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1309 lines
52 KiB
Groff
1309 lines
52 KiB
Groff
.\" -*- nroff -*-
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.\"
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.\" mame.6
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.\"
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.\" Man page created from usage and source information:
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.\" * commands: see src/emu/clifront.c clifront.h
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.\" * options: core entries, see src/emu/emuopts.c emuopts.h
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.\" SDL-specific entries, see src/osd/sdl/sdlmain.c osdsdl.h
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.\" Cesare Falco <c.falco@ubuntu.com>, February 2007
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.\"
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.\" Also, some text borrowed from the xmame 0.106 man page,
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.\" done by Rene Herrmann <rene.herrmann@berlin.de>, September 2000
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.\" and updated by Andrew Burton <burtona@gol.com>, July 2003
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.\"
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.\"
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.TH MAME 6 2016-07-21 0.176 "MAME \- Multi-purpose emulation framework"
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.\"
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.\"
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.\" NAME chapter
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.SH NAME
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MAME \- Multi-purpose emulation framework
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.\"
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.\"
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.\" SYNOPSIS chapter
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.SH SYNOPSIS
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.B mame
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.RI [ options ]
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.I gamename
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.\"
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.\"
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.\" DESCRIPTION chapter
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.SH DESCRIPTION
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Started in 1997 by Nicola Salmoria, MAME was originally intended as a series
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of emulators for individual games, which were later combined into a single
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multi\-game emulator. In the following years, MAME grew over and over up to
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the actual size, with more than 100 contributors to the project.
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.\"
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.\"
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.\" OPTIONS chapter
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.SH OPTIONS
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.\"
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.\" *******************************************************
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.SS Core commands
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.\" *******************************************************
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.TP
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.B \-help, \-?
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Displays current MAME version and copyright notice.
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.TP
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.B \-validate, \-valid
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Performs internal validation on every driver in the system. Run this
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before submitting changes to ensure that you haven't violated any of
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the core system rules.
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.\"
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.\" *******************************************************
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.SS Configuration commands
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.\" *******************************************************
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.TP
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.B \-createconfig, \-cc
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Creates the default \fBmame.ini\fR file in the current directory. All the
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configuration options (not commands) described below can be permanently
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changed by editing this configuration file.
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.TP
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.B \-showconfig, \-sc
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Displays the current configuration settings.
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.TP
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.B \-showusage, \-su
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Displays a summary of all the command line options. For options that
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are not mentioned here, the short summary given by \fB\-showusage\fR
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is usually sufficient.
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.\"
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.\" *******************************************************
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.SS Frontend commands
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.\" *******************************************************
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All the list commands below write info to the screen.
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If you wish to write the info to a textfile instead, use redirection.
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For example,
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.B mame \-listxml > ~/mamelist.xml
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writes the full list of supported game to file \fImamelist.xml\fR in your home
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directory.
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.TP
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.B \-listxml, \-lx \fR[\fIgamename\fR|\fIwildcard\fR]
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List comprehensive details for all of the supported games. The output
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is quite long, so it is usually better to redirect this into a file.
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The output is in XML format. By default all games are listed; however,
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you can limit this list by specifying a driver name or wildcard after
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the \-listxml command.
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.TP
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.B \-listfull, \-ll \fR[\fIgamename\fR|\fIwildcard\fR]
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Displays a list of game driver names and descriptions. By default all
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games are listed; however, you can limit this list by specifying a
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driver name or wildcard after the \-listfull command.
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.TP
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.B \-listsource, \-ls \fR[\fIgamename\fR|\fIwildcard\fR]
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Displays a list of drivers and the names of the source files their game
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drivers live in. Useful for finding which driver a game runs on in
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order to fix bugs. By default all games are listed; however, you can
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limit this list by specifying a driver name or wildcard after the
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\-listsource command.
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.TP
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.B \-listclones, \-lc \fR[\fIgamename\fR|\fIwildcard\fR]
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Displays a list of clones. By default all clones are listed; however,
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you can limit this list by specifying a driver name or wildcard after
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the \-listclones command.
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.TP
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.B \-listbrothers, \-lb \fR[\fIgamename\fR|\fIwildcard\fR]
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Displays a list of "brothers" or other drivers from same sourcefile.
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By default all games are listed; however, you can limit this list by
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specifying a driver name or wildcard after the \-listbrothers command.
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.TP
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.B \-listcrc
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Displays a full list of CRCs of all ROM images referenced by all
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drivers within MAME code.
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.TP
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.B \-listroms, \-lr \fIgamename
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Displays a list of ROM images referenced by the specified game.
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.TP
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.B \-listsamples \fIgamename
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Displays a list of samples referenced by the specified game.
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.TP
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.B \-verifyroms \fR[\fIgamename\fR|\fIwildcard\fR]
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Checks for invalid or missing ROM images. By default all drivers that
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have valid ZIP files or directories in the rom path are verified;
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however, you can limit this list by specifying a driver name or
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wildcard after the \-verifyroms command.
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.TP
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.B \-verifysamples \fR[\fIgamename\fR|\fIwildcard\fR]
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Checks for invalid or missing samples. By default all drivers that
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have valid ZIP files or directories in the samplepath are verified;
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however, you can limit this list by specifying a driver name or
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wildcard after the \-verifyroms command.
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.TP
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.B \-romident
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Attempts to identify ROM files, if they are known to MAME, in the
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specified .zip file or directory. This command can be used to try and
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identify ROM sets taken from unknown boards. On exit, the errorlevel
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is returned as one of the following:
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.br
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\fB0\fR all files were identified
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.br
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\fB7\fR all files were identified except for some "non\-ROM" files
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.br
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\fB8\fR some files were identified
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.br
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\fB9\fR no files were identified
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.TP
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.B \-listdevices, \-ld
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Output the list of devices referenced by a given game or set of games.
