### Viewing File: <root>/docs/config.txt

    1  This file describes general usage information about MAME. It is intended
2  to cover aspects of using and configuring the program that are common
4  the separate documentation for your particular version of MAME.
5
6
7
8  Using the program
9  -----------------
10
11  The usual way to run MAME is by telling it to run a particular game:
12
13      mame <gamename> [options]
14
15  For example:
16
17      mame robby -nosound
18
19  ...will run Robby Roto without sound. There are many, many options
20  available. All commonly supported options are listed below. Options that
21  are specific to one operating system or version of MAME will be listed
22  in a separate document.
23
24  An alternative way to run MAME is to give it a command:
25
26      mame <command> [parameters]
27
28  For example:
29
30      mame -listsource gridlee
31
32  ...will print the name of the source file where the gridlee driver lives
33  to the screen. There are just a handful of these commands in MAME. They
34  are all listed below, just before the options list.
35
36
37
38  Default Keys
39  ------------
40
41  All the keys below are fully configurable in the user interface. This list
42  shows the standard keyboard configuration.
43
44  Tab       Toggles the configuration menu.
45
46  ~         Toggles the On Screen Display. When the on-screen display is
47            visible, you can use the following keys to control it:
48
49               Up - select previous parameter to modify
50               Down - select next parameter to modify
51               Enter - reset parameter value to its default
52
53               Left - decrease the value of the selected parameter
54               Control+Left - decrease the value by 10x
55               Shift+Left - decrease the value by 0.1x
56               Alt+Left - decrease the value by the smallest amount
57
58               Right - increase the value of the selected parameter
59               Control+Right - increase the value by 10x
60               Shift+Right - increase the value by 0.1x
61               Alt+Right - increase the value by the smallest amount
62
63  P         Pauses the game.
64
65  Shift+P   While paused, advances to next frame.
66
67  F2        Service Mode for games that support it.
68
69  F3        Resets the game.
70
71  Shift+F3  Performs a "hard reset", which tears everything down and re-
72            creates it from scratch. This is a more thorough and complete
73            reset than an F3.
74
75  F4        Shows the game palette, decoded GFX, and any tilemaps. Use the
76            Enter key to switch between the three modes (palette, graphics,
77            and tilemaps). Press F4 again to turn off the display. The key
78            controls in each mode vary slightly:
79
80               * Palette/colortable mode:
81                  [ ] - switch between palette and colortable modes
82                  Up/Down - scroll up/down one line at a time
83                  Page Up/Page Down - scroll up/down one page at a time
84                  Home/End - move to top/bottom of list
85                  -/+ - increase/decrease the number of colors per row
86                  Enter - switch to graphics viewer
87
88               * Graphics mode:
89                  [ ] - switch between different graphics sets
90                  Up/Down - scroll up/down one line at a time
91                  Page Up/Page Down - scroll up/down one page at a time
92                  Home/End - move to top/bottom of list
93                  Left/Right - change color displayed
94                  R - rotate tiles 90 degrees clockwise
95                  -/+ - increase/decrease the number of tiles per row
96                  Enter - switch to tilemap viewer
97
98               * Tilemap mode:
99                  [ ] - switch between different tilemaps
100                  Up/Down/Left/Right - scroll 8 pixels at a time
101                  Shift+Up/Down/Left/Right - scroll 1 pixel at a time
102                  Control+Up/Down/Left/Right - scroll 64 pixels at a time
103                  R - rotate tilemap view 90 degrees clockwise
104                  -/+ - increase/decrease the zoom factor
105                  Enter - switch to palette/colortable mode
106
107            Note: Not all games have decoded graphics and/or tilemaps.
108
109  F6        Toggle cheat mode (if started with "-cheat").
110
111  F7        Load a save state. You will be requested to press a key to
112            determine which save state you wish to load. Note that the save
113            state feature is not supported for a large number of drivers. If
114            support is not enabled for a given driver, you will receive a
115            warning when attempting to save or load.
116
117  Shift+F7  Create a save state. Requires an additional keypress to identify
118            the state, similar to the load option above.
119
120  F8        Decrease frame skip on the fly.
121
122  F9        Increase frame skip on the fly.
123
124  F10       Toggle speed throttling.
125
126  F11       Toggles speed display.
127
128  Shift+F11 Toggles internal profiler display (if compiled in).
129
130  F12       Saves a screen snapshot.
131
132  Insert    Fast forward. While held, runs the game with throttling disabled
133            and with the maximum frameskip.
