mirror of
https://github.com/holub/mame
synced 2025-04-25 09:50:04 +03:00

* added simple procedural texture for vectors with rounded line ends and beam smoothness * added optional -vector_beam_smooth option * removed -antialias option, antialiasing is now always applied, except for plain D3D
1265 lines
47 KiB
Plaintext
1265 lines
47 KiB
Plaintext
This file describes general usage information about MAME. It is intended
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to cover aspects of using and configuring the program that are common
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across operating systems. For additional OS-specific options, please see
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the separate documentation for your particular version of MAME.
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Using the program
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-----------------
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The usual way to run MAME is by telling it to run a particular game:
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mame <gamename> [options]
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For example:
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mame robby -sound none
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...will run Robby Roto without sound. There are many, many options
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available. All commonly supported options are listed below. Options that
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are specific to one operating system or version of MAME will be listed
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in a separate document.
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An alternative way to run MAME is to give it a command:
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mame <command> [parameters]
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For example:
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mame -listsource gridlee
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...will print the name of the source file where the gridlee driver lives
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to the screen. There are just a handful of these commands in MAME. They
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are all listed below, just before the options list.
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Default Keys
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------------
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All the keys below are fully configurable in the user interface. This list
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shows the standard keyboard configuration.
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Tab Toggles the configuration menu.
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~ Toggles the On Screen Display. When the on-screen display is
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visible, you can use the following keys to control it:
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Up - select previous parameter to modify
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Down - select next parameter to modify
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Enter - reset parameter value to its default
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Left - decrease the value of the selected parameter
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Control+Left - decrease the value by 10x
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Shift+Left - decrease the value by 0.1x
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Alt+Left - decrease the value by the smallest amount
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Right - increase the value of the selected parameter
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Control+Right - increase the value by 10x
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Shift+Right - increase the value by 0.1x
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Alt+Right - increase the value by the smallest amount
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If you are running with -debug, this key send a 'break'
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in emulation.
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P Pauses the game.
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Shift+P While paused, advances to next frame.
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F2 Service Mode for games that support it.
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F3 Resets the game.
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Shift+F3 Performs a "hard reset", which tears everything down and re-
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creates it from scratch. This is a more thorough and complete
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reset than an F3.
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LCtrl+F3 [SDL ONLY]
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Toggle Uneven stretch.
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F4 Shows the game palette, decoded GFX, and any tilemaps. Use the
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Enter key to switch between the three modes (palette, graphics,
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and tilemaps). Press F4 again to turn off the display. The key
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controls in each mode vary slightly:
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* Palette/colortable mode:
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[ ] - switch between palette and colortable modes
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Up/Down - scroll up/down one line at a time
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Page Up/Page Down - scroll up/down one page at a time
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Home/End - move to top/bottom of list
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-/+ - increase/decrease the number of colors per row
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Enter - switch to graphics viewer
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* Graphics mode:
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[ ] - switch between different graphics sets
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Up/Down - scroll up/down one line at a time
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Page Up/Page Down - scroll up/down one page at a time
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Home/End - move to top/bottom of list
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Left/Right - change color displayed
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R - rotate tiles 90 degrees clockwise
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-/+ - increase/decrease the number of tiles per row
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Enter - switch to tilemap viewer
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* Tilemap mode:
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[ ] - switch between different tilemaps
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Up/Down/Left/Right - scroll 8 pixels at a time
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Shift+Up/Down/Left/Right - scroll 1 pixel at a time
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Control+Up/Down/Left/Right - scroll 64 pixels at a time
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R - rotate tilemap view 90 degrees clockwise
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-/+ - increase/decrease the zoom factor
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Enter - switch to palette/colortable mode
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Note: Not all games have decoded graphics and/or tilemaps.
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LCtrl+F4 [SDL ONLY]
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Toggle Keepaspect ratio.
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LCtrl+F5 [SDL ONLY]
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Toggle Filter.
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Alt+Ctrl+F5 [WINDOWS ONLY. NON SDL]
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Toggle HLSL Post-Processing.
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F6 Toggle cheat mode (if started with "-cheat").
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LCtrl+F6 Decrease Prescaling.
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F7 Load a save state. You will be requested to press a key to
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determine which save state you wish to load. Note that the save
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state feature is not supported for a large number of drivers. If
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support is not enabled for a given driver, you will receive a
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warning when attempting to save or load.
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LCtrl+F7 Increase Prescaling.
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Shift+F7 Create a save state. Requires an additional keypress to identify
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the state, similar to the load option above.
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F8 Decrease frame skip on the fly.
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F9 Increase frame skip on the fly.
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F10 Toggle speed throttling.
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F11 Toggles speed display.
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Shift+F11 Toggles internal profiler display (if compiled in).
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Alt+F11 Record HLSL Rendered Video.
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F12 Saves a screen snapshot.
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Alt+F12 Take HLSL Rendered Snapshot.
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Insert [WINDOW ONLY, NON SDL]
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Page DN [SDL ONLY]
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Fast forward. While held, runs the game with throttling disabled
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and with the maximum frameskip.
