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Cleanups on the doc files.
Fixed high-ASCII characters in newvideo.txt which was breaking its view on the mamedev.org source browser.
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docs/config.txt
324
docs/config.txt
@ -16,7 +16,7 @@ For example:
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mame robby -nosound
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...will run Robby Roto without sound. There are many, many options
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...will run Robby Roto without sound. There are many, many options
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available. All commonly supported options are listed below. Options that
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are specific to one operating system or version of MAME will be listed
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in a separate document.
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@ -28,9 +28,9 @@ An alternative way to run MAME is to give it a command:
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For example:
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mame -listsource gridlee
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...will print the name of the source file where the gridlee driver lives
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to the screen. There are just a handful of these commands in MAME. They
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...will print the name of the source file where the gridlee driver lives
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to the screen. There are just a handful of these commands in MAME. They
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are all listed below, just before the options list.
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@ -42,10 +42,10 @@ All the keys below are fully configurable in the user interface. This list
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shows the standard keyboard configuration.
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Tab Toggles the configuration menu.
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~ Toggles the On Screen Display. When the on-screen display is
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visible, you can use the following keys to control it:
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Up - select previous parameter to modify
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Down - select next parameter to modify
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Enter - reset parameter value to its default
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@ -59,7 +59,7 @@ Tab Toggles the configuration menu.
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Control+Right - increase the value by 10x
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Shift+Right - increase the value by 0.1x
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Alt+Right - increase the value by the smallest amount
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P Pauses the game.
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Shift+P While paused, advances to next frame.
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@ -114,7 +114,7 @@ F6 Toggle cheat mode (if started with "-cheat").
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F7 Load a save state. You will be requested to press a key to
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determine which save state you wish to load. Note that the save
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state feature is not supported for a large number of drivers. If
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support is not enabled for a given driver, you will receive a
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support is not enabled for a given driver, you will receive a
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warning when attempting to save or load.
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Shift+F7 Create a save state. Requires an additional keypress to identify
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@ -161,7 +161,7 @@ Configuration commands
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-createconfig / -cc
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Creates the default mame.ini file. All the configuration options
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(not commands) described below can be permanently changed by editing
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(not commands) described below can be permanently changed by editing
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this configuration file.
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-showconfig / -sc
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@ -176,7 +176,7 @@ Configuration commands
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-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 "mame -showusage"
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are not mentioned here, the short summary given by "mame -showusage"
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is usually sufficient.
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@ -185,40 +185,40 @@ Frontend commands
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-----------------
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Note: By default, 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, add this to the end
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If you wish to write the info to a textfile instead, add this to the end
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of your command:
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> filename
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...where 'filename' is the textfile's path and name
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...where 'filename' is the textfile's path and name
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(e.g., c:\mame\list.txt).
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-listxml / -lx [<gamename|wildcard>]
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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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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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you can limit this list by specifying a driver name or wildcard after
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the -listxml command.
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-listfull / -ll [<gamename|wildcard>]
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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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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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-listsource / -ls [<gamename|wildcard>]
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Displays a list of drivers and the names of the source files their
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game drivers live in. Useful for finding which driver a game runs on
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in order to fix bugs. By default all games are listed; however, you
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can limit this list by specifying a driver name or wildcard after
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Displays a list of drivers and the names of the source files their
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game drivers live in. Useful for finding which driver a game runs on
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in order to fix bugs. By default all games are listed; however, you
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can limit this list by specifying a driver name or wildcard after
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the -listsource command.
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-listclones / -lc [<gamename|wildcard>]
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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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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 -listsource command.
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-listcrc
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@ -237,24 +237,24 @@ of your command:
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-verifyroms [<gamename|wildcard>]
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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 rompath are verified;
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however, you can limit this list by specifying a driver name or
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have valid ZIP files or directories in the rompath 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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-verifysamples [<gamename|wildcard>]
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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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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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-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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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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0: means all files were identified
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7: means all files were identified except for 1 or more "non-ROM"
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files
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@ -300,36 +300,36 @@ Core search path options
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-samplepath / -sp <path>
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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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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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-artpath / -artwork_directory <path>
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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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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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-ctrlrpath / -ctrlr_directory <path>
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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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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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-inipath <path>
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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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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 '.;ini' (that is, search in the current directory first, and then
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in the directory "ini" in the same directory as the MAME executable).
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-fontpath <path>
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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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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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@ -342,68 +342,68 @@ Core Output Directory Options
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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
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a directory "cfg" in the same directory as the MAME executable). If
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this directory does not exist, it will be automatically created.
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-nvram_directory <path>
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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
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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
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directory does not exist, it will be automatically created.
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-memcard_directory <path>
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Specifies a single directory where memory card files are stored.
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Memory card files store the contents of removable memory cards for
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games which used this type of hardware. This data is read and written
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under control of the user via the "Memory Card" menu in the user
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interface. The default is 'memcard' (that is, a directory "memcard"
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in the same directory as the MAME executable). If this directory does
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Specifies a single directory where memory card files are stored.
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Memory card files store the contents of removable memory cards for
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games which used this type of hardware. This data is read and written
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under control of the user via the "Memory Card" menu in the user
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interface. The default is 'memcard' (that is, a directory "memcard"
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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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-input_directory <path>
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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
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via 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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Input recordings are created via the -record option and played back
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via 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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-state_directory <path>
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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
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using the -autosave option. The default is 'sta' (that is, a directory
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"sta" in the same directory as the MAME executable). If this directory
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state files are read and written either upon user request, or when
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using the -autosave option. The default is 'sta' (that is, a directory
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"sta" 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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-snapshot_directory <path>
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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
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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
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directory does not exist, it will be automatically created.
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-diff_directory <path>
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Specifies a single directory where hard drive differencing files are
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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.
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The differencing files are created at startup when a game with a hard
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disk image. The default is 'diff' (that is, a directory "diff" in the
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same directory as the MAME executable). If this directory does not
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back to a hard disk image, in order to preserve the original image.
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The differencing files are created at startup when a game with a hard
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disk image. The default is 'diff' (that is, a directory "diff" in the
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same directory as the MAME executable). If this directory does not
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exist, it will be automatically created.
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-comment_directory <path>
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Specifies a single directory where debugger comment files are stored.
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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
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is, a directory "comments" in the same directory as the MAME
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executable). If this directory does not exist, it will be
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added to the disassembly for a game. The default is 'comments' (that
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is, a directory "comments" in the same directory as the MAME
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executable). If this directory does not exist, it will be
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automatically created.
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@ -413,7 +413,7 @@ Core Filename Options
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-cheat_file <filename>
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Specifies the name of the cheat database file. The default is
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Specifies the name of the cheat database file. The default is
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'cheat.dat'.
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@ -423,15 +423,15 @@ Core state/playback options
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-state <slot>
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Immediately after starting the specified game, will cause the save
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Immediately after starting the specified game, will cause the save
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state in the specified <slot> to be loaded.
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-[no]autosave
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When enabled, automatically creates a save state file when exiting
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MAME and automatically attempts to reload it when later starting MAME
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with the same game. This only works for games that have explicitly
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enabled save state support in their driver. The default is OFF
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When enabled, automatically creates a save state file when exiting
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MAME and automatically attempts to reload it when later starting MAME
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with the same game. This only works for games that have explicitly
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enabled save state support in their driver. The default is OFF
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(-noautosave).
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-playback / -pb <filename>
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@ -446,25 +446,25 @@ Core state/playback options
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-record / -rec <filename>
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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
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not work reliably for all games, but can be used to watch a previously
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recorded game session from start to finish. In order to make things
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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
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used to record a game session for later playback. This feature does
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not work reliably for all games, but can be used to watch a previously
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recorded game session from start to finish. In order to make things
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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
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NULL (no recording).