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.TP
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.B \-listslots, \-lslot
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Output the list of available slots and slot devices for the system.
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.TP
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.B \-listmedia, \-lm
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Output the list of available media for the system.
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.TP
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.B \-listsoftware, \-lsoft
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Output the list of known software for the system.
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.TP
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.B \-verifysoftware, \-vsoft \fR[\fIgamename\fR|\fIwildcard\fR]
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Checks for invalid or missing ROM images in your software lists.
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By default all drivers that have valid ZIP files or directories
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in the rompath are verified; however, you can limit this list by
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specifying a specific driver name or wildcard.
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.TP
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.B \-getsoftlist, \-glist
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Retrieve software list by name.
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.TP
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.B \-verifysoftlist, \-vlist \fR[\fIsoftwarelistname\fR]
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Checks a specified software list for missing ROM images if files exist
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for issued softwarelistname. By default, all drivers that have valid
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ZIP files or directories in the rompath are verified; however, you can
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limit this list by specifying a specific softwarelistname (without .XML).
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.TP
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.B \-listmidi, \-mlist
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Create a list of list available MIDI I/O devices for use with emulation.
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.TP
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.B \-listnetwork, \-nlist
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List available network adapters.
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.\"
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.\" *******************************************************
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.SS Configuration options
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.\" *******************************************************
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.TP
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.B \-[no]readconfig, \-[no]rc
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Enables or disables the reading of the config files. When enabled
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(which is the default), MAME reads the following config files in order:
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.br
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1. \fBmame.ini\fR
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.br
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the main configuration file
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.br
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2. \fIname\fB.ini\fR
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.br
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where \fIname\fR is your executable name, i.e. mame unless you changed it
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(e.g. if you renamed mame to mame0137, the parsed file will be
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\fImame0137.ini\fR)
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.br
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3. \fBdebug.ini\fR, if the debugger is enabled
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.br
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4. \fBvector.ini\fR, for vector games only
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.br
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5. \fI[driver]\fB.ini\fR
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.br
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based on the source filename of the game driver
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.br
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6. \fI[parent]\fB.ini\fR
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.br
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for clones only, may be called recursively
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.br
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7. \fI[gamename]\fB.ini\fR
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.br
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note this sometimes resolves to the same of the source driver
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.br
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The settings in the later ini's override those in the earlier ini's.
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So, for example, if you wanted to disable overlay effects in the
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vector games, you can create a vector.ini with the "effect none" line
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in it, and it will override whatever effect value you have in your
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mame.ini. The default is ON (\-readconfig).
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.TP
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.B \-[no]writeconfig, \-[no]wc
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Write configuration to \fI[driver]\fR.ini on exit.
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Default is OFF (\-nowriteconfig).
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.\"
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.\" *******************************************************
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.SS Search path options
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.\" *******************************************************
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Be careful to use the path, directory and file options in
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mame.ini \fBONLY\fR. Otherwise, the outcome may be unpredictable and not
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consistent across releases.
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.TP
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.B \-rompath, \-rp, \-biospath, \-bp \fIpathname
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Specifies a list of paths within which to find ROM or hard disk images.
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Multiple paths can be specified by separating them with semicolons.
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The default is 'roms' (that is, a directory "roms" in the same directory
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as the MAME executable).
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.TP
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.B \-hashpath \fIpathname
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Specifies a list of paths within which to search for software hash files.
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Multiple paths can be specified by separating them with semicolons.
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The default is 'hash' (that is, a directory 'hash' in the same directory
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as the MAME executable).
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.TP
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.B \-samplepath, \-sp \fIpathname
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Specifies a list of paths within which to find sample files. Multiple
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paths can be specified by separating them with semicolons. The default
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is 'samples' (that is, a directory "samples" in the same directory as
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the MAME executable).
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.TP
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.B \-artpath, \-artwork_directory \fIpathname
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Specifies a list of paths within which to find artwork files. Multiple
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paths can be specified by separating them with semicolons. The default
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is 'artwork' (that is, a directory "artwork" in the same directory as
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the MAME executable).
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.TP
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.B \-ctrlrpath, \-ctrlr_directory \fIpathname
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Specifies a list of paths within which to find controller\-specific
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configuration files. Multiple paths can be specified by separating
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them with semicolons. The default is 'ctrlr' (that is, a directory
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"ctrlr" in the same directory as the MAME executable).
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.TP
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.B \-inipath \fIpathname
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Specifies a list of paths within which to find .INI files. Multiple
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paths can be specified by separating them with semicolons. The default
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is '/etc/mame/'.
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.TP
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.B \-fontpath \fIpathname
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Specifies a list of paths within which to find .BDF font files. Multiple
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paths can be specified by separating them with semicolons. The default
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is '.' (that is, search in the same directory as the MAME executable).
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.TP
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.B \-cheatpath \fIpathname
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Specifies a list of paths within which to find cheat files. Multiple
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paths can be specified by separating them with semicolons. The default
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is 'cheat' (that is, a directory 'cheat' in the same directory as
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the MAME executable).
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.TP
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.B \-crosshairpath \fIpathname
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Specifies a list of paths within which to find crosshair files. Multiple
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paths can be specified by separating them with semicolons. The default
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is 'crosshair' (that is, a directory "crosshair" in the same directory as
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the MAME executable). If the Crosshair is set to default in the menu,
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MAME will look for gamename\cross#.png and then cross#.png in the
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specified crosshairpath, where # is the player number. Failing that,
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MAME will use built\-in default crosshairs.
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.TP
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.B \-pluginspath \fIpathname
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Specifies a single path within which to find plugins. The default
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is 'plugins' (that is, a directory 'plugins' in the same directory as
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the MAME executable).
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.TP
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.B \-languagepath \fIpathname
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Specifies a single path within which to find language files. The default
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is 'language' (that is, a directory 'language' in the same directory as
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the MAME executable).