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Alt+ENTER Toggles between full-screen and windowed mode.
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Scroll Lock Default mapping for the uimodekey. This key allows user to
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disable and enable the emulated keyboard in machines that require
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it. All emulations which require emulated keyboards will start in
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that mode and you can only access the internal UI (hitting TAB) by
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first hitting this key. You can change the initial status of the
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emulated keyboard is presented upon start by using -ui_active trigger
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as detailed below.
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Escape Exits emulator.
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Core commands
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-------------
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-help / -h / -?
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Displays current MAME version and copyright notice.
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-validate / -valid
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Performs internal validation on every driver in the system. Run this
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before submitting changes to ensure that you haven't violated any of
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the core system rules.
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Configuration commands
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----------------------
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-createconfig / -cc
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Creates the default mame.ini file. All the configuration options
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(not commands) described below can be permanently changed by editing
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this configuration file.
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-showconfig / -sc
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Displays the current configuration settings. If you route this to a
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file, you can use it as an INI file. For example, the command:
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mame -showconfig >mame.ini
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is equivalent to -createconfig.
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-showusage / -su
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Displays a summary of all the command line options. For options that
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are not mentioned here, the short summary given by "mame -showusage"
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is usually sufficient.
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Frontend commands
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-----------------
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Note: By default, all the '-list' commands below write info to the screen.
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If you wish to write the info to a textfile instead, add this to the end
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of your command:
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> filename
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...where 'filename' is the textfile's path and name
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(e.g., c:\mame\list.txt).
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-listxml / -lx [<gamename|wildcard>]
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List comprehensive details for all of the supported games. The output
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is quite long, so it is usually better to redirect this into a file.
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The output is in XML format. By default all games are listed; however,
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you can limit this list by specifying a driver name or wildcard after
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the -listxml command.
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-listfull / -ll [<gamename|wildcard>]
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Displays a list of game driver names and descriptions. By default all
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games are listed; however, you can limit this list by specifying a
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driver name or wildcard after the -listfull command.
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-listsource / -ls [<gamename|wildcard>]
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Displays a list of drivers and the names of the source files their
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game drivers live in. Useful for finding which driver a game runs on
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in order to fix bugs. By default all games are listed; however, you
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can limit this list by specifying a driver name or wildcard after
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the -listsource command.
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-listclones / -lc [<gamename|wildcard>]
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Displays a list of clones. By default all clones are listed; however,
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you can limit this list by specifying a driver name or wildcard after
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the -listsource command.
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-listbrothers / -lb [<gamename|wildcard>]
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Displays a list of 'brothers', or rather, other sets which are located
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in the same sourcefile as the gamename searched for.
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-listcrc [<gamename|wildcard>]
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Displays a full list of CRCs of all ROM images referenced by all
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drivers within MAME.
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-listroms [<gamename|wildcard>]
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Displays a list of ROM images referenced by the specified game.
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-listsamples [<gamename|wildcard>]
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Displays a list of samples referenced by the specified game.
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-verifyroms [<gamename|wildcard>]
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Checks for invalid or missing ROM images. By default all drivers that
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have valid ZIP files or directories in the rompath are verified;
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however, you can limit this list by specifying a driver name or
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wildcard after the -verifyroms command.
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-verifysamples [<gamename|wildcard>]
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Checks for invalid or missing samples. By default all drivers that
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have valid ZIP files or directories in the samplepath are verified;
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however, you can limit this list by specifying a driver name or
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wildcard after the -verifyroms command.
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-romident [path\to\romstocheck.zip]
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Attempts to identify ROM files, if they are known to MAME, in the
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specified .zip file or directory. This command can be used to try and
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identify ROM sets taken from unknown boards. On exit, the errorlevel
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is returned as one of the following:
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0: means all files were identified
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7: means all files were identified except for 1 or more "non-ROM"
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files
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8: means some files were identified
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9: means no files were identified
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-listdevices / -ld [<gamename|wildcard>]
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Displays a list of all devices known to be hooked up to a game. The ":"
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is considered the game itself with the devices list being attached to give
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the user a better understanding of what the emulation is using.
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-listslots [<gamename|wildcard>]
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Show available slots and options for each slot (if available). Primarily
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used for MESS to allow control over internal plug-in cards, much like PC's
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needing video, sound and other cards.
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-listmedia / -lm [<gamename|wildcard>]
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List available media that the chosen game or system allows to be used. This
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includes media types (cartridge, cassette, diskette and more) as well as
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common file extentions which are supported.
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-listsoftware [<gamename|wildcard>]
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Posts to screen all software lists which can be used by the entered gamename
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or system. Notice, this is simply a copy/paste of the .XML file which reside
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in the HASH folder which are allowed to be used.
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-verifysoftware [<gamename|wildcard>]
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Checks for invalid or missing ROM images in your software lists. By default
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all drivers that have valid ZIP files or directories in the rompath are verified;
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however, you can limit this list by specifying a specific driver name or wildcard
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after the -verifysoftware command.