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-mngwrite <filename>
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Writes each video frame to the given <filename> in MNG format,
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producing an animation of the game session. Note that -mngwrite only
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writes video frames; it does not save any audio data. Use -wavwrite
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for that, and reassemble the audio/video using offline tools. The
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Writes each video frame to the given <filename> in MNG format,
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producing an animation of the game session. Note that -mngwrite only
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writes video frames; it does not save any audio data. Use -wavwrite
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for that, and reassemble the audio/video using offline tools. The
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default is NULL (no recording).
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-wavwrite <filename>
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Writes the final mixer output to the given <filename> in WAV format,
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producing an audio recording of the game session. The default is
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Writes the final mixer output to the given <filename> in WAV format,
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producing an audio recording of the game session. The default is
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NULL (no recording).
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@ -476,7 +476,7 @@ Core performance options
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Automatically determines the frameskip level while you're playing the
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game, adjusting it constantly in a frantic attempt to keep the game
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running at full speed. Turning this on overrides the value you have
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running at full speed. Turning this on overrides the value you have
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set for -frameskip below. The default is OFF (-noautoframeskip).
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-frameskip / -fs <level>
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@ -490,10 +490,10 @@ Core performance options
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-seconds_to_run / -str <seconds>
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This option can be used for benchmarking and automated testing. It tells
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MAME to stop execution after a fixed number of seconds. By combining
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this with a fixed set of other command line options, you can set up a
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consistent environment for benchmarking MAME performance. In addition,
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This option can be used for benchmarking and automated testing. It tells
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MAME to stop execution after a fixed number of seconds. By combining
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||||
this with a fixed set of other command line options, you can set up a
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consistent environment for benchmarking MAME performance. In addition,
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upon exit, the -str option will write a screenshot called final.png
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to the game's snapshot directory.
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@ -509,7 +509,7 @@ Core performance options
|
||||
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Allows MAME to give time back to the system when running with -throttle.
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This allows other programs to have some CPU time, assuming that the
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game isn't taxing 100% of your CPU resources. This option can
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game isn't taxing 100% of your CPU resources. This option can
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potentially cause hiccups in performance if other demanding programs
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are running. The default is ON (-sleep).
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@ -527,7 +527,7 @@ Core performance options
|
||||
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Allows MAME to dynamically adjust the gameplay speed such that it does
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not exceed the slowest refresh rate for any targeted monitors in your
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system. Thus, if you have a 60Hz monitor and run a game that is
|
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system. Thus, if you have a 60Hz monitor and run a game that is
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actually designed to run at 60.6Hz, MAME will dynamically change the
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speed down to 99% in order to prevent sound hiccups or other
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undesirable side effects of running at a slower refresh rate. The
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@ -542,24 +542,24 @@ Core rotation options
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Rotate the game to match its normal state (horizontal/vertical). This
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ensures that both vertically and horizontally oriented games show up
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correctly without the need to rotate your monitor. If you want to keep
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||||
the game displaying 'raw' on the screen the way it would have in the
|
||||
correctly without the need to rotate your monitor. If you want to keep
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the game displaying 'raw' on the screen the way it would have in the
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||||
arcade, turn this option OFF. The default is ON (-rotate).
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-[no]ror
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-[no]rol
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Rotate the game screen to the right (clockwise) or left (counter-
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clockwise) relative to either its normal state (if -rotate is
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specified) or its native state (if -norotate is specified). The
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clockwise) relative to either its normal state (if -rotate is
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||||
specified) or its native state (if -norotate is specified). The
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default for both of these options is OFF (-noror -norol).
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-[no]flipx
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-[no]flipy
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||||
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Flip (mirror) the game screen either horizontally (-flipx) or
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vertically (-flipy). The flips are applied after the -rotate and
|
||||
-ror/-rol options are applied. The default for both of these options
|
||||
Flip (mirror) the game screen either horizontally (-flipx) or
|
||||
vertically (-flipy). The flips are applied after the -rotate and
|
||||
-ror/-rol options are applied. The default for both of these options
|
||||
is OFF (-noflipx -noflipy).
|
||||
|
||||
-[no]autoror
|
||||
@ -580,10 +580,10 @@ Core artwork options
|
||||
|
||||
Enable cropping of artwork to the game screen area only. This works
|
||||
best with -video gdi or -video d3d, and means that vertically oriented
|
||||
games running full screen can display their artwork to the left and
|
||||
right sides of the screen. This does not work with -video ddraw
|
||||
because of the way the game screens are rendered and scaled after the
|
||||
fact. This option can also be controlled via the Video Options menu in
|
||||
games running full screen can display their artwork to the left and
|
||||
right sides of the screen. This does not work with -video ddraw
|
||||
because of the way the game screens are rendered and scaled after the
|
||||
fact. This option can also be controlled via the Video Options menu in
|
||||
the user interface. The default is OFF (-noartwork_crop).
|
||||
|
||||
-[no]use_backdrops / -[no]backdrop
|
||||
@ -608,34 +608,34 @@ Core screen options
|
||||
|
||||
-brightness <value>
|
||||
|
||||
Controls the default brightness, or black level, of the game screens.
|
||||
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
|
||||
Using the MAME UI, you can individually set the brightness for each
|
||||
game screen; this option controls the initial value for all visible
|
||||
game screens. The standard value is 1.0. Selecting lower values (down
|
||||
to 0.1) will produce a darkened display, while selecting higher values
|
||||
(up to 2.0) will give a brighter display. The default is 1.0.
|
||||
|
||||
-contrast <value>
|
||||
|
||||
Controls the contrast, or white level, of the game screens. This
|
||||
option does not affect the artwork or other parts of the display.
|
||||
Using the MAME UI, you can individually set the contrast for each
|
||||
game screen; this option controls the initial value for all visible
|
||||
game screens. The standard value is 1.0. Selecting lower values (down
|
||||
to 0.1) will produce a dimmer display, while selecting higher values
|
||||
Controls the contrast, or white level, of the game screens. This
|
||||
option does not affect the artwork or other parts of the display.
|
||||
Using the MAME UI, you can individually set the contrast for each
|
||||
game screen; this option controls the initial value for all visible
|
||||
game screens. The standard value is 1.0. Selecting lower values (down
|
||||
to 0.1) will produce a dimmer display, while selecting higher values
|
||||
(up to 2.0) will give a more saturated display. The default is 1.0.
|
||||
|
||||
-gamma <value>
|
||||
|
||||
Controls the gamma, which produces a potentially nonlinear black to
|
||||
white ramp, for the game screens. This option does not affect the
|
||||
artwork or other parts of the display. Using the MAME UI, you can
|
||||
individually set the gamma for each game screen; this option controls
|
||||
the initial value for all visible game screens. The standard value is
|
||||
1.0, which gives a linear ramp from black to white. Selecting lower
|
||||
values (down to 0.1) will increase the nonlinearity toward black,
|
||||
while selecting higher values (up to 3.0) will push the nonlinearity
|
||||
white ramp, for the game screens. This option does not affect the
|
||||
artwork or other parts of the display. Using the MAME UI, you can
|
||||
individually set the gamma for each game screen; this option controls
|
||||
the initial value for all visible game screens. The standard value is
|
||||
1.0, which gives a linear ramp from black to white. Selecting lower
|
||||
values (down to 0.1) will increase the nonlinearity toward black,
|
||||
while selecting higher values (up to 3.0) will push the nonlinearity
|
||||
toward white. The default is 1.0.
|
||||
|
||||
-pause_brightness <value>
|
||||
@ -656,14 +656,14 @@ Core vector options
|
||||
-beam <width>
|
||||
|
||||
Sets the width of the vectors. This is a scaling factor against the
|
||||
standard vector width. A value of 1.0 will keep the default vector
|
||||
line width. Smaller values will reduce the width, and larger values
|
||||
standard vector width. 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.
