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@ -13,7 +13,7 @@
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.\" and updated by Andrew Burton <burtona@gol.com>, July 2003
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.\"
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.\"
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.TH MAME 6 2015-07-22 0.164 "MAME \- The Multiple Arcade Machine Emulator"
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.TH MAME 6 2016-07-21 0.176 "MAME \- The Multiple Arcade Machine Emulator"
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.\"
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.\"
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.\" NAME chapter
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@ -281,6 +281,16 @@ the MAME executable). If the Crosshair is set to default in the menu,
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MAME will look for gamename\cross#.png and then cross#.png in the
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specified crosshairpath, where # is the player number. Failing that,
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MAME will use built\-in default crosshairs.
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.TP
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.B \-pluginspath \fIpathname
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Specifies a single path within which to find plugins. The default
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is 'plugins' (that is, a directory 'plugins' in the same directory as
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the MAME executable).
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.TP
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.B \-languagepath \fIpathname
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Specifies a single path within which to find language files. The default
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is 'language' (that is, a directory 'language' in the same directory as
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the MAME executable).
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.\"
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.\" *******************************************************
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.SS Output Directory Options
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@ -632,15 +642,19 @@ Name of a PNG file to use for visual effects, or 'none'. Default is 'none'.
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.SS Vector rendering options
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.\" *******************************************************
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.TP
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.B \-[no]antialias, \-[no]aa
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Enables antialiased line rendering for vector games. The default is ON
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(\-antialias).
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.B \-beam_width_min \fIvalue
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.TP
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.B \-beam \fIvalue
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Sets the width of the vectors. This is a scaling factor against the
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standard vector width. A value of 1.0 will keep the default vector line
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width. Smaller values will reduce the width, and larger values will
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increase the width. The default is 1.0.
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.B \-beam_width_max \fIvalue
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Sets the minimum and maximum width of the vectors. This is a scaling factor
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against the standard vector width, which is interpolated between minimum and
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maximum according to the beam's intensity. A value of 1.0 will keep the
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default vector line width. Smaller values will reduce the width, and larger
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values will increase the width. The default is 1.0.
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.TP
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.B \-beam_intensity_weight \fIvalue
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Applies an exponential weight to the minimum and maximum beam width. For
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positive values the interpolated scaling factor will affect lines with higher
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intensity more than lines with lower intensity. The default is 0.0.
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.TP
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.B \-flicker \fIvalue
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Simulates a vector "flicker" effect, similar to a vector monitor that
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@ -666,7 +680,10 @@ output on some cards.
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.br
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\fBnone\fR does no drawing and is intended for CPU benchmarking.
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.br
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Default is SOFT.
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Default is 'soft'.
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.TP
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.B \-numscreens \fR[\fI1-4\fR]
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Number of screens to create; usually, you want just one. Default is '1'.
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.TP
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.B \-[no]window, \-[no]w
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Run MAME in either full screen or a window. This is a fully\-featured window
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@ -693,6 +710,18 @@ Allow non\-integer stretch factors. Video purists should stay far, far away
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from this option, while everyone else will be happy to know that it lets you
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fill the screen properly in full\-screen mode. Default is ON (\-unevenstretch).
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.TP
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.B \-[no]unevenstretchx, \-[no]uesx
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Act as \-[no]unevenstretch on horizontal basis only.
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.TP
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.B \-[no]intoverscan, \-[no]ios
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Allow overscan on integer scaled targets.
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.TP
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.B \-intscalex, \-sx
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Set horizontal integer scale factor.
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.TP
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.B \-intscaley, \-sy
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Set vertical integer scale factor.
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.TP
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.B \-[no]centerh
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Center horizontally within the view area. Default is ON (\-centerh).
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.TP
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@ -745,7 +774,7 @@ Default is NONE.
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.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
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.B NOTE:
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All the options in this group are available only with OpenGL video
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rendering subsystem, i.e \fB\-video opengl\fR or \fB\-video opengl16\fR.