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-getsoftlist [<gamename|wildcard>]
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Posts to screen a specific software list which matches with the gamename
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provided.
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-verifysoftlist [softwarelistname]
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Checks a specified software list for missing ROM images if files exist for issued
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softwarelistname. By default, all drivers that have valid ZIP files or directories
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in the rompath are verified; however, you can limit this list by specifying a
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specific softwarelistname (without .XML) after the -verifysoftlist command.
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OSD related options
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-------------------
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-uimodekey [keystring]
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Key used to toggle emulated keyboard on and off. Default setting is SCRLOCK.
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-uifontprovider
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Chooses provider for UI font: win, none or auto. The Default setting is AUTO.
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OSD CLI options
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---------------
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-listmidi
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Create a list of available MIDI I/O devices for use with emulation.
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-listnetwork
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Create a list of available Network Adapters for use with emulation.
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Configuration options
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---------------------
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-[no]readconfig / -[no]rc
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Enables or disables the reading of the config files. When enabled
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(which is the default), MAME reads the following config files in order:
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- mame.ini
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- <mymame>.ini (i.e. if MAME was renamed mame060.exe, MAME
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parses mame060.ini here)
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- debug.ini (if the debugger is enabled)
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- <driver>.ini (based on the source filename of the driver)
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- vertical.ini (for games with vertical monitor orientation)
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- horizont.ini (for games with horizontal monitor orientation)
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- arcade.ini (for games in source added with GAME() macro)
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- console.ini (for games in source added with CONS() macro)
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- computer.ini (for games in source added with COMP() macro)
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- othersys.ini (for games in source added with SYST() macro)
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- vector.ini (for vector games only)
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- <parent>.ini (for clones only, may be called recursively)
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- <gamename>.ini
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The settings in the later ini's override those in the earlier ini's.
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So, for example, if you wanted to disable overlay effects in the
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vector games, you can create a vector.ini with the "effect none" line
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in it, and it will override whatever effect value you have in your
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mame.ini. The default is ON (-readconfig).
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Core search path options
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------------------------
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-rompath / -rp <path>
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Specifies a list of paths within which to find ROM or hard disk images.
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Multiple paths can be specified by separating them with semicolons.
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The default is 'roms' (that is, a directory "roms" in the same directory
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as the MAME executable).
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-hashpath <path>
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Specifies a list of paths within which to find Software List HASH files.
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Multiple paths can be specified by separating them with semicolons.
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The default is 'hash' (that is, a directory "roms" in the same directory
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as the MAME executable).
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-samplepath / -sp <path>
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Specifies a list of paths within which to find sample files. Multiple
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paths can be specified by separating them with semicolons. The default
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is 'samples' (that is, a directory "samples" in the same directory as
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the MAME executable).
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-artpath <path> / -artwork_directory <path>
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Specifies a list of paths within which to find artwork files. Multiple
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paths can be specified by separating them with semicolons. The default
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is 'artwork' (that is, a directory "artwork" in the same directory as
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the MAME executable).
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-ctrlrpath / -ctrlr_directory <path>
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Specifies a list of paths within which to find controller-specific
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configuration files. Multiple paths can be specified by separating
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them with semicolons. The default is 'ctrlr' (that is, a directory
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"ctrlr" in the same directory as the MAME executable).
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-inipath <path>
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Specifies a list of paths within which to find .INI files. Multiple
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paths can be specified by separating them with semicolons. The default
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is '.;ini' (that is, search in the current directory first, and then
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in the directory "ini" in the same directory as the MAME executable).
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-fontpath <path>
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Specifies a list of paths within which to find .BDF font files. Multiple
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paths can be specified by separating them with semicolons. The default
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is '.' (that is, search in the same directory as the MAME executable).
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-cheatpath <path>
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Specifies a list of paths within which to find .XML cheat files.
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Multiple paths can be specified by separating them with semicolons. The
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default is 'cheat' (that is, a folder called 'cheat' located in the same
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directory as the as the MAME executable).
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-crosshairpath <path>
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Specifies a list of paths within which to find crosshair files. Multiple
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paths can be specified by separating them with semicolons. The default
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is 'crsshair' (that is, a directory "crsshair" in the same directory as
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the MAME executable). If the Crosshair is set to default in the menu,
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MAME will look for gamename\cross#.png and then cross#.png in the
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specified crsshairpath, where # is the player number. Failing that,
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MAME will use built-in default crosshairs.
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Core Output Directory Options
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-----------------------------
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-cfg_directory <path>
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Specifies a single directory where configuration files are stored.
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Configuration files store user configurable settings that are read at
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startup and written when MAME exits. The default is 'cfg' (that is,
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a directory "cfg" in the same directory as the MAME executable). If
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this directory does not exist, it will be automatically created.
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-nvram_directory <path>
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Specifies a single directory where NVRAM files are stored. NVRAM files
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store the contents of EEPROM and non-volatile RAM (NVRAM) for games
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which used this type of hardware. This data is read at startup and
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written when MAME exits. The default is 'nvram' (that is, a directory
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"nvram" in the same directory as the MAME executable). If this
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directory does not exist, it will be automatically created.