|
||||
|
||||
-flicker <value>
|
||||
|
||||
Simulates a vector "flicker" effect, similar to a vector monitor that
|
||||
needs adjustment. This option requires a float argument in the range
|
||||
needs adjustment. This option requires a float argument in the range
|
||||
of 0.00 - 100.00 (0=none, 100=maximum). The default is 0.
|
||||
|
||||
|
||||
@ -688,9 +688,9 @@ Core sound options
|
||||
|
||||
-volume / -vol <value>
|
||||
|
||||
Sets the startup volume. It can later be changed with the user
|
||||
interface (see Keys section). The volume is an attenuation in dB:
|
||||
e.g., "-volume -12" will start with -12dB attenuation. The default
|
||||
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.
|
||||
|
||||
|
||||
@ -709,13 +709,13 @@ Core input options
|
||||
|
||||
Controls whether or not MAME makes use of mouse controllers. When
|
||||
this is enabled, you will likely be unable to use your mouse for other
|
||||
purposes until you exit or pause the game. The default is OFF
|
||||
purposes until you exit or pause the game. The default is OFF
|
||||
(-nomouse).
|
||||
|
||||
-[no]joystick / -[no]joy
|
||||
|
||||
Controls whether or not MAME makes use of joystick/gamepad controllers.
|
||||
When this is enabled, MAME will ask DirectInput about which
|
||||
When this is enabled, MAME will ask DirectInput about which
|
||||
controllers are connected. The default is OFF (-nojoystick).
|
||||
|
||||
-[no]lightgun / -[no]gun
|
||||
@ -724,23 +724,23 @@ Core input options
|
||||
Note that most lightguns map to the mouse, so using -lightgun and
|
||||
-mouse together may produce strange results. The default is OFF
|
||||
(-nolightgun).
|
||||
|
||||
|
||||
-[no]multikeyboard / -[no]multikey
|
||||
|
||||
Determines whether MAME differentiates between multiple keyboards.
|
||||
Some systems may report more than one keyboard; by default, the data
|
||||
from all of these keyboards is combined so that it looks like a single
|
||||
keyboard. Turning this option on will enable MAME to report keypresses
|
||||
on different keyboards independently. The default is OFF
|
||||
on different keyboards independently. The default is OFF
|
||||
(-nomultikeyboard).
|
||||
|
||||
-[no]multimouse
|
||||
|
||||
Determines whether MAME differentiates between multiple mice. Some
|
||||
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
|
||||
mouse. Turning this option on will enable MAME to report mouse
|
||||
movement and button presses on different mice independently. The
|
||||
default is OFF (-nomultimouse).
|
||||
|
||||
-[no]steadykey / -[no]steady
|
||||
@ -758,10 +758,10 @@ Core input options
|
||||
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
|
||||
offscreen reload. This is only needed for games that required you to
|
||||
shoot offscreen to reload, and then only if your gun does not support
|
||||
off screen reloads. The default is OFF (-nooffscreen_reload).
|
||||
|
||||
|
||||
-joystick_map <map> / -joymap <map>
|
||||
|
||||
Controls how joystick values map to digital joystick controls. MAME
|
||||
@ -769,12 +769,12 @@ Core input options
|
||||
analog joysticks, this needs to be mapped down to the usual 4-way or
|
||||
8-way digital joystick values. To do this, MAME divides the analog
|
||||
range into a 9x9 grid. It then takes the joystick axis position (for
|
||||
X and Y axes only), maps it to this grid, and then looks up a
|
||||
X and Y axes only), maps it to this grid, and then looks up a
|
||||
translation from a joystick map. This parameter allows you to specify
|
||||
the map. The default is 'auto', which means that a standard 8-way,
|
||||
4-way, or 4-way diagonal map is selected automatically based on the
|
||||
input port configuration of the current game.
|
||||
|
||||
|
||||
Maps are defined as a string of numbers and characters. Since the grid
|
||||
is 9x9, there are a total of 81 characters necessary to define a
|
||||
complete map. Below is an example map for an 8-way joystick:
|
||||
@ -788,35 +788,35 @@ Core input options
|
||||
111222333 value was read.
|
||||
111222333
|
||||
111222333
|
||||
|
||||
|
||||
To specify the map for this parameter, you can specify a string of
|
||||
rows separated by a '.' (which indicates the end of a row), like so:
|
||||
|
||||
|
||||
777888999.777888999.777888999.444555666.444555666.444555666.
|
||||
111222333.111222333.111222333
|
||||
|
||||
|
||||
However, this can be reduced using several shorthands supported by the
|
||||
<map> parameter. If information about a row is missing, then it is
|
||||
assumed that any missing data in columns 5-9 are left/right symmetric
|
||||
with data in columns 0-4; and any missing data in colums 0-4 is
|
||||
<map> parameter. If information about a row is missing, then it is
|
||||
assumed that any missing data in columns 5-9 are left/right symmetric
|
||||
with data in columns 0-4; and any missing data in colums 0-4 is
|
||||
assumed to be copies of the previous data. The same logic applies to
|
||||
missing rows, except that up/down symmetry is assumed.
|
||||
|
||||
By using these shorthands, the 81 character map can be simply
|
||||
|
||||
By using these shorthands, the 81 character map can be simply
|
||||
specified by this 11 character string: 7778...4445
|
||||
|
||||
Looking at the first row, 7778 is only 4 characters long. The 5th
|
||||
|
||||
Looking at the first row, 7778 is only 4 characters long. The 5th
|
||||
entry can't use symmetry, so it is assumed to be equal to the previous
|
||||
character '8'. The 6th character is left/right symmetric with the 4th
|
||||
character '8'. The 6th character is left/right symmetric with the 4th
|
||||
character, giving an '8'. The 7th character is left/right symmetric
|
||||
with the 3rd character, giving a '9' (which is '7' with left/right
|
||||
flipped). Eventually this gives the full 777888999 string of the row.
|
||||
|
||||
The second and third rows are missing, so they are assumed to be
|
||||
|
||||
The second and third rows are missing, so they are assumed to be
|
||||
identical to the first row. The fourth row decodes similarly to the
|
||||
first row, producing 444555666. The fifth row is missing so it is
|
||||
assumed to be the same as the fourth.
|
||||
|
||||
|
||||
The remaining three rows are also missing, so they are assumed to be
|
||||
the up/down mirrors of the first three rows, giving three final rows
|
||||
of 111222333.
|
||||
@ -832,9 +832,9 @@ Core input options
|
||||
-joystick_saturation <value> / joy_saturation <value> / -jsat <value>
|
||||
|
||||
If you play with an analog joystick, the ends can drift a little,
|
||||
and may not match in the +/- directions. joystick_saturation tells how
|
||||
far along an axis movement change will be accepted before it reaches
|
||||
the maximum range. This option expects a float in the range of 0.0 to
|
||||
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.
|
||||
|
||||
@ -854,9 +854,9 @@ Core input automatic enable options
|
||||
Each of these options controls autoenabling the mouse, joystick, or
|
||||
lightgun depending on the presence of a particular class of analog
|
||||
control for a particular game. For example, if you specify the option
|
||||
-paddle mouse, then any game that has a paddle control will
|
||||
automatically enable mouse controls just as if you had explicitly
|
||||
specified -mouse. Note that these controls override the values of
|
||||
-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.
|
||||
|
||||
|
||||
@ -867,14 +867,14 @@ Debugging options
|
||||
-[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
|
||||
log messages generated by the MAME core and game drivers. The default
|
||||
is OFF (-nolog).
