mame/docs/SDL.txt
2013-06-08 22:31:35 +00:00

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This file describes SDL-specific usage information about MAME. It is
intended to cover aspects of using and configuring the program that are
specific to running MAME from the command line on any system which is
supported by SDL (including Windows).
In addition to the keys described in config.txt, the following additional
keys are defined for SDL-specific versions of MAME:
Debugging options
-----------------
-[no]oslog
Outputs the error.log data to the Windows debugger. This can be used at
the same time as -log to output the log data to both targets as well.
Default is OFF (-nooslog).
-watchdog <duration> / -wdog <duration>
Enables an internal watchdog timer that will automatically kill the MAME
process if more than <duration> seconds passes without a frame update.
Keep in mind that some games sit for a while during load time without
updating the screen, so <duration> should be long enough to cover that.
10-30 seconds on a modern system should be plenty in general. By default
there is no watchdog.
Performance options
-------------------
-[no]multithreading / -[no]mt
Enables multithreading within MAME. At the moment, this causes the
window and code to execute on a second thread, which can improve performance
on hyperthreaded and multicore systems.
The default is OFF (-nomultithreading).
-numprocessors <auto|value> / -np <auto|value>
Specify the number of processors to use for work queues. Specifying
"auto" will use the value reported by the system or environment
variable OSDPROCESSORS. To avoid abuse, this value is internally limited
to 4 times the number of processors reported by the system.
The default is "auto".
-sdlvideofps
Enable output of SDL-related video performance.
-bench [n]
Benchmark for [n] number of emulated seconds; implies the command string:
-str [n] -video none -nosound -nothrottle. Default is OFF (-nobench)
Video options
-------------
-video <soft|opengl|none>
Specifies which video subsystem to use for drawing. Default is 'soft'.
-numscreens <count>
Tells MAME how many output windows to create. For most games, a single
output window is all you need, but some games originally used multiple
screens. Each screen (up to 4) has its own independent settings for
physical monitor, aspect ratio, resolution, and view, which can be
set using the options below. The default is 1. SDL currently has a
limit of 1 with the expectation of increasing this when SDL 2.0 is
released.
-[no]window / -[no]w
Run MAME in either a window or full screen. The default is OFF
(-nowindow).
-[no]maximize / -[no]max
Controls initial window size in windowed mode. If it is set on, the
window will initially be set to the maximum supported size when you
start MAME. If it is turned off, the window will start out at the
smallest supported size. This option only has an effect when the
-window option is used. The default is ON (-maximize).
-[no]keepaspect / -[no]ka
Enables aspect ratio enforcement. When this option is on, the game's
proper aspect ratio (generally 4:3 or 3:4) is enforced, so you get the
game looking like it should. When running in a window with this option
on, you can only resize the window to the proper aspect ratio, unless
you are holding down the CONTROL key. By turning the option off, the
aspect ratio is allowed to float. In full screen mode, this means that
all games will stretch to the full screen size (even vertical games).
In window mode, it means that you can freely resize the window without
any constraints. The default is ON (-keepaspect).
-[no]unevenstretch
Allow non-integer stretch factors allowing for great window sizing
flexability. The default is ON. (-unevenstretch)
-[no]centerh
Center horizontally within the view area. Default is ON (-centerh).
-[no]centerv
Center vertically within the view area. Default is ON (-centerv).
-[no]waitvsync
Waits for the refresh period on your computer's monitor to finish
before starting to draw video to your screen. If this option is off,
MAME will just draw to the screen at any old time, even in the middle
of a refresh cycle. This can cause "tearing" artifacts, where the top
portion of the screen is out of sync with the bottom portion. Tearing
is not noticeable on all games, and some people hate it more than
others. However, if you turn this option on, you will waste more of
your CPU cycles waiting for the proper time to draw, so you will see a
performance hit. You should only need to turn this on in windowed mode.
In full screen mode, it is only needed if -triplebuffer does not
remove the tearing, in which case you should use -notriplebuffer
-waitvsync. Note that this option does not work with -video gdi mode.
The default is OFF (-nowaitvsync).
-[no]syncrefresh
Enables speed throttling only to the refresh of your monitor. This
means that the game's actual refresh rate is ignored; however, the
sound code still attempts to keep up with the game's original refresh
rate, so you may encounter sound problems. This option is intended
mainly for those who have tweaked their video card's settings to
provide carefully matched refresh rate options. Note that this option
does not work with -video gdi mode.The default is OFF (-nosyncrefresh).
