts to change. This option expects a float in the range of
900
0.0 to 1.0. Where 0 is the center of the joystick and 1 is the outer
901
limit. The default is 0.3.
903
.B \-joystick_saturation, \-joy_saturation, \-jsat \fIvalue
904
If you play with an analog joystick, the ends can drift a little,
905
and may not match in the +/\- directions. joystick_saturation tells how
906
far along an axis movement change will be accepted before it reaches
907
the maximum range. This option expects a float in the range of 0.0 to
908
1.0, where 0 is the center of the joystick and 1 is the outer limit.
912
Specifies whether to use a natural keyboard or not.
914
.B \-joystick_contradictory
915
Enable contradictory direction digital joystick input at the same time.
917
.B \-coin_impulse \fItime
918
Set coin impulse time. A negative value for \fItime\fR disables the impulse;
919
set \fItime\fR to 0 to obey driver or give a positive value to set impulse time.
920
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
922
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
924
.B \-uimodekey, \-umk
925
Specifies the key used to toggle between full and partial UI mode.
928
Enable keymap for non\-QWERTY keyboards. Used in conjuction with
931
.B \-keymap_file \fIkeymap_file\fR
932
Specifies the full path to the keymap file to be used. Shipped keymap files lie
933
in \fB/usr/share/games/mame/keymaps\fR.
935
.B \-joy_idx[0\-8] \fIjoystick
936
With these options you can assign a joystick to a
937
specific index in MAME. Even if the kernel will list the joysticks
938
in a different order on the next boot, MAME will still see the joystick
939
as e.g. "Joystick 2". Use mame \-v to see which joysticks are recognized.
943
Use special handling for PS3 Sixaxis controllers.
945
.B \-videodriver, \-vd \fIx11\fR|\fIdirectfb\fR|\fIauto\fR
946
SDL video driver to use; auto selects SDL default.
948
.B \-audiodriver, \-ad \fIalsa\fR|\fIarts\fR|\fIauto\fR
949
SDL audio driver to use; auto selects SDL default.
951
.B \-gl_lib \fIalsa\fR|\fIarts\fR|\fIauto\fR
952
Alternative libGL.so to use; auto selects SDL default.
954
.\" *******************************************************
955
.SS Input automatic enable options
956
.\" *******************************************************
958
.B \-paddle_device, \-paddle \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
960
.B \-adstick_device, \-adstick \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
962
.B \-pedal_device, \-pedal \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
964
.B \-dial_device, \-dial \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
966
.B \-trackball_device, \-trackball \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
968
.B \-lightgun_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
970
.B \-positional_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
972
.B \-mouse_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
973
Each of these options controls autoenabling the mouse, or joystick
974
depending on the presence of a particular class of analog
975
control for a particular game. For example, if you specify the option
976
\-paddle mouse, then any game that has a paddle control will automatically
977
enable mouse controls just as if you had explicitly specified \-mouse.
978
Note that these controls override the values of \-[no]mouse, \-[no]joystick, etc.
980
.\" *******************************************************
981
.SS Debugging options
982
.\" *******************************************************
985
Creates a file called error.log which contains all of the internal
986
log messages generated by the MAME core and game drivers. The default
989
.B \-[no]verbose, \-[no]v
990
Displays internal diagnostic information. This information is very
991
useful for debugging problems with your configuration. \fBIMPORTANT\fP: when
992
reporting bugs, please run with mame \-verbose and include the resulting
993
information. The default is off (\-noverbose).
996
Enables updating the screen bitmap while the game is paused. This is
997
useful for debuggin in some scenarios (and gets in the way in others).
999
.B \-[no]debug, \-[no]d
1000
Activates the integrated debugger. By default, the debugger is entered
1001
by pressing the tilde (~) key during emulation. It is also entered
1002
immediately at startup. The default is OFF (\-nodebug).
1004
.B \-debugscript \fIfilename
1005
Specifies a file that contains a list of debugger commands to execute
1006
immediately upon startup. The default is NULL (no commands).
1008
.B \-debug_internal, \-di
1009
Use the internal debugger for debugging.
1010
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
1012
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
1015
Outputs the error.log data to the system debugger. This can be used at
1016
the same time as \-log to output the log data to both targets as well.
1017
Default is OFF (\-nooslog).
1019
.\" *******************************************************
1021
.\" *******************************************************
1023
.B \-bios \fIbiosname
1024
Specifies the specific BIOS to use with the current game, for game
1025
systems that make use of a BIOS. The \-listxml output will list all of
1026
the possible BIOS names for a game. The default is 'default'.
1028
.B \-[no]cheat, \-[no]c
1029
Enables the reading of the cheat database, if present, and the Cheat
1030
menu in the user interface. The default is OFF (\-nocheat).
1032
.B \-[no]skip_gameinfo
1033
Forces MAME to skip displaying the game info screen. The default is OFF
1034
(\-noskip_gameinfo).
1036
.B \-uifont \fIfontname
1037
Specifies the name of a BDF font file to use for the UI font. If this
1038
font cannot be found or cannot be loaded, the system will fall back
1039
to its built\-in UI font. On some platforms \fIfontname\fP can be a system
1040
font name instead of a BDF font file. The default is 'default' (use
1041
the OSD\-determined default font).
1044
Size of RAM (if supported by driver).
1047
Display confirm quit screen on exit.
1048
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
1050
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
1053
Specifies a number of seconds after which MAME should automatically exit
1054
if it detects that the emulation has locked up.
1057
.\" LEGAL NOTICE chapter
1059
Please visit the MAME website for some important legal information:
1061
http://mamedev.org/legal.html