|
||||
|
||||
-[no]verbose / -[no]v
|
||||
|
||||
Displays internal diagnostic information. This information is very
|
||||
Displays internal diagnostic information. This information is very
|
||||
useful for debugging problems with your configuration. IMPORTANT: when
|
||||
reporting bugs, please run with mame -verbose and include the
|
||||
reporting bugs, please run with mame -verbose and include the
|
||||
resulting information. The default is OFF (-noverbose).
|
||||
|
||||
-[no]update_in_pause
|
||||
@ -886,8 +886,8 @@ Debugging options
|
||||
|
||||
-[no]debug
|
||||
|
||||
Activates the integrated debugger. This is available only if the
|
||||
program is compiled with MAME_DEBUG defined. By default, the debugger
|
||||
Activates the integrated debugger. This is available only if the
|
||||
program is compiled with MAME_DEBUG defined. By default, the debugger
|
||||
is entered by pressing the tilde (~) key during emulation. It is also
|
||||
entered immediately at startup. The default is ON (-debug).
|
||||
|
||||
@ -914,5 +914,5 @@ Core misc options
|
||||
|
||||
-[no]skip_gameinfo
|
||||
|
||||
Forces MAME to skip displaying the game info screen. The default is
|
||||
Forces MAME to skip displaying the game info screen. The default is
|
||||
OFF (-noskip_gameinfo).
|
||||
|
@ -1,11 +1,11 @@
|
||||
Copyright (c) 1997-2007, Nicola Salmoria and the MAME team
|
||||
All rights reserved.
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this code or any derivative works are permitted
|
||||
provided that the following conditions are met:
|
||||
provided that the following conditions are met:
|
||||
|
||||
* Redistributions may not be sold, nor may they be used in a commercial
|
||||
product or activity.
|
||||
product or activity.
|
||||
|
||||
* Redistributions that are modified from the original source must include the
|
||||
complete source code, including the source code for all components used by a
|
||||
@ -17,16 +17,16 @@ component itself accompanies the executable.
|
||||
|
||||
* Redistributions must reproduce the above copyright notice, this list of
|
||||
conditions and the following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
|
@ -6,76 +6,76 @@ MAME is a trademark owned by Nicola Salmoria
|
||||
----------
|
||||
I. Purpose
|
||||
----------
|
||||
MAME is strictly a non-profit project. Its main purpose is to be a
|
||||
reference to the inner workings of the emulated arcade machines. This is
|
||||
done both for educational purposes and for preservation purposes, in
|
||||
order to prevent many historical games from disappearing forever once the
|
||||
hardware they run on stops working. Of course, in order to preserve the
|
||||
games and demonstrate that the emulated behavior matches the original,
|
||||
you must also be able to actually play the games. This is considered a
|
||||
nice side effect, and is not MAME's primary focus.
|
||||
MAME is strictly a non-profit project. Its main purpose is to be a
|
||||
reference to the inner workings of the emulated arcade machines. This is
|
||||
done both for educational purposes and for preservation purposes, in
|
||||
order to prevent many historical games from disappearing forever once the
|
||||
hardware they run on stops working. Of course, in order to preserve the
|
||||
games and demonstrate that the emulated behavior matches the original,
|
||||
you must also be able to actually play the games. This is considered a
|
||||
nice side effect, and is not MAME's primary focus.
|
||||
|
||||
It is not our intention to infringe on any copyrights or patents on the
|
||||
original games. All of MAME's source code is either our own or freely
|
||||
available. To operate, the emulator requires images of the original ROMs,
|
||||
CDs, or hard disks from the arcade machines, which must be provided by
|
||||
the user. No portions of the original game code are included in the
|
||||
executable.
|
||||
It is not our intention to infringe on any copyrights or patents on the
|
||||
original games. All of MAME's source code is either our own or freely
|
||||
available. To operate, the emulator requires images of the original ROMs,
|
||||
CDs, or hard disks from the arcade machines, which must be provided by
|
||||
the user. No portions of the original game code are included in the
|
||||
executable.
|
||||
|
||||
|
||||
--------
|
||||
II. Cost
|
||||
--------
|
||||
MAME is free. Its source code is free. Selling either is not allowed.
|
||||
MAME is free. Its source code is free. Selling either is not allowed.
|
||||
|
||||
|
||||
----------------
|
||||
III. Image Files
|
||||
----------------
|
||||
ROM, CD, and hard disk images are all copyrighted material. They cannot
|
||||
be distributed without the explicit permission of the copyright owner.
|
||||
They are not "abandonware", nor have any of the games supported by MAME
|
||||
passed out of copyright.
|
||||
ROM, CD, and hard disk images are all copyrighted material. They cannot
|
||||
be distributed without the explicit permission of the copyright owner.
|
||||
They are not "abandonware", nor have any of the games supported by MAME
|
||||
passed out of copyright.
|
||||
|
||||
MAME is not intended to be used as a tool for mass copyright
|
||||
infringement. Therefore, it is strongly against the authors' wishes to
|
||||
sell, advertise, or link to resources that provide illegal copies of ROM,
|
||||
CD, or hard disk images.
|
||||
MAME is not intended to be used as a tool for mass copyright
|
||||
infringement. Therefore, it is strongly against the authors' wishes to
|
||||
sell, advertise, or link to resources that provide illegal copies of ROM,
|
||||
CD, or hard disk images.
|
||||
|
||||
|
||||
--------------------
|
||||
IV. Derivative Works
|
||||
--------------------
|
||||
Derivative works are allowed under the MAME license. However, you are
|
||||
discouraged from providing specific functionality that goes against the
|
||||
philosophy of the MAME team. Specifically:
|
||||
Derivative works are allowed under the MAME license. However, you are
|
||||
discouraged from providing specific functionality that goes against the
|
||||
philosophy of the MAME team. Specifically:
|
||||
|
||||
* Do not add games which are more recent than 3 years old, or which are
|
||||
still being sold new by the company that produced them. MAME is not
|
||||
intended to be a platform that competes with arcade games that are still
|
||||
being actively sold.
|
||||
* Do not add games which are more recent than 3 years old, or which are
|
||||
still being sold new by the company that produced them. MAME is not
|
||||
intended to be a platform that competes with arcade games that are still
|
||||
being actively sold.
|
||||
|
||||
* Do not provide a means of generating a list of games that specifically
|
||||
identifies those games for which the user does not have image files. This
|
||||
only encourages users to seek out sources for illegal ROM, CD, and hard
|
||||
disk images in order to "complete" their collection.
|
||||
* Do not provide a means of generating a list of games that specifically
|
||||
identifies those games for which the user does not have image files. This
|
||||
only encourages users to seek out sources for illegal ROM, CD, and hard
|
||||
disk images in order to "complete" their collection.
|
||||
|
||||
* Do not remove the startup screen that contains information about why
|
||||
certain non-working games don't work. This only serves to generate a
|
||||
bunch of useless email traffic to the developers asking why the games
|
||||
don't work.
|
||||
* Do not remove the startup screen that contains information about why
|
||||
certain non-working games don't work. This only serves to generate a
|
||||
bunch of useless email traffic to the developers asking why the games
|
||||
don't work.
|
||||
|
||||
Because the name MAME is trademarked, you must abide by the rules of the
|
||||
trademark usage if you wish to use "MAME" as part of the name your
|
||||
derivative work. In general, this means you must request permission,
|
||||
which requires that you follow the guidelines above.
|
||||
Because the name MAME is trademarked, you must abide by the rules of the
|
||||
trademark usage if you wish to use "MAME" as part of the name your
|
||||
derivative work. In general, this means you must request permission,
|
||||
which requires that you follow the guidelines above.