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.\"
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.\" *******************************************************
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.SS Output Directory Options
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.\" *******************************************************
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.TP
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.B \-cfg_directory \fIpathname
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Specifies a single directory where configuration files are stored.
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Configuration files store user configurable settings that are read at
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startup and written when MAME exits. The default is 'cfg' (that is,
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a directory "cfg" in the same directory as the MAME executable). If this
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directory does not exist, it will be automatically created.
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.TP
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.B \-nvram_directory \fIpathname
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Specifies a single directory where NVRAM files are stored. NVRAM files
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store the contents of EEPROM and non\-volatile RAM (NVRAM) for games
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which used this type of hardware. This data is read at startup and
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written when MAME exits. The default is 'nvram' (that is, a directory
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"nvram" in the same directory as the MAME executable). If this directory
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does not exist, it will be automatically created.
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.TP
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.B \-input_directory \fIpathname
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Specifies a single directory where input recording files are stored.
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Input recordings are created via the \-record option and played back via
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the \-playback option. The default is 'inp' (that is, a directory
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"inp" in the same directory as the MAME executable). If this directory
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does not exist, it will be automatically created.
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.TP
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.B \-state_directory \fIpathname
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Specifies a single directory where save state files are stored. Save
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state files are read and written either upon user request, or when using
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the \-autosave option. The default is 'sta' (that is, a directory "sta"
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in the same directory as the MAME executable). If this directory does
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not exist, it will be automatically created.
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.TP
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.B \-snapshot_directory \fIpathname
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Specifies a single directory where screen snapshots are stored, when
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requested by the user. The default is 'snap' (that is, a directory
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"snap" in the same directory as the MAME executable). If this directory
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does not exist, it will be automatically created.
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.TP
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.B \-diff_directory \fIpathname
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Specifies a single directory where hard drive differencing files are
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stored. Hard drive differencing files store any data that is written
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back to a hard disk image, in order to preserve the original image. The
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differencing files are created at startup when a game with a hard disk
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image. The default is 'diff' (that is, a directory "diff" in the same
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directory as the MAME executable). If this directory does not exist,
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it will be automatically created.
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.TP
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.B \-comment_directory \fIpathname
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Specifies a single directory where debugger comment files are stored.
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Debugger comment files are written by the debugger when comments are
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added to the disassembly for a game. The default is 'comments' (that is,
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a directory "comments" in the same directory as the MAME executable).
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If this directory does not exist, it will be automatically created.
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.\"
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.\" *******************************************************
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.SS State/playback options
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.\" *******************************************************
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.TP
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.B \-state \fIslot
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Immediately after starting the specified game, will cause the save
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state in the specified \fIslot\fP to be loaded.
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.TP
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.B \-[no]autosave
|
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When enabled, automatically creates a save state file when exiting MAME
|
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and automatically attempts to reload it when later starting MAME with
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the same game. This only works for games that have explicitly enabled
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save state support in their driver. The default is OFF (\-noautosave).
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.TP
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.B \-playback, \-pb \fIfilename
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Specifies a file from which to play back a series of game inputs. This
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feature does not work reliably for all games, but can be used to watch
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a previously recorded game session from start to finish. In order to
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make things consistent, you should only record and playback with all
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configuration (.cfg), NVRAM (.nv), and memory card files deleted. The
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default is NULL (no playback).
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.TP
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.B \-[no]exit_after_playback
|
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If play back is enabled (see \-playback option) the program exits when
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end of file is reached. Otherwise the machine will continue to run.
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Default is OFF (\-noexit_after_playback).
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.TP
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.B \-record, \-rec \fIfilename
|
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Specifies a file to record all input from a game session. This can be
|
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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
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(.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL
|
|
(no recording).
|
|
.TP
|
|
.B \-[no]record_timecode
|
|
Specify whether to create a timecode file. It contains a line with elapsed
|
|
times on each press of timecode shortcut key (default is F12).
|
|
This option works only when recording mode is enabled (\-record option).
|
|
The file is saved on inp folder.
|
|
Default is OFF (\-norecord_timecode).
|
|
.TP
|
|
.B \-mngwrite \fIfilename
|
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Writes each video frame to the given \fIfilename\fP in MNG format, producing
|
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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).
|
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.TP
|
|
.B \-aviwrite \fIfilename
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|
Stream video and sound data to the given \fIfilename\fP in AVI format,
|
|
producing an animation of the game session complete with sound. The
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|
default is NULL (no recording).
|
|
.TP
|
|
.B \-wavwrite \fIfilename
|
|
Writes the final mixer output to the given \fIfilename\fP in WAV format,
|
|
producing an audio recording of the game session. The default is NULL
|
|
(no recording).
|
|
.TP
|
|
.B \-snapname \fIstring
|
|
Describes how MAME should name files for snapshots. \fIstring\fP
|
|
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 literal \fB%g\fP
|
|
represents the driver name of the current game; and the literal \fB%i\fP
|
|
represents an incrementing index. If \fB%i\fP is omitted, then each
|
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snapshot taken will overwrite the previous one; otherwise, MAME will
|
|
find the next empty value for \fB%i\fP and use that for a filename. The
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default is \fB%g/%i\fP, which creates a separate folder for each game,
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and names the snapshots under it starting with 0000 and increasing
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from there. Example: if you use
|
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.B mame robby \-snapname foo/%g%i
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snapshots will be saved as \fBsnaps/foo/robby0000.png\fP,
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\fBsnaps/foo/robby0001.png\fP and so on.
|
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.TP
|
|
.B \-snapsize \fIwidth\fPx\fIheight
|
|
Hard\-codes the size for snapshots and movie recording. By default,
|
|
MAME will create snapshots at the game's current resolution in raw
|
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pixels, and will create movies at the game's starting resolution in
|
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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
|
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game is vertically oriented. The default is 'auto'.