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rendering subsystem, i.e \fB\-video opengl\fR.
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.TP
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.B \-[no]filter, \-[no]glfilter, \-[no]flt
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Enable bilinear filtering on screen output. Default is ON (\-filter).
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@ -783,10 +812,6 @@ Preferred custom OpenGL GLSL shader set mame bitmap (from 0 to 9).
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.B \-glsl_shader_screen[0\-9]
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Preferred custom OpenGL GLSL shader screen bitmap (from 0 to 9).
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.TP
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.B \-gl_glsl_vid_attr
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Enable OpenGL GLSL handling of brightness and contrast. Better RGB game
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performance for free. Default is ON.
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.TP
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.B \-screen
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Explicit name for all screens; 'auto' here will try to make a best guess.
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.TP
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@ -816,6 +841,51 @@ format is \fIwidth\fRx\fIheight\fR[@\fIrefreshrate\fR] or 'auto'.
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Preferred view for the first|second|third|fourth screen.
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.\"
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.\" *******************************************************
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.SS BGFX post\-processing options
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.\" *******************************************************
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.B NOTE:
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All the options in this group are available only when BGFX video
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post\-processing is enabled, i.e \fB\-video bgfx\fR. For full info on BGFX
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please visit official MAME documentation page:
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.br
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http://docs.mamedev.org/advanced/bgfx.html
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.TP
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.B \-bgfx_path \fIpathname
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This is where your BGFX shader files are stored.
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The default is 'bgfx' (that is, a directory "bgfx" in the same directory
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as the MAME executable).
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.TP
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.B \-bgfx_backend \fIauto\fR|\fIopengl\fR
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Selects a rendering backend for BGFX to use. The default is 'auto',
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which will let MAME choose the best selection for you.
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.TP
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.B \-bgfx_debug
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Enables BGFX debugging features. Most users will not need to use this.
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.TP
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.B \-bgfx_screen_chains \fIdefault\fR|\fIunfiltered\fR|\fIhlsl\fR[,...]
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This dictates how to handle BGFX rendering on a per\-display basis.
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For each display specify one of the possible choices:
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.br
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\fBdefault\fR default bilinear filterered output
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.br
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\fBunfiltered\fR nearest neighbor unfiltered output
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.br
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\fBhlsl\fR HLSL display simulation through shaders
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.br
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Separate directives for each window with a comma (,) and for each physical
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screen with a colon (:). For example, for an emulated game with 3 displays
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emulated on 3 windows on your monitor,
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.B \-bgfx_screen_chains default,unfiltered,default
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specifies to apply default filter on what is been rendered on the first
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and third window and leave the content of the second window unfiltered.
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.TP
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.B \-bgfx_shadow_mask \fIfilename
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This specifies the shadow mask effect PNG file. Default is 'slot-mask.png'.
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.TP
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.B \-bgfx_avi_name \fIfilename
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This specifies a filename for BGFX output logging.
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.\"
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.\" *******************************************************
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.SS Full screen options
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.\" *******************************************************
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.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
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@ -973,9 +1043,27 @@ set \fItime\fR to 0 to obey driver or give a positive value to set impulse time.
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.\" SDL specific
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.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
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.TP
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.B \-uimodekey, \-umk
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.B \-uimodekey, \-umk \fIvalue
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Specifies the key used to toggle between full and partial UI mode.
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.TP
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.B \-uifontprovider \fIauto\fR|\fIsdl\fR|\fInone
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Provider for ui font.
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.TP
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.B \-output \fIconsole\fR|\fInetwork\fR|\fInone
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Provider for output.
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.TP
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.B \-keyboardprovider \fIauto\fR|\fIsdl\fR|\fInone
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Provider for keyboard input.
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.TP
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.B \-mouseprovider \fIauto\fR|\fIsdl\fR|\fInone
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Provider for mouse input.
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.TP
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.B \-lightgunprovider \fIauto\fR|\fInone
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Provider for lightgun input.