|
||||
|
||||
The version number of any derivative work should reflect the version
|
||||
number of the MAME release it was derived from.
|
||||
The version number of any derivative work should reflect the version
|
||||
number of the MAME release it was derived from.
|
||||
|
||||
|
||||
-------------------------------
|
||||
V. Official Contact Information
|
||||
-------------------------------
|
||||
For questions regarding the MAME license, trademark, or other usage, go
|
||||
For questions regarding the MAME license, trademark, or other usage, go
|
||||
to http://www.mamedev.org/
|
||||
|
@ -6,141 +6,141 @@ how you should configure MAME with the new rendering system in place.
|
||||
|
||||
The New Video Landscape
|
||||
|
||||
Since its inception 9 years ago, MAME's video system has defaulted to
|
||||
a mode where it tries to change resolutions on you. And since the
|
||||
first port of the core to Windows 5 years ago, it has defaulted to
|
||||
Since its inception 9 years ago, MAME's video system has defaulted to
|
||||
a mode where it tries to change resolutions on you. And since the
|
||||
first port of the core to Windows 5 years ago, it has defaulted to
|
||||
using your graphics card to stretch the video to that resolution.
|
||||
|
||||
I'm sure a lot of you out there have taken a lot of time to tweak the
|
||||
current set of video options to make them work the way you like. But
|
||||
every once in a while, you need to take a step back and re-evaluate
|
||||
the situation. The current video system has been in place for 5 years
|
||||
now without much substantial change. And with the recent rewrite,
|
||||
you're almost certainly going to want to rethink the way you have
|
||||
I'm sure a lot of you out there have taken a lot of time to tweak the
|
||||
current set of video options to make them work the way you like. But
|
||||
every once in a while, you need to take a step back and re-evaluate
|
||||
the situation. The current video system has been in place for 5 years
|
||||
now without much substantial change. And with the recent rewrite,
|
||||
you're almost certainly going to want to rethink the way you have
|
||||
things configured.
|
||||
|
||||
At the highest level, there are really three different ways you can
|
||||
configure the new system. Placing yourself into one of these three
|
||||
categories will help you get the initial settings right. From there,
|
||||
At the highest level, there are really three different ways you can
|
||||
configure the new system. Placing yourself into one of these three
|
||||
categories will help you get the initial settings right. From there,
|
||||
you can tweak with the settings to figure out what works best.
|
||||
|
||||
|
||||
Category 1: Bells and whistles. People who fall into this category
|
||||
would include anyone with a modern system and a decent video card
|
||||
(decent in this context means at least 16MB of VRAM and built in the
|
||||
last 5 years or so — we're not talking cutting edge here). Any decent
|
||||
video card will be able to render the simple MAME graphics at pretty
|
||||
much any resolution without breaking a sweat. Configure your desktop
|
||||
to the video mode you want (preferably something high like 1024×768
|
||||
or greater with a high refresh rate, unless you are running on a
|
||||
fixed-mode LCD, in which case just match what your LCD panel is),
|
||||
and tell MAME to leave the resolution alone. In this day and age,
|
||||
there is little reason to switch resolutions at all, unless you
|
||||
fall into Category 3, below. In this mode, you will have full access
|
||||
to artwork options, and you'll get your artwork scaled to full
|
||||
resolution and with full alpha blending effects. Vector games will
|
||||
look crisp, you can use decent fonts, and you can see a whole lot
|
||||
more of the world when using the graphics/tilemap viewer. This mode
|
||||
Category 1: Bells and whistles. People who fall into this category
|
||||
would include anyone with a modern system and a decent video card
|
||||
(decent in this context means at least 16MB of VRAM and built in the
|
||||
last 5 years or so -- we're not talking cutting edge here). Any decent
|
||||
video card will be able to render the simple MAME graphics at pretty
|
||||
much any resolution without breaking a sweat. Configure your desktop
|
||||
to the video mode you want (preferably something high like 1024x768
|
||||
or greater with a high refresh rate, unless you are running on a
|
||||
fixed-mode LCD, in which case just match what your LCD panel is),
|
||||
and tell MAME to leave the resolution alone. In this day and age,
|
||||
there is little reason to switch resolutions at all, unless you
|
||||
fall into Category 3, below. In this mode, you will have full access
|
||||
to artwork options, and you'll get your artwork scaled to full
|
||||
resolution and with full alpha blending effects. Vector games will
|
||||
look crisp, you can use decent fonts, and you can see a whole lot
|
||||
more of the world when using the graphics/tilemap viewer. This mode
|
||||
uses Direct3D, so you should configure yourself like this:
|
||||
|
||||
-video d3d -noswitchres [-triplebuffer] [-nofilter]
|
||||
|
||||
The -noswitchres option tells MAME to just run at the current
|
||||
resolution. Although you can let MAME pick a resolution for you, it
|
||||
doesn't really make much sense in D3D mode, and in fact I may even
|
||||
remove that feature altogether. To avoid tearing artifacts, I
|
||||
recommend using the -triplebuffer option as well. Just make sure your
|
||||
monitor's refresh rate is higher than the game you are running. If
|
||||
you dislike the blurry look of the graphics, you can specify the
|
||||
-nofilter option to disable bilinear filtering, though that will
|
||||
produce blocky artifacts. Alternatively, you can use the -prescale
|
||||
The -noswitchres option tells MAME to just run at the current
|
||||
resolution. Although you can let MAME pick a resolution for you, it
|
||||
doesn't really make much sense in D3D mode, and in fact I may even
|
||||
remove that feature altogether. To avoid tearing artifacts, I
|
||||
recommend using the -triplebuffer option as well. Just make sure your
|
||||
monitor's refresh rate is higher than the game you are running. If
|
||||
you dislike the blurry look of the graphics, you can specify the
|
||||
-nofilter option to disable bilinear filtering, though that will
|
||||
produce blocky artifacts. Alternatively, you can use the -prescale
|
||||
option which is described at the end of this article.
|
||||
|
||||
|
||||
Category 2: Like the old days. I really didn't even want to support
|
||||
this mode at all, but certain vocal MAMEdevs would have skinned me
|
||||
alive otherwise. People who fall into this category include those who
|
||||
have weak systems that worked fine with previous versions of MAME,
|
||||
but who don't run well with Direct3D rendering. (Note that just
|
||||
because Space Invaders runs unthrottled at 2000fps with DirectDraw
|
||||
and 1000fps with Direct3D doesn't mean that Direct3D is going to be
|
||||
a serious issue when playing at a regular 60fps, so if you're unsure,
|
||||
give the Direct3D route a try for a while.) In this mode, MAME will
|
||||
draw the game screen and artwork at the game's resolution, just like
|
||||
it did in MAME 0.106 and earlier; however, some artwork options,
|
||||
such as -artcrop, won't work as you might expect, and some alpha
|
||||
blending artwork modes (specifically overlays) will operate with a
|
||||
performance penality. MAME will then use your video card to stretch
|
||||
Category 2: Like the old days. I really didn't even want to support
|
||||
this mode at all, but certain vocal MAMEdevs would have skinned me
|
||||
alive otherwise. People who fall into this category include those who
|
||||
have weak systems that worked fine with previous versions of MAME,
|
||||
but who don't run well with Direct3D rendering. (Note that just
|
||||
because Space Invaders runs unthrottled at 2000fps with DirectDraw
|
||||
and 1000fps with Direct3D doesn't mean that Direct3D is going to be
|
||||
a serious issue when playing at a regular 60fps, so if you're unsure,
|
||||
give the Direct3D route a try for a while.) In this mode, MAME will
|
||||
draw the game screen and artwork at the game's resolution, just like
|
||||
it did in MAME 0.106 and earlier; however, some artwork options,
|
||||
such as -artcrop, won't work as you might expect, and some alpha
|
||||
blending artwork modes (specifically overlays) will operate with a
|
||||
performance penality. MAME will then use your video card to stretch
|
||||
the video to the proper aspect ratio.