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-input_directory <path>
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Specifies a single directory where input recording files are stored.
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Input recordings are created via the -record option and played back
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via the -playback option. The default is 'inp' (that is, a directory
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"inp" in the same directory as the MAME executable). If this directory
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does not exist, it will be automatically created.
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-state_directory <path>
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Specifies a single directory where save state files are stored. Save
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state files are read and written either upon user request, or when
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using the -autosave option. The default is 'sta' (that is, a directory
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"sta" in the same directory as the MAME executable). If this directory
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does not exist, it will be automatically created.
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-snapshot_directory <path>
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Specifies a single directory where screen snapshots are stored, when
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requested by the user. The default is 'snap' (that is, a directory
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"snap" in the same directory as the MAME executable). If this
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directory does not exist, it will be automatically created.
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-diff_directory <path>
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Specifies a single directory where hard drive differencing files are
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stored. Hard drive differencing files store any data that is written
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back to a hard disk image, in order to preserve the original image.
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The differencing files are created at startup when a game with a hard
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disk image. The default is 'diff' (that is, a directory "diff" in the
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same directory as the MAME executable). If this directory does not
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exist, it will be automatically created.
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-comment_directory <path>
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Specifies a single directory where debugger comment files are stored.
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Debugger comment files are written by the debugger when comments are
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added to the disassembly for a game. The default is 'comments' (that
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is, a directory "comments" in the same directory as the MAME
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executable). If this directory does not exist, it will be
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automatically created.
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Core state/playback options
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---------------------------
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|
|
-state <slot>
|
|
|
|
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
|
|
(-noautosave).
|
|
|
|
-playback / -pb <filename>
|
|
|
|
Specifies a file from which to play back a series of game inputs. 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 playback).
|
|
|
|
-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
|
|
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
|
|
default is NULL (no recording).
|
|
|
|
-aviwrite <filename>
|
|
|
|
Stream video and sound data to the given <filename> in AVI format,
|
|
producing an animation of the game session complete with sound. 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
|
|
NULL (no recording).
|
|
|
|
-snapname <name>
|
|
|
|
Describes how MAME should name files for snapshots. <name> is a string
|
|
that provides a template that is used to generate a filename. Three
|
|
simple substitutions are provided: the / character represents the
|
|
path separator on any target platform (even Windows); the string %g
|
|
represents the driver name of the current game; and the string %i
|
|
represents an incrementing index. If %i is omitted, then each
|
|
snapshot taken will overwrite the previous one; otherwise, MAME will
|
|
find the next empty value for %i and use that for a filename. The
|
|
default is %g/%i, which creates a separate folder for each game,
|
|
and names the snapshots under it starting with 0000 and increasing
|
|
from there. In addition to the above, for drivers using different
|
|
media, like carts or floppy disks, you can also use the %d_[media]
|
|
indicator. Replace [media] with the media switch you want to use.
|
|
A few examples: if you use 'mame robby -snapname foo/%g%i' snapshots
|
|
will be saved as 'snaps\foo\robby0000.png' , 'snaps\foo\robby0001.png'
|
|
and so on ; if you use 'mess nes -cart robby -snapname %g/%d_cart'
|
|
snapshots will be saved as 'snaps\nes\robby.png' ; if you use
|
|
'mess c64 -flop1 robby -snapname %g/%d_flop1/%i' snapshots will be
|
|
saved as 'snaps\c64\robby\0000.png'.
|
|
|
|
-snapsize <width>x<height>
|
|
|
|
Hard-codes the size for snapshots and movie recording. By default,
|
|
MAME will create snapshots at the game's current resolution in raw
|
|
pixels, and will create movies at the game's starting resolution in
|
|
raw pixels. If you specify this option, then MAME will create both
|
|
snapshots and movies at the size specified, and will bilinear filter
|
|
the result. Note that this size does not automatically rotate if the
|
|
game is vertically oriented. The default is 'auto'.
|
|
|
|
-snapview <viewname>
|
|
|
|
Specifies the view to use when rendering snapshots and movies. By
|
|
default, both use a special 'internal' view, which renders a separate
|
|
snapshot per screen or renders movies only of the first screen. By
|
|
specifying this option, you can override this default behavior and
|
|
select a single view that will apply to all snapshots and movies.
|
|
Note that <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, -snapview native will match the
|
|
"Native (15:14)" view even though it is not a perfect match.
|
|
<viewname> can also be 'auto', which selects the first view with all
|
|
screens present. The default value is 'internal'.
|
|
|
|
-[no]snapbilinear
|
|
|
|
Specify if the snapshot or movie should have bilinear filtering
|
|
applied. Shutting this off can make a difference in some performance
|
|
while recording video to a file. The default is ON (-snapbilinear).