Video soft-specific options
---------------------------
-scalemode
Scale mode: none, async, yv12, yuy2, yv12x2, yuy2x2 (-video soft only)
Default is 'none'.
Video OpenGL-specific options
-----------------------------
-[no]filter / -[no]flt
Enable bilinear filtering on the game screen graphics. When disabled,
point filtering is applied, which is crisper but leads to scaling
artifacts. If you don't like the filtered look, you are probably better
off increasing the -prescale value rather than turning off filtering
altogether. The default is ON (-filter).
-prescale <amount>
Controls the size of the screen images when they are passed off to the
graphics system for scaling. At the minimum setting of 1, the screen
is rendered at its original resolution before being scaled. At higher
settings, the screen is expanded by a factor of <amount> before being
scaled. This produces a less blurry image at the expense of some speed
and also increases the effective resolution of non-screen elements such
as artwork and fonts. The default is 1.
-gl_forcepow2texture Force power of two textures (default no)
-gl_notexturerect Don't use OpenGL GL_ARB_texture_rectangle (default on)
-gl_vbo Enable OpenGL VBO, if available (default on)
-gl_pbo Enable OpenGL PBO, if available (default on)
-gl_glsl Enable OpenGL GLSL, if available (default off)
-gl_glsl_filter Enable OpenGL GLSL filtering instead of FF filtering 0-plain,
1-bilinear (default)
-glsl_shader_mame0 Custom OpenGL GLSL shader set mame bitmap 0
-glsl_shader_mame1 Custom OpenGL GLSL shader set mame bitmap 1
-glsl_shader_mame2 Custom OpenGL GLSL shader set mame bitmap 2
-glsl_shader_mame3 Custom OpenGL GLSL shader set mame bitmap 3
-glsl_shader_mame4 Custom OpenGL GLSL shader set mame bitmap 4
-glsl_shader_mame5 Custom OpenGL GLSL shader set mame bitmap 5
-glsl_shader_mame6 Custom OpenGL GLSL shader set mame bitmap 6
-glsl_shader_mame7 Custom OpenGL GLSL shader set mame bitmap 7
-glsl_shader_mame8 Custom OpenGL GLSL shader set mame bitmap 8
-glsl_shader_mame9 Custom OpenGL GLSL shader set mame bitmap 9
-glsl_shader_screen0 Custom OpenGL GLSL shader screen bitmap 0
-glsl_shader_screen1 Custom OpenGL GLSL shader screen bitmap 1
-glsl_shader_screen2 Custom OpenGL GLSL shader screen bitmap 2
-glsl_shader_screen3 Custom OpenGL GLSL shader screen bitmap 3
-glsl_shader_screen4 Custom OpenGL GLSL shader screen bitmap 4
-glsl_shader_screen5 Custom OpenGL GLSL shader screen bitmap 5
-glsl_shader_screen6 Custom OpenGL GLSL shader screen bitmap 6
-glsl_shader_screen7 Custom OpenGL GLSL shader screen bitmap 7
-glsl_shader_screen8 Custom OpenGL GLSL shader screen bitmap 8
-glsl_shader_screen9 Custom OpenGL GLSL shader screen bitmap 9
-gl_glsl_vid_attr Enable OpenGL GLSL handling of brightness and contrast.
Better RGB game performance. Default is on.
Per-window options
------------------
NOTE: Multiple Screens are limited to 1 until SDL 2.0 is released.
-screen <display>
-screen0 <display>
-screen1 <display>
-screen2 <display>
-screen3 <display>
Specifies which physical monitor on your system you wish to have each
window use by default. In order to use multiple windows, you must have
increased the value of the -numscreens option. The name of each
display in your system can be determined by running MAME with the
-verbose option. The display names are typically in the format of:
\\.\DISPLAYn, where 'n' is a number from 1 to the number of connected
monitors. The default value for these options is 'auto', which means
that the first window is placed on the first display, the second
window on the second display, etc.
The -screen0, -screen1, -screen2, -screen3 parameters apply to the
specific window. The -screen parameter applies to all windows. The
window-specific options override values from the all window option.
-aspect <width:height> / -screen_aspect <num:den>
-aspect0 <width:height>
-aspect1 <width:height>
-aspect2 <width:height>
-aspect3 <width:height>
Specifies the physical aspect ratio of the physical monitor for each
window. In order to use multiple windows, you must have increased the
value of the -numscreens option. The physical aspect ratio can be
determined by measuring the width and height of the visible screen
image and specifying them separated by a colon. The default value for
these options is 'auto', which means that MAME assumes the aspect
ratio is proportional to the number of pixels in the desktop video
mode for each monitor.