|
||||
|
||||
-video ddraw -hwstretch [-switchres] [-triplebuffer]
|
||||
|
||||
The -switchres is optional here. If your video card is really ancient
|
||||
and struggles expanding the screen to fit your desktop resolution,
|
||||
you might want to turn it on. Again, to avoid tearing artifacts, I
|
||||
recommend using the -triplebuffer option as well, but make sure your
|
||||
monitor's refresh rate is higher than the game you are running
|
||||
(-switchres will do that for you if you use it). If your video card
|
||||
produces blurry pixels which you don't like, try the -prescale option
|
||||
The -switchres is optional here. If your video card is really ancient
|
||||
and struggles expanding the screen to fit your desktop resolution,
|
||||
you might want to turn it on. Again, to avoid tearing artifacts, I
|
||||
recommend using the -triplebuffer option as well, but make sure your
|
||||
monitor's refresh rate is higher than the game you are running
|
||||
(-switchres will do that for you if you use it). If your video card
|
||||
produces blurry pixels which you don't like, try the -prescale option
|
||||
described at the end of this article.
|
||||
|
||||
|
||||
Category 3: Anal video mode types. These are the guys who have
|
||||
generally built their own cabinets and set them up with a CRT display
|
||||
where they have several dozen carefully hand-tweaked video modes that
|
||||
approximate the original video modes the games ran at. They want MAME
|
||||
to pick that hand-tweaked mode and use it, drawing one pixel on the
|
||||
screen for each pixel in the original game. They don't give a whit
|
||||
about artwork or anything other than the raw pixels going to the
|
||||
right place. Fortunately, you can still configure MAME for this case
|
||||
Category 3: Anal video mode types. These are the guys who have
|
||||
generally built their own cabinets and set them up with a CRT display
|
||||
where they have several dozen carefully hand-tweaked video modes that
|
||||
approximate the original video modes the games ran at. They want MAME
|
||||
to pick that hand-tweaked mode and use it, drawing one pixel on the
|
||||
screen for each pixel in the original game. They don't give a whit
|
||||
about artwork or anything other than the raw pixels going to the
|
||||
right place. Fortunately, you can still configure MAME for this case
|
||||
as well:
|
||||
|
||||
-video ddraw -nohwstretch -switchres [-triplebuffer]
|
||||
|
||||
Obviously in this case, the -switchres is required. You also want to
|
||||
disable hardware stretching, otherwise you won't get that "perfect"
|
||||
Obviously in this case, the -switchres is required. You also want to
|
||||
disable hardware stretching, otherwise you won't get that "perfect"
|
||||
1:1 pixel mapping. Triple buffering may or may not help.
|
||||
|
||||
|
||||
So, I recommend starting with these initial options and then tweaking
|
||||
from there. One additional option you might want to try in
|
||||
combination with the above is the -prescale option. -prescale takes
|
||||
an integer parameter from 1 to 8, and specifies a magnification
|
||||
amount by which the screen pixels are expanded before they are drawn
|
||||
to the screen. Why is this useful? And how much of a performance
|
||||
impact does it have? Well, that depends on the mode you are running
|
||||
So, I recommend starting with these initial options and then tweaking
|
||||
from there. One additional option you might want to try in
|
||||
combination with the above is the -prescale option. -prescale takes
|
||||
an integer parameter from 1 to 8, and specifies a magnification
|
||||
amount by which the screen pixels are expanded before they are drawn
|
||||
to the screen. Why is this useful? And how much of a performance
|
||||
impact does it have? Well, that depends on the mode you are running
|
||||
in.
|
||||
|
||||
If you are running in Category 1 (-video d3d), then -prescale will
|
||||
use your video card to scale the game graphics up before rendering
|
||||
them to the screen. Depending on the video card, this is usually a
|
||||
small performance hit, but not too significant. The benefit is that
|
||||
each prescale factor reduces the blurriness of the pixels.
|
||||
-prescale 1 is the default, which does no scaling. -prescale 2 will
|
||||
double each pixel, -prescale 3 will triple each pixel, etc. For my
|
||||
money, -prescale 2 is sufficient, but people with super high
|
||||
resolution displays claim that larger -prescale factors work even
|
||||
If you are running in Category 1 (-video d3d), then -prescale will
|
||||
use your video card to scale the game graphics up before rendering
|
||||
them to the screen. Depending on the video card, this is usually a
|
||||
small performance hit, but not too significant. The benefit is that
|
||||
each prescale factor reduces the blurriness of the pixels.
|
||||
-prescale 1 is the default, which does no scaling. -prescale 2 will
|
||||
double each pixel, -prescale 3 will triple each pixel, etc. For my
|
||||
money, -prescale 2 is sufficient, but people with super high
|
||||
resolution displays claim that larger -prescale factors work even
|
||||
better.
|
||||
|
||||
If you are running in Category 2 (-video ddraw -hwstretch), then
|
||||
-prescale will cause MAME to compose the screen graphics at the
|
||||
specified scale factor. This is unfortunately done in software, but
|
||||
carries the benefit that artwork, fonts, and the graphics viewer can
|
||||
take advantage of the additional resolution to produce nicer results.
|
||||
The end effect is that you will get less blurry pixels, just like the
|
||||
Category 1 case, plus higher quality artwork, fonts, and more visible
|
||||
If you are running in Category 2 (-video ddraw -hwstretch), then
|
||||
-prescale will cause MAME to compose the screen graphics at the
|
||||
specified scale factor. This is unfortunately done in software, but
|
||||
carries the benefit that artwork, fonts, and the graphics viewer can
|
||||
take advantage of the additional resolution to produce nicer results.
|
||||
The end effect is that you will get less blurry pixels, just like the
|
||||
Category 1 case, plus higher quality artwork, fonts, and more visible
|
||||
area in the graphics viewer.
|
||||
|
||||
If you are running in Category 3 (-video ddraw -nohwstretch), then
|
||||
-prescale will cause MAME to pick a video mode that is the prescale
|
||||
factor times the raw screen resolution, and then MAME will, in
|
||||
software, compose the screen graphics at the specified scale factor.
|
||||
This has all the advantages of the Category 2 case, except that since
|
||||
there wasn't any pixel blurring to begin with, there is no additional
|
||||
If you are running in Category 3 (-video ddraw -nohwstretch), then
|
||||
-prescale will cause MAME to pick a video mode that is the prescale
|
||||
factor times the raw screen resolution, and then MAME will, in
|
||||
software, compose the screen graphics at the specified scale factor.
|
||||
This has all the advantages of the Category 2 case, except that since
|
||||
there wasn't any pixel blurring to begin with, there is no additional
|
||||
crispness that comes about as a result.
|
||||
|
||||
Finally, you may be wondering about effects (and yes, scanlines are
|
||||
an "effect"). Effects are no longer hard-coded into the system.
|
||||
Finally, you may be wondering about effects (and yes, scanlines are
|
||||
an "effect"). Effects are no longer hard-coded into the system.
|
||||
Rather, you can provide a PNG file in the artwork directory that will
|
||||
be loaded and overlaid on top of screen bitmaps. See the description
|
||||
of -effect in windows.txt for more details.
|
||||
|
140
docs/windows.txt
140
docs/windows.txt
@ -1,5 +1,5 @@
|
||||
This file describes Windows-specific usage information about MAME. It is
|
||||
intended to cover aspects of using and configuring the program that are
|
||||
This file describes Windows-specific usage information about MAME. It is
|
||||
intended to cover aspects of using and configuring the program that are
|
||||
specific to running MAME from the command line on a Windows-based system.