134
135  Escape    Exits emulator.
136
137
138
139
140  Core commands
141  -------------
142
143  -help / -h / -?
144
145      Displays current MAME version and copyright notice.
146
147  -validate / -valid
148
149      Performs internal validation on every driver in the system. Run this
150      before submitting changes to ensure that you haven't violated any of
151      the core system rules.
152
153
154
155  Configuration commands
156  ----------------------
157
158  -createconfig / -cc
159
160      Creates the default mame.ini file. All the configuration options
161      (not commands) described below can be permanently changed by editing
162      this configuration file.
163
164  -showconfig / -sc
165
166      Displays the current configuration settings. If you route this to a
167      file, you can use it as an INI file. For example, the command:
168
169          mame -showconfig >mame.ini
170
171      is equivalent to -createconfig.
172
173  -showusage / -su
174
175      Displays a summary of all the command line options. For options that
176      are not mentioned here, the short summary given by "mame -showusage"
177      is usually sufficient.
178
179
180
181  Frontend commands
182  -----------------
183
184  Note: By default, all the '-list' commands below write info to the screen.
185  If you wish to write the info to a textfile instead, add this to the end
187
188    > filename
189
190  ...where 'filename' is the textfile's path and name
191  (e.g., c:\mame\list.txt).
192
193  -listxml / -lx [<gamename|wildcard>]
194
195      List comprehensive details for all of the supported games. The output
196      is quite long, so it is usually better to redirect this into a file.
197      The output is in XML format. By default all games are listed; however,
198      you can limit this list by specifying a driver name or wildcard after
199      the -listxml command.
200
201  -listfull / -ll [<gamename|wildcard>]
202
203      Displays a list of game driver names and descriptions. By default all
204      games are listed; however, you can limit this list by specifying a
205      driver name or wildcard after the -listfull command.
206
207  -listsource / -ls [<gamename|wildcard>]
208
209      Displays a list of drivers and the names of the source files their
210      game drivers live in. Useful for finding which driver a game runs on
211      in order to fix bugs. By default all games are listed; however, you
212      can limit this list by specifying a driver name or wildcard after
213      the -listsource command.
214
215  -listclones / -lc [<gamename|wildcard>]
216
217      Displays a list of clones. By default all clones are listed; however,
218      you can limit this list by specifying a driver name or wildcard after
219      the -listsource command.
220
221  -listbrothers / -lb [<gamename|wildcard>]
222
223          Displays a list of 'brothers', or rather, other sets which are located
224          in the same sourcefile as the gamename searched for.
225
226  -listcrc [<gamename|wildcard>]
227
228      Displays a full list of CRCs of all ROM images referenced by all
229      drivers within MAME.
230
231  -listroms [<gamename|wildcard>]
232
233      Displays a list of ROM images referenced by the specified game.
234
235  -listsamples [<gamename|wildcard>]
236
237      Displays a list of samples referenced by the specified game.
238
239  -verifyroms [<gamename|wildcard>]
240
241      Checks for invalid or missing ROM images. By default all drivers that
242      have valid ZIP files or directories in the rompath are verified;
243      however, you can limit this list by specifying a driver name or
244      wildcard after the -verifyroms command.
245
246  -verifysamples [<gamename|wildcard>]
247
248      Checks for invalid or missing samples. By default all drivers that
249      have valid ZIP files or directories in the samplepath are verified;
250      however, you can limit this list by specifying a driver name or
251      wildcard after the -verifyroms command.
252
253  -romident [path\to\romstocheck.zip]
254
255      Attempts to identify ROM files, if they are known to MAME, in the
256      specified .zip file or directory. This command can be used to try and
257      identify ROM sets taken from unknown boards. On exit, the errorlevel
258      is returned as one of the following:
259
260          0: means all files were identified
261          7: means all files were identified except for 1 or more "non-ROM"
262              files
263          8: means some files were identified
264          9: means no files were identified
265
266  -listdevices / -ld [<gamename|wildcard>]
267
268          Displays a list of all devices known to be hooked up to a game.  The ":"
269          is considered the game itself with the devices list being attached to give
270          the user a better understanding of what the emulation is using.