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.TP
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.B \-joystickprovider \fIauto\fR|\fIsdl\fR|\fInone
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Provider for joystick input.
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.TP
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.B \-[no]keymap
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Enable keymap for non\-QWERTY keyboards. Used in conjunction with
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\fB\-keymap_file\fR. Default is OFF (\-nokeymap).
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@ -995,17 +1083,23 @@ Default is 'auto'.
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Use special handling for PS3 Sixaxis controllers.
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Default is OFF (\-nosixaxis).
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.TP
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.B \-lightgun_index[1\-8]
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Map lightgun to specific index in MAME.
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.B \-mouse_index[1\-8]
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Map mouse to specific index in MAME.
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.TP
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.B \-videodriver, \-vd \fIx11\fR|\fIdirectfb\fR|\fIauto\fR
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SDL video driver to use; auto selects SDL default.
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.B \-keyb_idx[0\-8] \fIkeyboard
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With these options you can assign a keyboard to a specific index in MAME.
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.TP
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.B \-audiodriver, \-ad \fIalsa\fR|\fIarts\fR|\fIauto\fR
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SDL audio driver to use; auto selects SDL default.
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.B \-videodriver, \-vd \fIauto\fR|\fIx11\fR|\fIdirectfb
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SDL video driver to use; 'auto' selects SDL default.
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.TP
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.B \-gl_lib \fIalsa\fR|\fIarts\fR|\fIauto\fR
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Alternative libGL.so to use; auto selects SDL default.
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.B \-renderdriver, \-rd \fIauto\fR|\fIsoftware\fR|\fIopengl\fR|\fIdirectfb
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SDL render driver to use; 'auto' selects SDL default.
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.TP
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.B \-audiodriver, \-ad \fIauto\fR|\fIalsa\fR|\fIarts
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SDL audio driver to use; 'auto' selects SDL default.
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.TP
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.B \-gl_lib \fIauto\fR|\fIalsa\fR|\fIarts
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Alternative libGL.so to use; 'auto' selects SDL default.
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.\"
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.\" *******************************************************
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.SS Input automatic enable options
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@ -1081,6 +1175,22 @@ the same time as \-log to output the log data to both targets as well.
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Default is OFF (\-nooslog).
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.\"
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.\" *******************************************************
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.SS Communication options
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.\" *******************************************************
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.TP
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.B \-comm_localhost
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Local address to bind to.
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.TP
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.B \-comm_localport
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Local port to bind to.
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.TP
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.B \-comm_remotehost
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Remote address to connect to.
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.TP
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.B \-comm_remoteport
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Remote port to connect to.
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.\"
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.\" *******************************************************
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.SS Misc options
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.\" *******************************************************
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.TP
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@ -1117,6 +1227,9 @@ to its built\-in UI font. On some platforms \fIfontname\fP can be a system
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font name instead of a BDF font file. The default is 'default' (use
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the OSD\-determined default font).
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.TP
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.B \-ui \fIsimple\fR|\fIcabinet
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Type of UI.
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.TP
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|
.B \-ramsize, \-ram \fIvalue
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Size of RAM (if supported by driver).
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|
|
.TP
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|
|
@ -1142,6 +1255,18 @@ File containing scripting to execute after machine boot.
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.TP
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|
|
.B \-[no]console
|
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|
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Enable emulator LUA console. Default is OFF (\-noconsole).
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|
.TP
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|
.B \-[no]plugins
|
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|
|
Enable LUA plugin support. Default is ON (\-plugins).
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|
|
.TP
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|
|
.B \-plugin \fIvalue
|
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|
|
List of plugins to enable.
|
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|
.TP
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|
|
.B \-noplugin \fIvalue
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|
|
List of plugins to disable.
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|
.TP
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|
|
.B \-language, \-lang \fIvalue
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Display language. Default is 'English'.
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|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
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|
.\" SDL specific
|
|
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|
|
.\" +++++++++++++++++++++++++++++++++++++++++++++++++++++++
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|