|
||||
For common options that apply to all systems, please see config.txt.
|
||||
|
||||
@ -33,15 +33,15 @@ Windows performance options
|
||||
-priority <priority>
|
||||
|
||||
Sets the thread priority for the MAME threads. By default the priority
|
||||
is left alone to guarantee proper cooperation with other applications.
|
||||
The valid range is -15 to 1, with 1 being the highest priority. The
|
||||
is left alone to guarantee proper cooperation with other applications.
|
||||
The valid range is -15 to 1, with 1 being the highest priority. The
|
||||
default is 0 (NORMAL priority).
|
||||
|
||||
-[no]multithreading / -[no]mt
|
||||
|
||||
Enables multithreading within MAME. At the moment, this causes the
|
||||
window and all DirectDraw/Direct3D code to execute on a second thread,
|
||||
which can improve performance on hyperthreaded and multicore systems.
|
||||
Enables multithreading within MAME. At the moment, this causes the
|
||||
window and all DirectDraw/Direct3D code to execute on a second thread,
|
||||
which can improve performance on hyperthreaded and multicore systems.
|
||||
The default is OFF (-nomultithreading).
|
||||
|
||||
|
||||
@ -53,18 +53,18 @@ Windows video options
|
||||
|
||||
Specifies which video subsystem to use for drawing. By specifying 'gdi'
|
||||
here, you tell MAME to render video using standard Windows graphics
|
||||
drawing calls. This is the slowest but most compatible option.
|
||||
Specifying 'ddraw' instructs MAME to use DirectDraw for rendering.
|
||||
This causes MAME to render everything at a lower resolution and then
|
||||
upscale the results at the end. This produces high performance,
|
||||
especially on older or low-power video cards, but has a noticeably
|
||||
lower output quality. Specifying 'd3d' tells MAME to use Direct3D for
|
||||
rendering. This produces the highest quality output and enables all
|
||||
rendering options. It is recommended if you have a recent (2002+)
|
||||
video card. The final option 'none' displays no windows and does no
|
||||
drawing. This is primarily present for doing CPU benchmarks without
|
||||
drawing calls. This is the slowest but most compatible option.
|
||||
Specifying 'ddraw' instructs MAME to use DirectDraw for rendering.
|
||||
This causes MAME to render everything at a lower resolution and then
|
||||
upscale the results at the end. This produces high performance,
|
||||
especially on older or low-power video cards, but has a noticeably
|
||||
lower output quality. Specifying 'd3d' tells MAME to use Direct3D for
|
||||
rendering. This produces the highest quality output and enables all
|
||||
rendering options. It is recommended if you have a recent (2002+)
|
||||
video card. The final option 'none' displays no windows and does no
|
||||
drawing. This is primarily present for doing CPU benchmarks without
|
||||
the overhead of the video system. The default is d3d.
|
||||
|
||||
|
||||
-numscreens <count>
|
||||
|
||||
Tells MAME how many output windows to create. For most games, a single
|
||||
@ -72,7 +72,7 @@ Windows video options
|
||||
screens. Each screen (up to 4) has its own independent settings for
|
||||
physical monitor, aspect ratio, resolution, and view, which can be
|
||||
set using the options below. The default is 1.
|
||||
|
||||
|
||||
-[no]window
|
||||
|
||||
Run MAME in either a window or full screen. The default is OFF
|
||||
@ -83,7 +83,7 @@ Windows video options
|
||||
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
|
||||
smallest supported size. This option only has an effect when the
|
||||
-window option is used. The default is ON (-maximize).
|
||||
|
||||
-[no]keepaspect / -[no]ka
|
||||
@ -106,15 +106,15 @@ Windows video options
|
||||
settings, the screen is expanded by a factor of <amount> before being
|
||||
scaled. With -video ddraw or -video d3d, this produces a less blurry
|
||||
image at the expense of some speed. In -video ddraw mode, this also
|
||||
increases the effective resolution of non-screen elements such as
|
||||
increases the effective resolution of non-screen elements such as
|
||||
artwork and fonts. The default is 1.
|
||||
|
||||
-effect <filename>
|
||||
|
||||
Specifies a single PNG file that is used as an overlay over any game
|
||||
screens in the video display. This PNG file is assumed to live in the
|
||||
root of one of the artpath directories. The pattern in the PNG file is
|
||||
repeated both horizontally and vertically to cover the entire game
|
||||
root of one of the artpath directories. The pattern in the PNG file is
|
||||
repeated both horizontally and vertically to cover the entire game
|
||||
screen areas (but not any external artwork), and is rendered at
|
||||
the target resolution of the game image. For -video gdi and -video d3d
|
||||
modes, this means that one pixel in the PNG will map to one pixel on
|
||||
@ -123,7 +123,7 @@ Windows video options
|
||||
use an effect that requires mapping n PNG pixels to each game screen
|
||||
pixel with -video ddraw, you need to specify a -prescale factor of n as
|
||||
well. The RGB values of each pixel in the PNG are multiplied against the
|
||||
RGB values of the target screen. The default is 'none', meaning no
|
||||
RGB values of the target screen. The default is 'none', meaning no
|
||||
effect.
|
||||
|
||||
-[no]waitvsync
|
||||
@ -138,7 +138,7 @@ Windows video options
|
||||
your CPU cycles waiting for the proper time to draw, so you will see a
|
||||
performance hit. You should only need to turn this on in windowed mode.
|
||||
In full screen mode, it is only needed if -triplebuffer does not
|
||||
remove the tearing, in which case you should use -notriplebuffer
|
||||
remove the tearing, in which case you should use -notriplebuffer
|
||||
-waitvsync. Note that this option does not work with -video gdi mode.
|
||||
The default is OFF (-nowaitvsync).
|
||||
|
||||
@ -147,9 +147,9 @@ Windows video options
|
||||
Enables speed throttling only to the refresh of your monitor. This
|
||||
means that the game's actual refresh rate is ignored; however, the
|
||||
sound code still attempts to keep up with the game's original refresh
|
||||
rate, so you may encounter sound problems. This option is intended
|
||||
rate, so you may encounter sound problems. This option is intended
|
||||
mainly for those who have tweaked their video card's settings to
|
||||
provide carefully matched refresh rate options. Note that this option
|
||||
provide carefully matched refresh rate options. Note that this option
|
||||
does not work with -video gdi mode.The default is OFF (-nosyncrefresh).
|
||||
|
||||
|
||||
@ -160,9 +160,9 @@ DirectDraw-specific options
|
||||
-[no]hwstretch / -[no]hws
|
||||
|
||||
When enabled, MAME uses the hardware stretching abilities of your
|
||||
video card to scale the game image and associated artwork to the
|
||||
target resolution. Depending on the quality of your graphic card and
|
||||
its drivers, this may be a fractional, antialiased scaling (nice) or
|
||||
video card to scale the game image and associated artwork to the
|
||||
target resolution. Depending on the quality of your graphic card and
|
||||
its drivers, this may be a fractional, antialiased scaling (nice) or
|
||||
an integer, blocky scaling (not so nice), in which case you might want
|
||||
to disable this option. In addition, if you have configured specific
|
||||
arcade-like video modes for MAME and don't want MAME to perform any
|
||||
@ -204,14 +204,14 @@ Per-window options
|
||||
|
||||
Specifies which physical monitor on your system you wish to have each
|
||||
window use by default. In order to use multiple windows, you must have
|
||||
increased the value of the -numscreens option. The name of each
|
||||
display in your system can be determined by running MAME with the
|
||||
-verbose option. The display names are typically in the format of:
|
||||
\\.\DISPLAYn, where 'n' is a number from 1 to the number of connected
|
||||
monitors. The default value for these options is 'auto', which means
|
||||
that the first window is placed on the first display, the second
|
||||
increased the value of the -numscreens option. The name of each
|
||||
display in your system can be determined by running MAME with the
|
||||
-verbose option. The display names are typically in the format of:
|
||||
\\.\DISPLAYn, where 'n' is a number from 1 to the number of connected
|
||||
monitors. The default value for these options is 'auto', which means
|
||||
that the first window is placed on the first display, the second
|
||||
window on the second display, etc.
