Cleanups on the doc files.

Fixed high-ASCII characters in newvideo.txt which was breaking its view on the mamedev.org source browser.
This commit is contained in:
Aaron Giles 2008-02-13 16:55:14 +00:00
parent 7d85f8b99d
commit 082619dbae
5 changed files with 391 additions and 391 deletions

View File

@ -16,7 +16,7 @@ For example:
mame robby -nosound
...will run Robby Roto without sound. There are many, many options
...will run Robby Roto without sound. There are many, many options
available. All commonly supported options are listed below. Options that
are specific to one operating system or version of MAME will be listed
in a separate document.
@ -28,9 +28,9 @@ An alternative way to run MAME is to give it a command:
For example:
mame -listsource gridlee
...will print the name of the source file where the gridlee driver lives
to the screen. There are just a handful of these commands in MAME. They
...will print the name of the source file where the gridlee driver lives
to the screen. There are just a handful of these commands in MAME. They
are all listed below, just before the options list.
@ -42,10 +42,10 @@ All the keys below are fully configurable in the user interface. This list
shows the standard keyboard configuration.
Tab Toggles the configuration menu.
~ Toggles the On Screen Display. When the on-screen display is
visible, you can use the following keys to control it:
Up - select previous parameter to modify
Down - select next parameter to modify
Enter - reset parameter value to its default
@ -59,7 +59,7 @@ Tab Toggles the configuration menu.
Control+Right - increase the value by 10x
Shift+Right - increase the value by 0.1x
Alt+Right - increase the value by the smallest amount
P Pauses the game.
Shift+P While paused, advances to next frame.
@ -114,7 +114,7 @@ F6 Toggle cheat mode (if started with "-cheat").
F7 Load a save state. You will be requested to press a key to
determine which save state you wish to load. Note that the save
state feature is not supported for a large number of drivers. If
support is not enabled for a given driver, you will receive a
support is not enabled for a given driver, you will receive a
warning when attempting to save or load.
Shift+F7 Create a save state. Requires an additional keypress to identify
@ -161,7 +161,7 @@ Configuration commands
-createconfig / -cc
Creates the default mame.ini file. All the configuration options
(not commands) described below can be permanently changed by editing
(not commands) described below can be permanently changed by editing
this configuration file.
-showconfig / -sc
@ -176,7 +176,7 @@ Configuration commands
-showusage / -su
Displays a summary of all the command line options. For options that
are not mentioned here, the short summary given by "mame -showusage"
are not mentioned here, the short summary given by "mame -showusage"
is usually sufficient.
@ -185,40 +185,40 @@ Frontend commands
-----------------
Note: By default, all the '-list' commands below write info to the screen.
If you wish to write the info to a textfile instead, add this to the end
If you wish to write the info to a textfile instead, add this to the end
of your command:
> filename
...where 'filename' is the textfile's path and name
...where 'filename' is the textfile's path and name
(e.g., c:\mame\list.txt).
-listxml / -lx [<gamename|wildcard>]
List comprehensive details for all of the supported games. The output
is quite long, so it is usually better to redirect this into a file.
is quite long, so it is usually better to redirect this into a file.
The output is in XML format. By default all games are listed; however,
you can limit this list by specifying a driver name or wildcard after
you can limit this list by specifying a driver name or wildcard after
the -listxml command.
-listfull / -ll [<gamename|wildcard>]
Displays a list of game driver names and descriptions. By default all
games are listed; however, you can limit this list by specifying a
games are listed; however, you can limit this list by specifying a
driver name or wildcard after the -listfull command.
-listsource / -ls [<gamename|wildcard>]
Displays a list of drivers and the names of the source files their
game drivers live in. Useful for finding which driver a game runs on
in order to fix bugs. By default all games are listed; however, you
can limit this list by specifying a driver name or wildcard after
Displays a list of drivers and the names of the source files their
game drivers live in. Useful for finding which driver a game runs on
in order to fix bugs. By default all games are listed; however, you
can limit this list by specifying a driver name or wildcard after
the -listsource command.
-listclones / -lc [<gamename|wildcard>]
Displays a list of clones. By default all clones are listed; however,
you can limit this list by specifying a driver name or wildcard after
Displays a list of clones. By default all clones are listed; however,