|
|
.TP
|
|
.B \-snapview internal\fR|\fBauto\fR|\fIviewname
|
|
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 \fIviewname\fP does not need to be a perfect match; rather, it
|
|
will select the first view whose name matches all the characters
|
|
specified by \fIviewname\fP. For example, \-snapview native will match the
|
|
"Native (15:14)" view even though it is not a perfect match.
|
|
\fIviewname\fP can also be 'auto', which selects the first view with all
|
|
screens present. The default value is 'internal'.
|
|
.TP
|
|
.B \-[no]snapbilinear
|
|
Specify whether snapshot/movie should have bilinear filtering applied.
|
|
Default is ON (\-snapbilinear).
|
|
.TP
|
|
.B \-statename \fIstring
|
|
Describes how MAME should store save state files, relative to the
|
|
state_directory path. \fIstring\fP 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 literal \fB%g\fP represents the driver name of
|
|
the current game. The default is '%g', which creates a separate folder
|
|
for each game. Example: if you use
|
|
.B mame robby \-statename foo/%g
|
|
save states will be stored inside \fBsta/foo/robby/\fP.
|
|
.TP
|
|
.B \-[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).
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Performance options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-frameskip, \-fs \fIvalue
|
|
Specifies the frameskip value (autoframeskip must be disabled). 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 0,
|
|
which skips no frames.
|
|
.TP
|
|
.B \-seconds_to_run, \-str \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-[no]throttle
|
|
Configures the default throttling 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).
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-speed \fIvalue
|
|
Controls the speed of gameplay, relative to realtime; smaller numbers are
|
|
slower. Default is 1.00.
|
|
.TP
|
|
.B \-[no]refreshspeed, \-[no]rs
|
|
Automatically adjusts the \fB\-speed\fR parameter to keep the effective refresh
|
|
rate below that of the lowest screen refresh rate.
|
|
Default is OFF (\-norefreshspeed).
|
|
.\"
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" OS specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.TP
|
|
.B \-numprocessors, \-np \fIvalue
|
|
Set number of processors; this overrides the number the system reports.
|
|
.TP
|
|
.B \-bench \fIvalue
|
|
Benchmark for the given number of emulated seconds;
|
|
implies \-video none \-sound none \-nothrottle.
|
|
.\"
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" SDL specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.TP
|
|
.B \-[no]sdlvideofps
|
|
Show SDL video performance. Default is OFF (\-nosdlvideofps).
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Rotation options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-[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).
|
|
Default for both is OFF (\-noror \-norol).
|
|
.TP
|
|
.B \-[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.
|
|
Default for both is OFF (\-noautoror \-noautorol).
|
|
.TP
|
|
.B \-[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.
|
|
Default for both is OFF (\-noflipx \-noflipy).
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Artwork options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-[no]artwork_crop, \-[no]artcrop
|
|
Enable cropping of artwork to the game screen area only. This
|
|
option can also be controlled via the Video Options menu in the user
|
|
interface. The default is OFF (\-noartwork_crop).
|
|
.TP
|
|
.B \-[no]use_backdrops, \-[no]backdrop
|
|
Enables/disables the display of backdrops. The default is ON
|
|
(\-use_backdrops).
|
|
.TP
|
|
.B \-[no]use_overlays, \-[no]overlay
|
|
Enables/disables the display of overlays. The default is ON
|
|
(\-use_overlays).
|
|
.TP
|
|
.B \-[no]use_bezels, \-[no]bezel
|
|
Enables/disables the display of bezels. The default is ON
|
|
(\-use_bezels).
|
|
.TP
|
|
.B \-[no]use_cpanels, \-[no]cpanel
|
|
Enables/disables the display of cpanels. The default is ON
|
|
(\-use_bezels).
|
|
.TP
|
|
.B \-[no]use_marquees, \-[no]marquee
|
|
Enables/disables the display of marquees. The default is ON
|
|
(\-use_bezels).
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Screen options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-brightness \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-contrast \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-gamma \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-pause_brightness \fIvalue
|
|
This controls the brightness level when MAME is paused. The default
|
|
value is 0.65.
|
|
.TP
|
|
.B \-effect\fR [\fInone\fR|\fIfilename[.png]\fR]
|
|
Name of a PNG file to use for visual effects, or 'none'. Default is 'none'.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Vector rendering options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-beam_width_min \fIvalue
|
|
.TP
|
|
.B \-beam_width_max \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-beam_intensity_weight \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-flicker \fIvalue
|
|
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.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Video options
|
|
.\" *******************************************************
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" SDL specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.TP
|
|
.B \-video\fR [\fIsoft\fR|\fIopengl\fR|\fIbgfx\fR|\fInone\fR]
|
|
Specifies which video subsystem to use for drawing:
|
|
.br
|
|
\fBsoft\fR uses software rendering, which is slower but more compatible.
|
|
.br
|
|
\fBopengl\fR uses OpenGL and your graphics accelerator to speed up many
|
|
aspects of drawing MAME including compositing artwork, overlays, and
|
|
bezels, as well as stretching the image to fit your screen.
|
|
.br
|
|
\fBbgfx\fR uses the bgfx renderer which supports portable shaders and
|
|
multiple graphics APIs including OpenGL, OpenGL ES and DirectX.
|
|
.br
|
|
\fBnone\fR does no drawing and is intended for CPU benchmarking.
|
|
.br
|
|
Default is 'soft' on Linux or 'opengl' on macOS.
|
|
.TP
|
|
.B \-numscreens \fR[\fI1-4\fR]
|
|
Number of screens to create; usually, you want just one. Default is '1'.
|
|
.TP
|
|
.B \-[no]window, \-[no]w
|
|
Run MAME in either full screen or a window. This is a fully\-featured window
|
|
mode where the window resizes as necessary to track what the game does.
|
|
And you can resize it yourself with your OS's standard window controls.
|
|
The default is OFF (\-nowindow).