271
272  -listslots [<gamename|wildcard>]
273
274          Show available slots and options for each slot (if available).  Primarily
275          used for MESS to allow control over internal plug-in cards, much like PC's
276          needing video, sound and other cards.
277
278  -listmedia / -lm [<gamename|wildcard>]
279
280          List available media that the chosen game or system allows to be used.  This
281          includes media types (cartridge, cassette, diskette and more) as well as
282          common file extentions which are supported.
283
284  -listsoftware [<gamename|wildcard>]
285
286          Posts to screen all software lists which can be used by the entered gamename
287          or system.  Notice, this is simply a copy/paste of the .XML file which reside
288          in the HASH folder which are allowed to be used.
289
290  -getsoftlist [<gamename|wildcard>]
291
292          Posts to screen a specific software list which matches with the gamename
293          provided.
294
295
296
297  Configuration options
298  ---------------------
299
301
302      Enables or disables the reading of the config files. When enabled
303      (which is the default), MAME reads the following config files in order:
304
305          - mame.ini
306          - <mymame>.ini   (i.e. if MAME was renamed mame060.exe, MAME
307                    parses mame060.ini here)
308          - debug.ini      (if the debugger is enabled)
309          - <parent>.ini   (for clones only, may be called recursively)
310          - <gamename>.ini
311                  - vertical.ini   (for games with vertical monitor orientation)
312                  - horizont.ini   (for games with horizontal monitor orientation)
313          - vector.ini     (for vector games only)
314          - <driver>.ini   (based on the source filename of the driver)
315
316
317      The settings in the later ini's override those in the earlier ini's.
318      So, for example, if you wanted to disable overlay effects in the
319      vector games, you can create a vector.ini with the "effect none" line
320      in it, and it will override whatever effect value you have in your
321      mame.ini. The default is ON (-readconfig).
322
323
324
325  Core search path options
326  ------------------------
327
328  -rompath / -rp <path>
329
330      Specifies a list of paths within which to find ROM or hard disk images.
331      Multiple paths can be specified by separating them with semicolons.
332      The default is 'roms' (that is, a directory "roms" in the same directory
333      as the MAME executable).
334
335  -samplepath / -sp <path>
336
337      Specifies a list of paths within which to find sample files. Multiple
338      paths can be specified by separating them with semicolons. The default
339      is 'samples' (that is, a directory "samples" in the same directory as
340      the MAME executable).
341
342  -artpath <path> / -artwork_directory <path>
343
344      Specifies a list of paths within which to find artwork files. Multiple
345      paths can be specified by separating them with semicolons. The default
346      is 'artwork' (that is, a directory "artwork" in the same directory as
347      the MAME executable).
348
349  -ctrlrpath / -ctrlr_directory <path>
350
351      Specifies a list of paths within which to find controller-specific
352      configuration files. Multiple paths can be specified by separating
353      them with semicolons. The default is 'ctrlr' (that is, a directory
354      "ctrlr" in the same directory as the MAME executable).
355
356  -inipath <path>
357
358      Specifies a list of paths within which to find .INI files. Multiple
359      paths can be specified by separating them with semicolons. The default
360      is '.;ini' (that is, search in the current directory first, and then
361      in the directory "ini" in the same directory as the MAME executable).
362
363  -fontpath <path>
364
365      Specifies a list of paths within which to find .BDF font files. Multiple
366      paths can be specified by separating them with semicolons. The default
367      is '.' (that is, search in the same directory as the MAME executable).
368
369  -cheatpath <path>
370
371          Specifies a list of paths within which to find .XML cheat files.
372          Multiple paths can be specified by separating them with semicolons. The
373          default is 'cheat' (that is, a folder called 'cheat' located in the same
374          directory as the as the MAME executable).
375
376  -crosshairpath <path>
377
378      Specifies a list of paths within which to find crosshair files. Multiple
379      paths can be specified by separating them with semicolons. The default
380      is 'crsshair' (that is, a directory "crsshair" in the same directory as
381      the MAME executable).  If the Crosshair is set to default in the menu,
382      MAME will look for gamename\cross#.png and then cross#.png in the
383      specified crsshairpath, where # is the player number.  Failing that,
384      MAME will use built-in default crosshairs.
385
386
387  Core Output Directory Options
388  -----------------------------
389
390  -cfg_directory <path>
391
392      Specifies a single directory where configuration files are stored.
393      Configuration files store user configurable settings that are read at
394      startup and written when MAME exits. The default is 'cfg' (that is,
395      a directory "cfg" in the same directory as the MAME executable). If
396      this directory does not exist, it will be automatically created.