you can limit this list by specifying a driver name or wildcard after
the -listsource command.
-listcrc
@ -237,24 +237,24 @@ of your command:
-verifyroms [<gamename|wildcard>]
Checks for invalid or missing ROM images. By default all drivers that
have valid ZIP files or directories in the rompath are verified;
however, you can limit this list by specifying a driver name or
have valid ZIP files or directories in the rompath are verified;
however, you can limit this list by specifying a driver name or
wildcard after the -verifyroms command.
-verifysamples [<gamename|wildcard>]
Checks for invalid or missing samples. By default all drivers that
have valid ZIP files or directories in the samplepath are verified;
however, you can limit this list by specifying a driver name or
have valid ZIP files or directories in the samplepath are verified;
however, you can limit this list by specifying a driver name or
wildcard after the -verifyroms command.
-romident
Attempts to identify ROM files, if they are known to MAME, in the
specified .zip file or directory. This command can be used to try and
identify ROM sets taken from unknown boards. On exit, the errorlevel
specified .zip file or directory. This command can be used to try and
identify ROM sets taken from unknown boards. On exit, the errorlevel
is returned as one of the following:
0: means all files were identified
7: means all files were identified except for 1 or more "non-ROM"
files
@ -300,36 +300,36 @@ Core search path options
-samplepath / -sp <path>
Specifies a list of paths within which to find sample files. Multiple
paths can be specified by separating them with semicolons. The default
Specifies a list of paths within which to find sample files. Multiple
paths can be specified by separating them with semicolons. The default
is 'samples' (that is, a directory "samples" in the same directory as
the MAME executable).
-artpath / -artwork_directory <path>
Specifies a list of paths within which to find artwork files. Multiple
paths can be specified by separating them with semicolons. The default
Specifies a list of paths within which to find artwork files. Multiple
paths can be specified by separating them with semicolons. The default
is 'artwork' (that is, a directory "artwork" in the same directory as
the MAME executable).
-ctrlrpath / -ctrlr_directory <path>
Specifies a list of paths within which to find controller-specific
configuration files. Multiple paths can be specified by separating
them with semicolons. The default is 'ctrlr' (that is, a directory
configuration files. Multiple paths can be specified by separating
them with semicolons. The default is 'ctrlr' (that is, a directory
"ctrlr" in the same directory as the MAME executable).
-inipath <path>
Specifies a list of paths within which to find .INI files. Multiple
paths can be specified by separating them with semicolons. The default
Specifies a list of paths within which to find .INI files. Multiple
paths can be specified by separating them with semicolons. The default
is '.;ini' (that is, search in the current directory first, and then
in the directory "ini" in the same directory as the MAME executable).
-fontpath <path>
Specifies a list of paths within which to find .BDF font files. Multiple
paths can be specified by separating them with semicolons. The default
Specifies a list of paths within which to find .BDF font files. Multiple
paths can be specified by separating them with semicolons. The default
is '.' (that is, search in the same directory as the MAME executable).
@ -342,68 +342,68 @@ Core Output Directory Options
Specifies a single directory where configuration files are stored.
Configuration files store user configurable settings that are read at
startup and written when MAME exits. The default is 'cfg' (that is,
a directory "cfg" in the same directory as the MAME executable). If
a directory "cfg" in the same directory as the MAME executable). If
this directory does not exist, it will be automatically created.
-nvram_directory <path>
Specifies a single directory where NVRAM files are stored. NVRAM files
store the contents of EEPROM and non-volatile RAM (NVRAM) for games
which used this type of hardware. This data is read at startup and
written when MAME exits. The default is 'nvram' (that is, a directory
"nvram" in the same directory as the MAME executable). If this
which used this type of hardware. This data is read at startup and
written when MAME exits. The default is 'nvram' (that is, a directory
"nvram" in the same directory as the MAME executable). If this
directory does not exist, it will be automatically created.
-memcard_directory <path>
Specifies a single directory where memory card files are stored.
Memory card files store the contents of removable memory cards for
games which used this type of hardware. This data is read and written
under control of the user via the "Memory Card" menu in the user