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-[no]keepaspect, \-[no]ka
|
|
Forces the correct aspect ratio. This means when you're resizing the window
|
|
in windowed mode the actual game image will resize in discrete steps to
|
|
maintain the proper shape of the game graphics. If you turn this off you can
|
|
resize the window to anything you like and get funny squishing and stretching.
|
|
The same applies for full\-screen. Default is ON (\-keepaspect).
|
|
.TP
|
|
.B \-[no]unevenstretch, \-[no]ues
|
|
Allow non\-integer stretch factors. Video purists should stay far, far away
|
|
from this option, while everyone else will be happy to know that it lets you
|
|
fill the screen properly in full\-screen mode. Default is ON (\-unevenstretch).
|
|
.TP
|
|
.B \-[no]unevenstretchx, \-[no]uesx
|
|
Act as \-[no]unevenstretch on horizontal basis only.
|
|
.TP
|
|
.B \-[no]intoverscan, \-[no]ios
|
|
Allow overscan on integer scaled targets.
|
|
.TP
|
|
.B \-intscalex, \-sx
|
|
Set horizontal integer scale factor.
|
|
.TP
|
|
.B \-intscaley, \-sy
|
|
Set vertical integer scale factor.
|
|
.TP
|
|
.B \-[no]centerh
|
|
Center horizontally within the view area. Default is ON (\-centerh).
|
|
.TP
|
|
.B \-[no]centerv
|
|
Center vertically within the view area. Default is ON (\-centerv).
|
|
.TP
|
|
.B \-[no]waitvsync, \-[no]vs
|
|
Enable waiting for the start of VBLANK before flipping screens;
|
|
reduces tearing effects. Default is OFF (\-nowaitvsync).
|
|
.TP
|
|
.B \-[no]syncrefresh, \-[no]srf
|
|
Enable using the start of VBLANK for throttling instead of the game time.
|
|
Default is OFF (\-nosyncrefresh).
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Software video rendering subsystem options
|
|
.\" *******************************************************
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" SDL specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.B NOTE:
|
|
All the options in this group are available only with softare video
|
|
rendering subsystem, i.e \fB\-video soft\fR.
|
|
.TP
|
|
.B \-prescale\fR [\fIvalue\fR]
|
|
Scale screen rendering by this amount in software. Default is 1.
|
|
.TP
|
|
.B \-scalemode, \-sm \fR[\fInone\fR|\fIasync\fR|\fIyv12\fR|\fIyuy2\fR|\fIyv12x2\fR|\fIyuy2x2\fR]
|
|
Hardware scaling mode.
|
|
.br
|
|
\fBnone\fR use software rendering.
|
|
.br
|
|
\fBasync\fR async overlay.
|
|
.br
|
|
\fByv12\fR yv12 overlay.
|
|
.br
|
|
\fByuy2\fR yuy2 overlay.
|
|
.br
|
|
\fByv12x2\fR yv12 overlay using x2 prescaling.
|
|
.br
|
|
\fByuy2x2\fR yuy2 overlay using x2 prescaling.
|
|
.br
|
|
Default is NONE.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS OpenGL video rendering subsystem options
|
|
.\" *******************************************************
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" SDL specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.B NOTE:
|
|
All the options in this group are available only with OpenGL video
|
|
rendering subsystem, i.e \fB\-video opengl\fR.
|
|
.TP
|
|
.B \-[no]filter, \-[no]glfilter, \-[no]flt
|
|
Enable bilinear filtering on screen output. Default is ON (\-filter).
|
|
.TP
|
|
.B \-prescale\fR [\fIvalue\fR]
|
|
Scale screen rendering by this amount in software. Default is 1.
|
|
.TP
|
|
.B \-[no]gl_forcepow2texture
|
|
Force power of two textures. Default is OFF (\-nogl_forcepow2texture).
|
|
.TP
|
|
.B \-[no]gl_notexturerect
|
|
Don't use OpenGL GL_ARB_texture_rectangle. Turn off if
|
|
corruption occurs in OpenGL mode, at cost of some performance
|
|
loss. Default is ON (\-gl_notexturerect).
|
|
.TP
|
|
.B \-[no]gl_vbo
|
|
Enable OpenGL VBO, if available, for a performance increase.
|
|
Turn off if corruption occurs. Default is ON (\-gl_vbo).
|
|
.TP
|
|
.B \-[no]gl_pbo
|
|
Enable OpenGL PBO, if available, for a performance increase.
|
|
Turn off if corruption occurs. Default is ON (\-gl_pbo).
|
|
.TP
|
|
.B \-[no]gl_glsl
|
|
Enable OpenGL GLSL, if available, for a performance increase.
|
|
Default is OFF (\-nogl_glsl).
|
|
.TP
|
|
.B \-gl_glsl_filter \fIvalue
|
|
Enable OpenGL GLSL filtering instead of FF filtering 0=plain, 1=bilinear.
|
|
Default is 1: bilinear.
|
|
.TP
|
|
.B \-glsl_shader_mame[0\-9]
|
|
Preferred custom OpenGL GLSL shader set mame bitmap (from 0 to 9).
|
|
.TP
|
|
.B \-glsl_shader_screen[0\-9]
|
|
Preferred custom OpenGL GLSL shader screen bitmap (from 0 to 9).
|
|
.TP
|
|
.B \-screen
|
|
Explicit name for all screens; 'auto' here will try to make a best guess.
|
|
.TP
|
|
.B \-aspect, \-screen_aspect
|
|
Aspect ratio for all screens; 'auto' here will try to make a best guess.
|
|
.TP
|
|
.B \-resolution, \-r
|
|
Preferred resolution for all screens;
|
|
format is \fIwidth\fRx\fIheight\fR[@\fIrefreshrate\fR] or 'auto'.