|
|
|
|
-statename <name>
|
|
|
|
Describes how MAME should store save state files, relative to the
|
|
state_directory path. <name> is a string that provides a template that
|
|
is used to generate a relative path. Two simple substitutions are
|
|
provided: the / character represents the path separator on any target
|
|
platform (even Windows); the string %g represents the driver name of
|
|
the current game. The default is %g, which creates a separate folder for
|
|
each game. In addition to the above, for drivers using different
|
|
media, like carts or floppy disks, you can also use the %d_[media]
|
|
indicator. Replace [media] with the media switch you want to use.
|
|
A few examples: if you use 'mame robby -statename foo/%g' save states
|
|
will be stored inside 'sta\foo\robby\' ; if you use 'mess nes -cart
|
|
robby -statename %g/%d_cart' save states will be stored inside
|
|
'sta\nes\robby\' ; if you use 'mess c64 -flop1 robby -statename
|
|
%g/%d_flop1' save states will be stored inside 'sta\c64\robby\'.
|
|
|
|
-[no]burnin
|
|
|
|
Tracks brightness of the screen during play and at the end of
|
|
emulation generates a PNG that can be used to simulate burn-in
|
|
effects on other games. The resulting PNG is created such that the
|
|
least used-areas of the screen are fully white (since burned-in areas
|
|
are darker, all other areas of the screen must be lightened a touch).
|
|
The intention is that this PNG can be loaded via an artwork file with
|
|
a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the
|
|
entire screen. The PNG files are saved in the snap directory under
|
|
the gamename/burnin-<screen.name>.png. The default is OFF (-noburnin).
|
|
|
|
|
|
|
|
Core performance options
|
|
------------------------
|
|
|
|
-[no]autoframeskip / -[no]afs
|
|
|
|
Automatically determines the frameskip level while you're playing the
|
|
game, adjusting it constantly in a frantic attempt to keep the game
|
|
running at full speed. Turning this on overrides the value you have
|
|
set for -frameskip below. The default is OFF (-noautoframeskip).
|
|
|
|
-frameskip / -fs <level>
|
|
|
|
Specifies the frameskip value. This is the number of frames out of
|
|
every 12 to drop when running. For example, if you say -frameskip 2,
|
|
then MAME will display 10 out of every 12 frames. By skipping those
|
|
frames, you may be able to get full speed in a game that requires more
|
|
horsepower than your computer has. The default value is -frameskip 0,
|
|
which skips no frames.
|
|
|
|
-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,
|
|
upon exit, the -str option will write a screenshot called final.png
|
|
to the game's snapshot directory.
|
|
|
|
-[no]throttle
|
|
|
|
Configures the default thottling setting. When throttling is on, MAME
|
|
attempts to keep the game running at the game's intended speed. When
|
|
throttling is off, MAME runs the game as fast as it can. Note that the
|
|
fastest speed is more often than not limited by your graphics card,
|
|
especially for older games. The default is ON (-throttle).
|
|
|
|
-[no]sleep
|
|
|
|
Allows MAME to give time back to the system when running with -throttle.
|
|
This allows other programs to have some CPU time, assuming that the
|
|
game isn't taxing 100% of your CPU resources. This option can
|
|
potentially cause hiccups in performance if other demanding programs
|
|
are running. The default is ON (-sleep).
|
|
|
|
-speed <factor>
|
|
|
|
Changes the way MAME throttles gameplay such that the game runs at some
|
|
multiplier of the original speed. A <factor> of 1.0 means to run the
|
|
game at its normal speed. A <factor> of 0.5 means run at half speed,
|
|
and a <factor> of 2.0 means run at 2x speed. Note that changing this
|
|
value affects sound playback as well, which will scale in pitch
|
|
accordingly. The internal resolution of the fraction is two decimal
|
|
places, so a value of 1.002 is the same as 1.0. The default is 1.0.
|
|
|
|
-[no]refreshspeed / -[no]rs
|
|
|
|
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
|
|
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
|
|
default is OFF (-norefreshspeed).
|
|
|
|
|
|
|
|
Core rotation options
|
|
---------------------
|
|
|
|
-[no]rotate
|
|
|
|
Rotate the game to match its normal state (horizontal/vertical). This
|
|
ensures that both vertically and horizontally oriented games show up
|
|
correctly without the need to rotate your monitor. If you want to keep
|
|
the game displaying 'raw' on the screen the way it would have in the
|
|
arcade, turn this option OFF. The default is ON (-rotate).
|
|
|
|
-[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
|
|
default for both of these options is OFF (-noror -norol).
|
|
|
|
-[no]autoror
|
|
-[no]autorol
|
|
|
|
These options are designed for use with pivoting screens that only
|
|
pivot in a single direction. If your screen only pivots clockwise,
|
|
use -autorol to ensure that the game will fill the screen either
|
|
horizontally or vertically in one of the directions you can handle.
|
|
If your screen only pivots counter-clockwise, use -autoror.
|
|
|
|
-[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
|
|
is OFF (-noflipx -noflipy).