interface. The default is 'memcard' (that is, a directory "memcard"
in the same directory as the MAME executable). If this directory does
Specifies a single directory where memory card files are stored.
Memory card files store the contents of removable memory cards for
games which used this type of hardware. This data is read and written
under control of the user via the "Memory Card" menu in the user
interface. The default is 'memcard' (that is, a directory "memcard"
in the same directory as the MAME executable). If this directory does
not exist, it will be automatically created.
-input_directory <path>
Specifies a single directory where input recording files are stored.
Input recordings are created via the -record option and played back
via the -playback option. The default is 'inp' (that is, a directory
"inp" in the same directory as the MAME executable). If this directory
Input recordings are created via the -record option and played back
via the -playback option. The default is 'inp' (that is, a directory
"inp" in the same directory as the MAME executable). If this directory
does not exist, it will be automatically created.
-state_directory <path>
Specifies a single directory where save state files are stored. Save
state files are read and written either upon user request, or when
using the -autosave option. The default is 'sta' (that is, a directory
"sta" in the same directory as the MAME executable). If this directory
state files are read and written either upon user request, or when
using the -autosave option. The default is 'sta' (that is, a directory
"sta" in the same directory as the MAME executable). If this directory
does not exist, it will be automatically created.
-snapshot_directory <path>
Specifies a single directory where screen snapshots are stored, when
requested by the user. The default is 'snap' (that is, a directory
"snap" in the same directory as the MAME executable). If this
requested by the user. The default is 'snap' (that is, a directory
"snap" in the same directory as the MAME executable). If this
directory does not exist, it will be automatically created.
-diff_directory <path>
Specifies a single directory where hard drive differencing files are
Specifies a single directory where hard drive differencing files are
stored. Hard drive differencing files store any data that is written
back to a hard disk image, in order to preserve the original image.
The differencing files are created at startup when a game with a hard
disk image. The default is 'diff' (that is, a directory "diff" in the
same directory as the MAME executable). If this directory does not
back to a hard disk image, in order to preserve the original image.
The differencing files are created at startup when a game with a hard
disk image. The default is 'diff' (that is, a directory "diff" in the
same directory as the MAME executable). If this directory does not
exist, it will be automatically created.
-comment_directory <path>
Specifies a single directory where debugger comment files are stored.
Specifies a single directory where debugger comment files are stored.
Debugger comment files are written by the debugger when comments are
added to the disassembly for a game. The default is 'comments' (that
is, a directory "comments" in the same directory as the MAME
executable). If this directory does not exist, it will be
added to the disassembly for a game. The default is 'comments' (that
is, a directory "comments" in the same directory as the MAME
executable). If this directory does not exist, it will be
automatically created.
@ -413,7 +413,7 @@ Core Filename Options
-cheat_file <filename>
Specifies the name of the cheat database file. The default is
Specifies the name of the cheat database file. The default is
'cheat.dat'.
@ -423,15 +423,15 @@ Core state/playback options
-state <slot>
Immediately after starting the specified game, will cause the save
Immediately after starting the specified game, will cause the save
state in the specified <slot> to be loaded.
-[no]autosave
When enabled, automatically creates a save state file when exiting
MAME and automatically attempts to reload it when later starting MAME
with the same game. This only works for games that have explicitly
enabled save state support in their driver. The default is OFF
When enabled, automatically creates a save state file when exiting
MAME and automatically attempts to reload it when later starting MAME
with the same game. This only works for games that have explicitly
enabled save state support in their driver. The default is OFF
(-noautosave).
-playback / -pb <filename>
@ -446,25 +446,25 @@ Core state/playback options
-record / -rec <filename>
Specifies a file to record all input from a game session. This can be
used to record a game session for later playback. This feature does
not work reliably for all games, but can be used to watch a previously
recorded game session from start to finish. In order to make things