|
|
.TP
|
|
.B \-view
|
|
Preferred view for all screens
|
|
.TP
|
|
.B \-screen[0\-3]
|
|
Explicit name of the first|second|third|fourth screen; 'auto' here will try
|
|
to make a best guess.
|
|
.TP
|
|
.B \-aspect[0\-3]
|
|
Aspect ratio of the first|second|third|fourth screen; 'auto' here will try
|
|
to make a best guess.
|
|
.TP
|
|
.B \-resolution[0\-3], \-r[0\-3]
|
|
Preferred resolution for the first|second|third|fourth screen;
|
|
format is \fIwidth\fRx\fIheight\fR[@\fIrefreshrate\fR] or 'auto'.
|
|
.TP
|
|
.B \-view[0\-3]
|
|
Preferred view for the first|second|third|fourth screen.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS BGFX post\-processing options
|
|
.\" *******************************************************
|
|
.B NOTE:
|
|
All the options in this group are available only when BGFX video
|
|
post\-processing is enabled, i.e \fB\-video bgfx\fR. For full info on BGFX
|
|
please visit official MAME documentation page:
|
|
.br
|
|
http://docs.mamedev.org/advanced/bgfx.html
|
|
.TP
|
|
.B \-bgfx_path \fIpathname
|
|
This is where your BGFX shader files are stored.
|
|
The default is 'bgfx' (that is, a directory "bgfx" in the same directory
|
|
as the MAME executable).
|
|
.TP
|
|
.B \-bgfx_backend \fIauto\fR|\fIopengl\fR
|
|
Selects a rendering backend for BGFX to use. The default is 'auto',
|
|
which will let MAME choose the best selection for you.
|
|
.TP
|
|
.B \-bgfx_debug
|
|
Enables BGFX debugging features. Most users will not need to use this.
|
|
.TP
|
|
.B \-bgfx_screen_chains \fIdefault\fR|\fIunfiltered\fR|\fIhlsl\fR[,...]
|
|
This dictates how to handle BGFX rendering on a per\-display basis.
|
|
For each display specify one of the possible choices:
|
|
.br
|
|
\fBdefault\fR default bilinear filterered output
|
|
.br
|
|
\fBunfiltered\fR nearest neighbor unfiltered output
|
|
.br
|
|
\fBhlsl\fR HLSL display simulation through shaders
|
|
.br
|
|
Separate directives for each window with a comma (,) and for each physical
|
|
screen with a colon (:). For example, for an emulated game with 3 displays
|
|
emulated on 3 windows on your monitor,
|
|
.B \-bgfx_screen_chains default,unfiltered,default
|
|
specifies to apply default filter on what is been rendered on the first
|
|
and third window and leave the content of the second window unfiltered.
|
|
.TP
|
|
.B \-bgfx_shadow_mask \fIfilename
|
|
This specifies the shadow mask effect PNG file. Default is 'slot-mask.png'.
|
|
.TP
|
|
.B \-bgfx_avi_name \fIfilename
|
|
This specifies a filename for BGFX output logging.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Full screen options
|
|
.\" *******************************************************
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" SDL specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.TP
|
|
.B \-[no]switchres
|
|
Affects full screen mode only. Chooses if MAME can try to change the screen
|
|
resolution (color depth is normally left alone) when in full\-screen mode. If
|
|
it's off, you always get your desktop resolution in full\-screen mode (which can
|
|
be useful for LCDs). Default is OFF (\-noswitchres).
|
|
.TP
|
|
.B \-[no]useallheads
|
|
Split full screen image across monitors. Default is OFF (\-nouseallheads).
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Sound options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-sound\fR [\fIsdl\fR|\fIportaudio\fR|\fIcoreaudio\fR|\fIdsound\fR|\fIxaudio2\fR|\fInone\fR]
|
|
Specifies which sound subsystem to use for audio output:
|
|
.br
|
|
\fBsdl\fR uses the Simple DirectMedia Layer audio output system
|
|
(not available on Windows by default).
|
|
.br
|
|
\fBportaudio\fR uses the PortAudio library which supports low-latency
|
|
output and multiple audio APIs.
|
|
.br
|
|
\fBcoreaudio\fR uses the Core Audio API which supports low-latency
|
|
output and AudioUnit effects (only available on macOS).
|
|
.br
|
|
\fBdsound\fR uses the DirectSound API (only available on Windows).
|
|
.br
|
|
\fBxaudio2\fR uses the XAudio2 API which supports low-latency output
|
|
(only available on Windows).
|
|
.br
|
|
\fBnone\fR produces no audio output.
|
|
.br
|
|
Default is 'dsound' on Windows, 'coreaudio' on macOS or 'sdl' on other
|
|
platforms.
|
|
.TP
|
|
.B \-samplerate, \-srf \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-[no]samples
|
|
Use samples if available. The default is ON (\-samples).
|
|
.TP
|
|
.B \-volume, \-vol \fIvalue
|
|
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.
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" SDL specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.TP
|
|
.B \-audio_latency \fIvalue
|
|
This controls the amount of latency built into the audio streaming.
|
|
The exact behavior depends on the selected audio output module (see
|
|
the \-sound option). Smaller values provide less audio delay while
|
|
requiring better system performance. Higher values increase audio
|
|
delay but may help avoid buffer under-runs and audio interruptions.
|
|
The default is 1.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Input options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-[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. If this feature is disabled, the coin lockout
|
|
signal will be ignored. The default is ON (\-coin_lockout).
|
|
.TP
|
|
.B \-ctrlr \fIcontroller
|
|
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).
|
|
.TP
|
|
.B \-[no]mouse
|
|
Controls whether or not MAME looks for a mouse controller to use. Note
|
|
that in many cases, lightguns are treated as mice by the operating
|
|
system, so you may need to enable this to enable lightgun support. When
|
|
this is enabled, you will not be able to use your mouse while playing
|
|
a game. If you want to get control of your computer back, you will need
|
|
to either pause the game or quit. The default is OFF (\-nomouse).
|
|
.TP
|
|
.B \-[no]joystick, \-[no]joy
|
|
Controls whether or not MAME looks for joystick/gamepad controllers.
|
|
The default is ON (\-joystick).