|
|
|
|
|
|
|
|
Core artwork options
|
|
--------------------
|
|
|
|
-[no]artwork_crop / -[no]artcrop
|
|
|
|
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
|
|
the user interface. The default is OFF (-noartwork_crop).
|
|
|
|
-[no]use_backdrops / -[no]backdrop
|
|
|
|
Enables/disables the display of backdrops. The default is ON
|
|
(-use_backdrops).
|
|
|
|
-[no]use_overlays / -[no]overlay
|
|
|
|
Enables/disables the display of overlays. The default is ON
|
|
(-use_overlays).
|
|
|
|
-[no]use_bezels / -[no]bezels
|
|
|
|
Enables/disables the display of bezels. The default is ON
|
|
(-use_bezels).
|
|
|
|
-[no]use_cpanels / -[no]cpanels
|
|
|
|
Enables/disables the display of control panels. The default is ON
|
|
(-use_cpanels).
|
|
|
|
-[no]use_marquees / -[no]marquees
|
|
|
|
Enables/disables the display of marquees. The default is ON
|
|
(-use_marquees).
|
|
|
|
|
|
|
|
Core screen options
|
|
-------------------
|
|
|
|
-brightness <value>
|
|
|
|
Controls the default brightness, or black level, of the game screens.
|
|
This option does not affect the artwork or other parts of the display.
|
|
Using the MAME UI, you can individually set the brightness for each
|
|
game screen; this option controls the initial value for all visible
|
|
game screens. The standard value is 1.0. Selecting lower values (down
|
|
to 0.1) will produce a darkened display, while selecting higher values
|
|
(up to 2.0) will give a brighter display. The default is 1.0.
|
|
|
|
-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
|
|
(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
|
|
toward white. The default is 1.0.
|
|
|
|
-pause_brightness <value>
|
|
|
|
This controls the brightness level when MAME is paused. The default
|
|
value is 0.65.
|
|
|
|
-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
|
|
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
|
|
your output display. For -video ddraw, this means that one pixel in the
|
|
PNG will map to one pixel in the prescaled game screen. If you wish to
|
|
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
|
|
effect.
|
|
|
|
|
|
|
|
Core vector options
|
|
-------------------
|
|
|
|
-beam_width_min <value>
|
|
-beam_width_max <value>
|
|
|
|
Sets the minimum and maximum width of the vectors. This is a scaling factor
|
|
against the standard vector width, which is interpolated between minimum and
|
|
maximum according to the beam's intensity. A value of 1.0 will keep the default
|
|
vector line width. Smaller values will reduce the width, and larger values
|
|
will increase the width. The default is 1.0.
|
|
|
|
-beam_intensity_weight <value>
|
|
|
|
Applies an exponential weight to the minimum and maximum beam width. For positive
|
|
values the interpolated scaling factor will affect lines with higher intensity
|
|
more than lines with lower intensity. The default is 0.0.
|
|
|
|
-flicker <value>
|
|
|
|
Simulates a vector "flicker" effect, similar to a vector monitor that
|
|
needs adjustment. This option requires a float argument in the range
|
|
of 0.00 - 100.00 (0=none, 100=maximum). The default is 0.
|
|
|
|
|
|
|
|
Core sound options
|
|
------------------
|
|
|
|
-samplerate <value> / -sr <value>
|
|
|
|
Sets the audio sample rate. Smaller values (e.g. 11025) cause lower
|
|
audio quality but faster emulation speed. Higher values (e.g. 48000)
|
|
cause higher audio quality but slower emulation speed. The default is
|
|
48000.
|
|
|
|
-[no]samples
|
|
|
|
Use samples if available. The default is ON (-samples).
|
|
|
|
-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
|
|
is 0.
|
|
|
|
|
|
|
|
Core input options
|
|
------------------
|
|
|
|
-[no]coin_lockout / -[no]coinlock
|
|
|
|
Enables simulation of the "coin lockout" feature that is implmeneted
|
|
on a number of game PCBs. It was up to the operator whether or not
|
|
the coin lockout outputs were actually connected to the coin
|
|
mechanisms. If this feature is enabled, then attempts to enter a coin
|
|
while the lockout is active will fail and will display a popup message
|
|
in the user interface (In debug mode). If this feature is disabled, the
|
|
coin lockout signal will be ignored. The default is ON (-coin_lockout).
|
|
|
|
-ctrlr <controller>
|
|
|
|
Enables support for special controllers. Configuration files are
|
|
loaded from the ctrlrpath. They are in the same format as the .cfg
|
|
files that are saved, but only control configuration data is read
|
|
from the file. The default is NULL (no controller file).
|
|
|
|
-[no]mouse
|
|
|
|
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
|
|
(-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
|
|
controllers are connected. The default is OFF (-nojoystick).
|
|
|
|
-[no]lightgun / -[no]gun
|
|
|
|
Controls whether or not MAME makes use of lightgun controllers.
|
|
Note that most lightguns map to the mouse, so using -lightgun and
|
|
-mouse together may produce strange results. The default is OFF
|
|
(-nolightgun).