consistent, you should only record and playback with all configuration
(.cfg), NVRAM (.nv), and memory card files deleted. The default is
used to record a game session for later playback. This feature does
not work reliably for all games, but can be used to watch a previously
recorded game session from start to finish. In order to make things
consistent, you should only record and playback with all configuration
(.cfg), NVRAM (.nv), and memory card files deleted. The default is
NULL (no recording).
-mngwrite <filename>
Writes each video frame to the given <filename> in MNG format,
producing an animation of the game session. Note that -mngwrite only
writes video frames; it does not save any audio data. Use -wavwrite
for that, and reassemble the audio/video using offline tools. The
Writes each video frame to the given <filename> in MNG format,
producing an animation of the game session. Note that -mngwrite only
writes video frames; it does not save any audio data. Use -wavwrite
for that, and reassemble the audio/video using offline tools. The
default is NULL (no recording).
-wavwrite <filename>
Writes the final mixer output to the given <filename> in WAV format,
producing an audio recording of the game session. The default is
Writes the final mixer output to the given <filename> in WAV format,
producing an audio recording of the game session. The default is
NULL (no recording).
@ -476,7 +476,7 @@ Core performance options
Automatically determines the frameskip level while you're playing the
game, adjusting it constantly in a frantic attempt to keep the game
running at full speed. Turning this on overrides the value you have
running at full speed. Turning this on overrides the value you have
set for -frameskip below. The default is OFF (-noautoframeskip).
-frameskip / -fs <level>
@ -490,10 +490,10 @@ Core performance options
-seconds_to_run / -str <seconds>
This option can be used for benchmarking and automated testing. It tells
MAME to stop execution after a fixed number of seconds. By combining
this with a fixed set of other command line options, you can set up a
consistent environment for benchmarking MAME performance. In addition,
This option can be used for benchmarking and automated testing. It tells
MAME to stop execution after a fixed number of seconds. By combining
this with a fixed set of other command line options, you can set up a
consistent environment for benchmarking MAME performance. In addition,
upon exit, the -str option will write a screenshot called final.png
to the game's snapshot directory.
@ -509,7 +509,7 @@ Core performance options
Allows MAME to give time back to the system when running with -throttle.
This allows other programs to have some CPU time, assuming that the
game isn't taxing 100% of your CPU resources. This option can
game isn't taxing 100% of your CPU resources. This option can
potentially cause hiccups in performance if other demanding programs
are running. The default is ON (-sleep).
@ -527,7 +527,7 @@ Core performance options
Allows MAME to dynamically adjust the gameplay speed such that it does
not exceed the slowest refresh rate for any targeted monitors in your
system. Thus, if you have a 60Hz monitor and run a game that is
system. Thus, if you have a 60Hz monitor and run a game that is
actually designed to run at 60.6Hz, MAME will dynamically change the
speed down to 99% in order to prevent sound hiccups or other
undesirable side effects of running at a slower refresh rate. The
@ -542,24 +542,24 @@ Core rotation options
Rotate the game to match its normal state (horizontal/vertical). This
ensures that both vertically and horizontally oriented games show up
correctly without the need to rotate your monitor. If you want to keep
the game displaying 'raw' on the screen the way it would have in the
correctly without the need to rotate your monitor. If you want to keep
the game displaying 'raw' on the screen the way it would have in the
arcade, turn this option OFF. The default is ON (-rotate).
-[no]ror
-[no]rol
Rotate the game screen to the right (clockwise) or left (counter-
clockwise) relative to either its normal state (if -rotate is
specified) or its native state (if -norotate is specified). The
clockwise) relative to either its normal state (if -rotate is
specified) or its native state (if -norotate is specified). The
default for both of these options is OFF (-noror -norol).
-[no]flipx
-[no]flipy
Flip (mirror) the game screen either horizontally (-flipx) or
vertically (-flipy). The flips are applied after the -rotate and
-ror/-rol options are applied. 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).

View File

@ -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.

View File

@ -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/

View File

@ -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.

View File

@ -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).