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-[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 PC 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).
|
|
.TP
|
|
.B \-[no]ui_active
|
|
Enable MAME user interface on top of emulated keyboard (if present).
|
|
User interface may be toggled during execution by pressing the key
|
|
defined with \-ui_modekey.
|
|
Default is OFF (\-noui_active).
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-joystick_map, \-joymap \fImap
|
|
Controls how joystick values map to digital joystick controls.
|
|
See /usr/share/doc/mame/config.txt for full details on \fImap\fR format.
|
|
.TP
|
|
.B \-joystick_deadzone, \-joy_deadzone, \-jdz \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-joystick_saturation, \-joy_saturation, \-jsat \fIvalue
|
|
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.
|
|
.TP
|
|
.B \-[no]natural, \-[no]nat
|
|
Allows user to specify whether or not to use a natural keyboard.
|
|
This allows you to start your game or system in a 'native' mode, depending
|
|
on your region, allowing compatibility for non\-"QWERTY" style keyboards.
|
|
The default is OFF (\-nonatural).
|
|
.TP
|
|
.B \-[no]joystick_contradictory, \-[no]joy_contradictory
|
|
Enable contradictory direction digital joystick input at the same time.
|
|
Default is OFF (\-nojoystick_contradictory).
|
|
.TP
|
|
.B \-coin_impulse \fItime
|
|
Set coin impulse time. A negative value for \fItime\fR disables the impulse;
|
|
set \fItime\fR to 0 to obey driver or give a positive value to set impulse time.
|
|
.\"
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" SDL specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.TP
|
|
.B \-uimodekey, \-umk \fIvalue
|
|
Specifies the key used to toggle between full and partial UI mode.
|
|
.TP
|
|
.B \-uifontprovider \fIauto\fR|\fIsdl\fR|\fInone
|
|
Provider for ui font.
|
|
.TP
|
|
.B \-output \fIconsole\fR|\fInetwork\fR|\fInone
|
|
Provider for output.
|
|
.TP
|
|
.B \-keyboardprovider \fIauto\fR|\fIsdl\fR|\fInone
|
|
Provider for keyboard input.
|
|
.TP
|
|
.B \-mouseprovider \fIauto\fR|\fIsdl\fR|\fInone
|
|
Provider for mouse input.
|
|
.TP
|
|
.B \-lightgunprovider \fIauto\fR|\fInone
|
|
Provider for lightgun input.
|
|
.TP
|
|
.B \-joystickprovider \fIauto\fR|\fIsdl\fR|\fInone
|
|
Provider for joystick input.
|
|
.TP
|
|
.B \-[no]keymap
|
|
Enable keymap for non\-QWERTY keyboards. Used in conjunction with
|
|
\fB\-keymap_file\fR. Default is OFF (\-nokeymap).
|
|
.TP
|
|
.B \-keymap_file \fIkeymap_file\fR
|
|
Specifies the full path to the keymap file to be used. A few
|
|
keymap files are available in \fB/usr/share/games/mess/keymaps\fR.
|
|
.TP
|
|
.B \-joy_idx[0\-8] \fIjoystick
|
|
With these options you can assign a joystick to a
|
|
specific index in MAME. Even if the kernel will list the joysticks
|
|
in a different order on the next boot, MAME will still see the joystick
|
|
as e.g. "Joystick 2". Use mame \-v to see which joysticks are recognized.
|
|
Default is 'auto'.
|
|
.TP
|
|
.B \-[no]sixaxis
|
|
Use special handling for PS3 Sixaxis controllers.
|
|
Default is OFF (\-nosixaxis).
|
|
.TP
|
|
.B \-mouse_index[1\-8]
|
|
Map mouse to specific index in MAME.
|
|
.TP
|
|
.B \-keyb_idx[0\-8] \fIkeyboard
|
|
With these options you can assign a keyboard to a specific index in MAME.
|
|
.TP
|
|
.B \-videodriver, \-vd \fIauto\fR|\fIx11\fR|\fIdirectfb
|
|
SDL video driver to use; 'auto' selects SDL default.
|
|
.TP
|
|
.B \-renderdriver, \-rd \fIauto\fR|\fIsoftware\fR|\fIopengl\fR|\fIdirectfb
|
|
SDL render driver to use; 'auto' selects SDL default.
|
|
.TP
|
|
.B \-audiodriver, \-ad \fIauto\fR|\fIalsa\fR|\fIarts
|
|
SDL audio driver to use; 'auto' selects SDL default.
|
|
.TP
|
|
.B \-gl_lib \fIauto\fR|\fIalsa\fR|\fIarts
|
|
Alternative libGL.so to use; 'auto' selects SDL default.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Input automatic enable options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-paddle_device, \-paddle \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
|
|
.TP
|
|
.B \-adstick_device, \-adstick \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
|
|
.TP
|
|
.B \-pedal_device, \-pedal \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
|
|
.TP
|
|
.B \-dial_device, \-dial \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
|
|
.TP
|
|
.B \-trackball_device, \-trackball \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
|
|
.TP
|
|
.B \-lightgun_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
|
|
.TP
|
|
.B \-positional_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
|
|
.TP
|
|
.B \-mouse_device \fR[\fInone\fR|\fIkeyboard\fR|\fImouse\fR|\fIlightgun\fR|\fIjoystick\fR]
|
|
Each of these options controls automatically enabling the mouse, or
|
|
joystick 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.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Debugging options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-[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).
