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