The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the
specific window. The -aspect parameter applies to all windows. The
window-specific options override values from the all window option.
-resolution <widthxheight[@refresh]> / -r <widthxheight[@refresh]>
-resolution0 <widthxheight[@refresh]> / -r0 <widthxheight[@refresh]>
-resolution1 <widthxheight[@refresh]> / -r1 <widthxheight[@refresh]>
-resolution2 <widthxheight[@refresh]> / -r2 <widthxheight[@refresh]>
-resolution3 <widthxheight[@refresh]> / -r3 <widthxheight[@refresh]>
Specifies an exact resolution to run in. In full screen mode, MAME
will try to use the specific resolution you request. The width and
height are required; the refresh rate is optional. If omitted or
set to 0, MAME will determine the mode auomatically. For example,
-resolution 640x480 will force 640x480 resolution, but MAME is free to
choose the refresh rate. Similarly, -resolution 0x0@60 will force a
60Hz refresh rate, but allows MAME to choose the resolution. The
string "auto" is also supported, and is equivalent to 0x0@0. In window
mode, this resolution is used as a maximum size for the window. This
option requires the -switchres option as well in order to actually
Enable resolution switching.
The -resolution0, -resolution1, -resolution2, -resolution3 parameters
apply to the specific window. The -resolution parameter applies to all
windows. The window-specific options override values from the all
window option.
-view <viewname>
-view0 <viewname>
-view1 <viewname>
-view2 <viewname>
-view3 <viewname>
Specifies the initial view setting for each window. The <viewname>
does not need to be a perfect match; rather, it will select the first
view whose name matches all the characters specified by <viewname>.
For example, -view native will match the "Native (15:14)" view even
though it is not a perfect match. The value 'auto' is also supported,
and requests that MAME perform a default selection. The default value
for these options is 'auto'.
The -view0, -view1, -view2, -view3 parameters apply to the
specific window. The -view parameter applies to all windows. The
window-specific options override values from the all window option.
Full screen options
-------------------
-[no]switchres
Enables resolution switching. This option is required for the
-resolution* options to switch resolutions in full screen mode. On
modern video cards, there is little reason to switch resolutions unless
you are trying to achieve the "exact" pixel resolutions of the original
games, which requires significant tweaking. This option is also useful
on LCD displays, since they run with a fixed resolution and switching
resolutions on them is just silly. This option does not work with
-video gdi. The default is OFF (-noswitchres).
Sound options
-------------
-audio_latency <value>
This controls the amount of latency built into the audio streaming. By
default MAME tries to keep the audio buffer between 1/5 and 2/5 full.
On some systems, this is pushing it too close to the edge, and you get
poor sound sometimes. The latency parameter controls the lower threshold.
The default is 2 (meaning lower=2/5 and upper=3/5). Set it to 3
(-audio_latency 3) to keep the sound buffer between 3/5 and 4/5 full.
If you crank it up to 4, you can definitely notice the lag.
SDL Keyboard Mapping
--------------------
-keymap Enable keymap. Default is OFF (-nokeymap)
-keymap_file Keymap Filename. Default is 'keymap.dat'.
-uimodekey Key to toggle keyboard mode. Default is 'SCRLOCK'
SDL Joystick Mapping
--------------------
-joy_idx1 Name of joystick mapped to joystick #1, default is auto.
-joy_idx2 Name of joystick mapped to joystick #2, default is auto.
-joy_idx3 Name of joystick mapped to joystick #3, default is auto.
-joy_idx4 Name of joystick mapped to joystick #4, default is auto.
-joy_idx5 Name of joystick mapped to joystick #5, default is auto.
-joy_idx6 Name of joystick mapped to joystick #6, default is auto.
-joy_idx7 Name of joystick mapped to joystick #7, default is auto.
-joy_idx8 Name of joystick mapped to joystick #8, default is auto.
-sixaxis Use special handling for PS3 Sixaxis controllers.
Default is OFF (-nosixaxis)
SDL Lowlevel driver options
---------------------------
-videodriver SDL video driver to use ('x11', 'directfb', ... or 'auto' for SDL default
-audiodriver SDL audio driver to use ('alsa', 'arts', ... or 'auto' for SDL default
-gl_lib Alternative libGL.so to use; 'auto' for system default