|
|
.TP
|
|
.B \-[no]verbose, \-[no]v
|
|
Displays internal diagnostic information. This information is very
|
|
useful for debugging problems with your configuration. \fBIMPORTANT\fP: when
|
|
reporting bugs, please run with mame \-verbose and include the resulting
|
|
information. The default is OFF (\-noverbose).
|
|
.TP
|
|
.B \-[no]update_in_pause
|
|
Enables updating the screen bitmap while the game is paused. This is
|
|
useful for debuggin in some scenarios (and gets in the way in others).
|
|
Default is OFF (\-noupdate_in_pause).
|
|
.TP
|
|
.B \-[no]debug, \-[no]d
|
|
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).
|
|
.TP
|
|
.B \-debugscript \fIfilename
|
|
Specifies a file that contains a list of debugger commands to execute
|
|
immediately upon startup. The default is NULL (no commands).
|
|
.\"
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.\" SDL specific
|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
.TP
|
|
.B \-debugger \fIdebugger_name
|
|
Name of the debugger to use. Default is AUTO.
|
|
.TP
|
|
.B \-debugger_font, \-dfont \fIfont_name
|
|
Specifies the font to use for debugging. Default is AUTO.
|
|
.TP
|
|
.B \-debugger_font_size, \-dfontsize \fIsize
|
|
Specifies the font size to use for debugging.
|
|
.TP
|
|
.B \-[no]oslog
|
|
Outputs the error.log data to the system 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).
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Communication options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-comm_localhost
|
|
Local address to bind to.
|
|
.TP
|
|
.B \-comm_localport
|
|
Local port to bind to.
|
|
.TP
|
|
.B \-comm_remotehost
|
|
Remote address to connect to.
|
|
.TP
|
|
.B \-comm_remoteport
|
|
Remote port to connect to.
|
|
.\"
|
|
.\" *******************************************************
|
|
.SS Misc options
|
|
.\" *******************************************************
|
|
.TP
|
|
.B \-[no]drc
|
|
Enable DRC cpu core if available. Default is ON (\-drc).
|
|
.TP
|
|
.B \-[no]drc_use_c
|
|
Force DRC use C backend. Default is OFF (\-nodrc_use_c).
|
|
.TP
|
|
.B \-[no]drc_log_uml
|
|
Write DRC UML disassembly log. Default is OFF (\-nodrc_log_uml).
|
|
.TP
|
|
.B \-[no]drc_log_native
|
|
Write DRC native disassembly log. Default is OFF (\-no_drc_log_native).
|
|
.TP
|
|
.B \-bios \fIbiosname
|
|
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'.
|
|
.TP
|
|
.B \-[no]cheat, \-[no]c
|
|
Activates the cheat menu with autofire options and other tricks from
|
|
the cheat database, if present.
|
|
The default is OFF (\-nocheat).
|
|
.TP
|
|
.B \-[no]skip_gameinfo
|
|
Forces MAME to skip displaying the game info screen. The default is OFF
|
|
(\-noskip_gameinfo).
|
|
.TP
|
|
.B \-uifont \fIfontname
|
|
Specifies the name of a BDF 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 \fIfontname\fP can be a system
|
|
font name instead of a BDF font file. The default is 'default' (use
|
|
the OSD\-determined default font).
|
|
.TP
|
|
.B \-ui \fIsimple\fR|\fIcabinet
|
|
Type of UI.
|
|
.TP
|
|
.B \-ramsize, \-ram \fIvalue
|
|
Size of RAM (if supported by driver).
|
|
.TP
|
|
.B \-[no]confirm_quit
|
|
Display confirm quit screen on exit. Default is ON (\-confirm_quit).
|
|
.TP
|
|
.B \-[no]ui_mouse
|
|
Display UI mouse cursor. Default is OFF (\-noui_mouse).
|
|
.TP
|
|
.B \-autoboot_command, \-ab \fIcommand
|
|
Command string to execute after machine boot (in quotes ""). To issue
|
|
a quote to the emulation, use \fB"""\fP in the string.
|
|
Using \fB\\n\fP will issue a create a new line, issuing what was
|
|
typed prior as a command. Example:
|
|
\fB\-autoboot_command "load """$""",8,1\\n"\fP.
|
|
.TP
|
|
.B \-autoboot_delay \fR[\fIvalue\fP]
|
|
Timer delay (in seconds) to trigger command execution on autoboot.
|
|
Default is 2.
|
|
.TP
|
|
.B \-autoboot_script, \-script \fR[\fIfilename.lua\fP]
|
|
File containing scripting to execute after machine boot.
|
|
.TP
|
|
.B \-[no]console
|
|
Enable emulator LUA console. Default is OFF (\-noconsole).
|
|
.TP
|
|
.B \-[no]plugins
|
|
Enable LUA plugin support. Default is ON (\-plugins).
|
|
.TP
|
|
.B \-plugin \fIvalue
|
|
List of plugins to enable.
|
|
.TP
|
|
.B \-noplugin \fIvalue
|
|
List of plugins to disable.
|
|
.TP
|
|
.B \-language, \-lang \fIvalue
|
|
Display language. Default is 'English'.
|
|
.TP
|
|
.B \-watchdog \fIvalue
|
|
Specifies a number of seconds after which MAME should automatically exit
|
|
if it detects that the emulation has locked up.
|
|
.\"
|
|
.\"
|
|
.\" SEE ALSO chapter
|
|
.SH SEE ALSO
|
|
chdman(1), jedutil(1), ldresample(1), ldverify(1), romcmp(1)
|
|
.\"
|
|
.\"
|
|
.\" LEGAL NOTICE chapter
|
|
.SH LEGAL NOTICE
|
|
Please visit the MAME website for some important legal information:
|
|
.PP
|
|
http://mamedev.org/legal.html
|