|
|
|
|
-[no]multikeyboard / -[no]multikey
|
|
|
|
Determines whether MAME differentiates between multiple keyboards.
|
|
Some systems may report more than one keyboard; by default, the data
|
|
from all of these keyboards is combined so that it looks like a single
|
|
keyboard. Turning this option on will enable MAME to report keypresses
|
|
on different keyboards independently. The default is OFF
|
|
(-nomultikeyboard).
|
|
|
|
-[no]multimouse
|
|
|
|
Determines whether MAME differentiates between multiple mice. Some
|
|
systems may report more than one mouse device; by default, the data
|
|
from all of these mice is combined so that it looks like a single
|
|
mouse. Turning this option on will enable MAME to report mouse
|
|
movement and button presses on different mice independently. The
|
|
default is OFF (-nomultimouse).
|
|
|
|
-[no]steadykey / -[no]steady
|
|
|
|
Some games require two or more buttons to be pressed at exactly the
|
|
same time to make special moves. Due to limitations in the keyboard
|
|
hardware, it can be difficult or even impossible to accomplish that
|
|
using the standard keyboard handling. This option selects a different
|
|
handling that makes it easier to register simultaneous button presses,
|
|
but has the disadvantage of making controls less responsive. The
|
|
default is OFF (-nosteadykey)
|
|
|
|
-[no]ui_active
|
|
|
|
Enable user interface on top of emulated keyboard (if present). The
|
|
default if OFF (-noui_active)
|
|
|
|
-[no]offscreen_reload / -[no]reload
|
|
|
|
Controls whether or not MAME treats a second button input from a
|
|
lightgun as a reload signal. In this case, MAME will report the gun's
|
|
position as (0,MAX) with the trigger held, which is equivalent to an
|
|
offscreen reload. This is only needed for games that required you to
|
|
shoot offscreen to reload, and then only if your gun does not support
|
|
off screen reloads. The default is OFF (-nooffscreen_reload).
|
|
|
|
-joystick_map <map> / -joymap <map>
|
|
|
|
Controls how joystick values map to digital joystick controls. MAME
|
|
accepts all joystick input from the system as analog data. For true
|
|
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
|
|
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:
|
|
|
|
777888999 Note that the numeric digits correspond to the keys
|
|
777888999 on a numeric keypad. So '7' maps to up+left, '4' maps
|
|
777888999 to left, '5' maps to neutral, etc. In addition to the
|
|
444555666 numeric values, you can specify the character 's',
|
|
444555666 which means "sticky". In this case, the value of the
|
|
444555666 map is the same as it was the last time a non-sticky
|
|
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
|
|
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
|
|
specified by this 11 character string: 7778...4445
|
|
|
|
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, 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
|
|
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.
|
|
|
|
-joystick_deadzone <value> / -joy_deadzone <value> / -jdz <value>
|
|
|
|
If you play with an analog joystick, the center can drift a little.
|
|
joystick_deadzone tells how far along an axis you must move before the
|
|
axis starts to change. This option expects a float in the range of
|
|
0.0 to 1.0. Where 0 is the center of the joystick and 1 is the outer
|
|
limit. The default is 0.3.
|
|
|
|
-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
|
|
1.0, where 0 is the center of the joystick and 1 is the outer limit.
|
|
The default is 0.85.
|
|
|
|
-natural
|
|
|
|
Allows user to specify whether or not to use a natural keyboard or not.
|
|
This allows you to start your game or system in a 'native' mode, depending
|
|
on your region, allowing compatability for non-"QWERTY" style keyboards.
|
|
The default is OFF (-nonatrual)
|
|
|
|
-joystick_contradictory
|
|
|
|
Enable contradictory direction digital joystick input at the same time
|
|
such as Left and Right or Up and Down at the same time. The default
|
|
is OFF (-nojoystick_contradictory)
|
|
|
|
-coin_impulse [n]
|
|
|
|
Set coin impulse time based on n (n<0 disable impulse, n==0 obey driver,
|
|
0<n set time n). Default is 0.
|
|
|
|
|
|
|
|
Core input automatic enable options
|
|
-----------------------------------
|
|
|
|
-paddle_device enable (none|keyboard|mouse|lightgun|joystick) if a paddle control is present
|
|
-adstick_device enable (none|keyboard|mouse|lightgun|joystick) if an analog joystick control is present
|
|
-pedal_device enable (none|keyboard|mouse|lightgun|joystick) if a pedal control is present
|
|
-dial_device enable (none|keyboard|mouse|lightgun|joystick) if a dial control is present
|
|
-trackball_device enable (none|keyboard|mouse|lightgun|joystick) if a trackball control is present
|
|
-lightgun_device enable (none|keyboard|mouse|lightgun|joystick) if a lightgun control is present
|
|
-positional_device enable (none|keyboard|mouse|lightgun|joystick) if a positional control is present
|
|
-mouse_device enable (none|keyboard|mouse|lightgun|joystick) if a mouse control is present
|
|
|
|
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
|
|
-[no]mouse, -[no]joystick, etc.