|
||||
|
||||
|
||||
The -screen0, -screen1, -screen2, -screen3 parameters apply to the
|
||||
specific window. The -screen parameter applies to all windows. The
|
||||
window-specific options override values from the all window option.
|
||||
@ -223,56 +223,56 @@ Per-window options
|
||||
-aspect3 <width:height>
|
||||
|
||||
Specifies the physical aspect ratio of the physical monitor for each
|
||||
window. In order to use multiple windows, you must have increased the
|
||||
window. In order to use multiple windows, you must have increased the
|
||||
value of the -numscreens option. The physical aspect ratio can be
|
||||
determined by measuring the width and height of the visible screen
|
||||
determined by measuring the width and height of the visible screen
|
||||
image and specifying them separated by a colon. The default value for
|
||||
these options is 'auto', which means that MAME assumes the aspect
|
||||
ratio is proportional to the number of pixels in the desktop video
|
||||
these options is 'auto', which means that MAME assumes the aspect
|
||||
ratio is proportional to the number of pixels in the desktop video
|
||||
mode for each monitor.
|
||||
|
||||
|
||||
The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the
|
||||
specific window. The -aspect parameter applies to all windows. The
|
||||
window-specific options override values from the all window option.
|
||||
|
||||
|
||||
-resolution <widthxheight[@refresh]> / -r <widthxheight[@refresh]>
|
||||
-resolution0 <widthxheight[@refresh]> / -r0 <widthxheight[@refresh]>
|
||||
-resolution1 <widthxheight[@refresh]> / -r1 <widthxheight[@refresh]>
|
||||
-resolution2 <widthxheight[@refresh]> / -r2 <widthxheight[@refresh]>
|
||||
-resolution3 <widthxheight[@refresh]> / -r3 <widthxheight[@refresh]>
|
||||
|
||||
Specifies an exact resolution to run in. In full screen mode, MAME
|
||||
Specifies an exact resolution to run in. In full screen mode, MAME
|
||||
will try to use the specific resolution you request. The width and
|
||||
height are required; the refresh rate is optional. If omitted or
|
||||
set to 0, MAME will determine the mode auomatically. For example,
|
||||
-resolution 640x480 will force 640x480 resolution, but MAME is free to
|
||||
choose the refresh rate. Similarly, -resolution 0x0@60 will force a
|
||||
60Hz refresh rate, but allows MAME to choose the resolution. The
|
||||
string "auto" is also supported, and is equivalent to 0x0@0. In window
|
||||
mode, this resolution is used as a maximum size for the window. This
|
||||
option requires the -switchres option as well in order to actually
|
||||
enable resolution switching with -video ddraw or -video d3d. The
|
||||
60Hz refresh rate, but allows MAME to choose the resolution. The
|
||||
string "auto" is also supported, and is equivalent to 0x0@0. In window
|
||||
mode, this resolution is used as a maximum size for the window. This
|
||||
option requires the -switchres option as well in order to actually
|
||||
enable resolution switching with -video ddraw or -video d3d. The
|
||||
default value for these options is 'auto'.
|
||||
|
||||
The -resolution0, -resolution1, -resolution2, -resolution3 parameters
|
||||
|
||||
The -resolution0, -resolution1, -resolution2, -resolution3 parameters
|
||||
apply to the specific window. The -resolution parameter applies to all
|
||||
windows. The window-specific options override values from the all
|
||||
windows. The window-specific options override values from the all
|
||||
window option.
|
||||
|
||||
-view <viewname>
|
||||
-view0 <viewname>
|
||||
-view0 <viewname>
|
||||
-view1 <viewname>
|
||||
-view2 <viewname>
|
||||
-view3 <viewname>
|
||||
|
||||
Specifies the initial view setting for each window. The <viewname>
|
||||
does not need to be a perfect match; rather, it will select the first
|
||||
view whose name matches all the characters specified by <viewname>.
|
||||
For example, -view native will match the "Native (15:14)" view even
|
||||
though it is not a perfect match. The value 'auto' is also supported,
|
||||
and requests that MAME perform a default selection. The default value
|
||||
Specifies the initial view setting for each window. The <viewname>
|
||||
does not need to be a perfect match; rather, it will select the first
|
||||
view whose name matches all the characters specified by <viewname>.
|
||||
For example, -view native will match the "Native (15:14)" view even
|
||||
though it is not a perfect match. The value 'auto' is also supported,
|
||||
and requests that MAME perform a default selection. The default value
|
||||
for these options is 'auto'.
|
||||
|
||||
|
||||
The -view0, -view1, -view2, -view3 parameters apply to the
|
||||
specific window. The -view parameter applies to all windows. The
|
||||
window-specific options override values from the all window option.
|
||||
@ -289,7 +289,7 @@ Full screen options
|
||||
option enabled, MAME creates three buffers to draw to, and cycles
|
||||
between them in order. It attempts to keep things flowing such that one
|
||||
buffer is currently displayed, the second buffer is waiting to be
|
||||
displayed, and the third buffer is being drawn to. -triplebuffer will
|
||||
displayed, and the third buffer is being drawn to. -triplebuffer will
|
||||
override -waitvsync, if the buffer is sucessfully created. This option
|
||||
does not work with -video gdi. The default is OFF (-notriplebuffer).
|
||||
|
||||
@ -299,7 +299,7 @@ Full screen options
|
||||
-resolution* options to switch resolutions in full screen mode. On
|
||||
modern video cards, there is little reason to switch resolutions unless
|
||||
you are trying to achieve the "exact" pixel resolutions of the original
|
||||
games, which requires significant tweaking. This option is also useful
|
||||
games, which requires significant tweaking. This option is also useful
|
||||
on LCD displays, since they run with a fixed resolution and switching
|
||||
resolutions on them is just silly. This option does not work with
|
||||
-video gdi. The default is OFF (-noswitchres).
|
||||
@ -318,18 +318,18 @@ Full screen options
|
||||
Controls the contrast, or white level, of the entire display. 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. Note that not all video cards have
|
||||
hardware to support this option. This option does not work with
|
||||
give a more saturated display. Note that not all video cards have
|
||||
hardware to support this option. This option does not work with
|
||||
-video gdi. The default is 1.0.
|
||||
|
||||
-full_screen_gamma / -fsg <value>
|
||||
|
||||
Controls the gamma, which produces a potentially nonlinear black to
|
||||
white ramp, for the entire display. 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. Note
|
||||
that not all video cards have hardware to support this option. This
|
||||
white ramp, for the entire display. 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. Note
|
||||
that not all video cards have hardware to support this option. This
|
||||
option does not work with -video gdi. The default is 1.0.
|
||||
|
||||
|
||||
@ -356,7 +356,7 @@ Input device options
|
||||
|
||||
Controls whether or not MAME attempts to track two lightguns connected
|
||||
at the same time. This option requires -lightgun. This option is a hack
|
||||
for supporting older dual lightgun setups. If you have multiple
|
||||
for supporting older dual lightgun setups. If you have multiple
|
||||
lightguns connected, you will probably just need to enable -mouse and
|
||||
configure each lightgun independently. The default is OFF
|
||||
(-nodual_lightgun).
|
||||
|
Loading…
Reference in New Issue
Block a user