|
|
|
|
|
|
|
|
Debugging options
|
|
-----------------
|
|
|
|
-[no]verbose / -[no]v
|
|
|
|
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
|
|
resulting information. The default is OFF (-noverbose).
|
|
|
|
-[no]oslog
|
|
|
|
Output error.log data to the system debugger. The default is OFF
|
|
(-nooslog).
|
|
|
|
-[no]log
|
|
|
|
Creates a file called error.log which contains all of the internal
|
|
log messages generated by the MAME core and game drivers. The default
|
|
is OFF (-nolog).
|
|
|
|
-[no]debug
|
|
|
|
Activates the integrated debugger. By default, the debugger is entered
|
|
by pressing the tilde (~) key during emulation. It is also entered
|
|
immediately at startup. The default is OFF (-nodebug).
|
|
|
|
-debugscript <filename>
|
|
|
|
Specifies a file that contains a list of debugger commands to execute
|
|
immediately upon startup. The default is NULL (no commands).
|
|
|
|
-[no]update_in_pause
|
|
|
|
Enables updating of the main screen bitmap while the game is paused.
|
|
This means that the VIDEO_UPDATE callback will be called repeatedly
|
|
during pause, which can be useful for debugging. The default is OFF
|
|
(-noupdate_in_pause).
|
|
|
|
|
|
Core communication options
|
|
--------------------------
|
|
|
|
-comm_localhost <string>
|
|
|
|
Local address to bind to. This can be a traditional xxx.xxx.xxx.xxx
|
|
address or a string containing a resolvable hostname. The default is
|
|
value is "0.0.0.0"
|
|
|
|
-comm_localport <string>
|
|
|
|
Local port to bind to. This can be any traditional communications port
|
|
as an unsigned 16-bit integer (0-65535). The default value is "15122".
|
|
|
|
-comm_remotehost <string>
|
|
|
|
Remote address to connect to. This can be a traditional xxx.xxx.xxx.xxx
|
|
address or a string containing a resolvable hostname. The default is
|
|
value is "0.0.0.0"
|
|
|
|
-comm_remoteport <string>
|
|
|
|
Remote port to connect to. This can be any traditional communications port
|
|
as an unsigned 16-bit integer (0-65535). The default value is "15122".
|
|
|
|
|
|
|
|
Core misc options
|
|
-----------------
|
|
|
|
-[no]drc
|
|
Enable DRC cpu core if available. The default is ON (-drc).
|
|
|
|
-drc_use_c
|
|
|
|
Force DRC use the C code backend. The default is OFF
|
|
(-nodrc_use_c).
|
|
|
|
-drc_log_uml
|
|
|
|
Write DRC UML disassembly log. The default is OFF
|
|
(-nodrc_log_uml).
|
|
|
|
-drc_log_native
|
|
|
|
write DRC native disassembly log. The default is OFF
|
|
(-nodrc_log_native).
|
|
|
|
-bios <biosname>
|
|
|
|
Specifies the specific BIOS to use with the current game, for game
|
|
systems that make use of a BIOS. The -listxml output will list all of
|
|
the possible BIOS names for a game. The default is 'default'.
|
|
|
|
-[no]cheat / -[no]c
|
|
|
|
Enables the reading of the cheat database, if present, and the Cheat
|
|
menu in the user interface. The default is OFF (-nocheat).
|
|
|
|
-[no]skip_gameinfo
|
|
|
|
Forces MAME to skip displaying the game info screen. The default is
|
|
OFF (-noskip_gameinfo).
|
|
|
|
-uifont <fontname>
|
|
|
|
Specifies the name of a font file to use for the UI font. If this font
|
|
cannot be found or cannot be loaded, the system will fall back to its
|
|
built-in UI font. On some platforms 'fontname' can be a system font
|
|
name (TTF) instead of a (BDF) font file. The default is 'default' (use
|
|
the OSD-determined default font).
|
|
|
|
-ramsize [n]
|
|
|
|
Allows you to change the default RAM size (if supported by driver).
|
|
|
|
-confirm_quit
|
|
|
|
Display a Confirm Quit dialong to screen on exit, requiring one extra
|
|
step to exit MAME. The default is OFF (-noconfirm_quit).
|
|
|
|
-ui_mouse
|
|
|
|
Displays a mouse cursor when using the built-in UI for MAME. The default
|
|
is (-noui_mouse).
|
|
|
|
-autoboot_command "<command>"
|
|
|
|
Command string to execute after machine boot (in quotes " "). To issue
|
|
a quote to the emulation, use """ in the string. Using \n will issue a
|
|
create a new line, issuing what was typed prior as a command.
|
|
Example: -autoboot_command "load """$""",8,1\n"
|
|
|
|
-autoboot_delay [n]
|
|
|
|
Timer delay (in seconds) to trigger command execution on autoboot.
|
|
|
|
-autoboot_script / -script [filename.lua]
|
|
|
|
File containing scripting to execute after machine boot.
|