397
398  -nvram_directory <path>
399
400      Specifies a single directory where NVRAM files are stored. NVRAM files
401      store the contents of EEPROM and non-volatile RAM (NVRAM) for games
402      which used this type of hardware. This data is read at startup and
403      written when MAME exits. The default is 'nvram' (that is, a directory
404      "nvram" in the same directory as the MAME executable). If this
405      directory does not exist, it will be automatically created.
406
407  -memcard_directory <path>
408
409      Specifies a single directory where memory card files are stored.
410      Memory card files store the contents of removable memory cards for
411      games which used this type of hardware. This data is read and written
412      under control of the user via the "Memory Card" menu in the user
413      interface. The default is 'memcard' (that is, a directory "memcard"
414      in the same directory as the MAME executable). If this directory does
415      not exist, it will be automatically created.
416
417  -input_directory <path>
418
419      Specifies a single directory where input recording files are stored.
420      Input recordings are created via the -record option and played back
421      via the -playback option. The default is 'inp' (that is, a directory
422      "inp" in the same directory as the MAME executable). If this directory
423      does not exist, it will be automatically created.
424
425  -state_directory <path>
426
427      Specifies a single directory where save state files are stored. Save
428      state files are read and written either upon user request, or when
429      using the -autosave option. The default is 'sta' (that is, a directory
430      "sta" in the same directory as the MAME executable). If this directory
431      does not exist, it will be automatically created.
432
433  -snapshot_directory <path>
434
435      Specifies a single directory where screen snapshots are stored, when
436      requested by the user. The default is 'snap' (that is, a directory
437      "snap" in the same directory as the MAME executable). If this
438      directory does not exist, it will be automatically created.
439
440  -diff_directory <path>
441
442      Specifies a single directory where hard drive differencing files are
443      stored. Hard drive differencing files store any data that is written
444      back to a hard disk image, in order to preserve the original image.
445      The differencing files are created at startup when a game with a hard
446      disk image. The default is 'diff' (that is, a directory "diff" in the
447      same directory as the MAME executable). If this directory does not
448      exist, it will be automatically created.
449
450  -comment_directory <path>
451
452      Specifies a single directory where debugger comment files are stored.
453      Debugger comment files are written by the debugger when comments are
454      added to the disassembly for a game. The default is 'comments' (that
455      is, a directory "comments" in the same directory as the MAME
456      executable). If this directory does not exist, it will be
457      automatically created.
458
459
460
461  Core state/playback options
462  ---------------------------
463
464  -state <slot>
465
466      Immediately after starting the specified game, will cause the save
467      state in the specified <slot> to be loaded.
468
469  -[no]autosave
470
471      When enabled, automatically creates a save state file when exiting
472      MAME and automatically attempts to reload it when later starting MAME
473      with the same game. This only works for games that have explicitly
474      enabled save state support in their driver. The default is OFF
475      (-noautosave).
476
477  -playback / -pb <filename>
478
479      Specifies a file from which to play back a series of game inputs. This
480      feature does not work reliably for all games, but can be used to watch
481      a previously recorded game session from start to finish. In order to
482      make things consistent, you should only record and playback with all
483      configuration (.cfg), NVRAM (.nv), and memory card files deleted. The
484      default is NULL (no playback).
485
486  -record / -rec <filename>
487
488      Specifies a file to record all input from a game session. This can be
489      used to record a game session for later playback. This feature does
490      not work reliably for all games, but can be used to watch a previously
491      recorded game session from start to finish. In order to make things
492      consistent, you should only record and playback with all configuration
493      (.cfg), NVRAM (.nv), and memory card files deleted. The default is
494      NULL (no recording).
495
496  -mngwrite <filename>
497
498      Writes each video frame to the given <filename> in MNG format,
499      producing an animation of the game session. Note that -mngwrite only
500      writes video frames; it does not save any audio data. Use -wavwrite
501      for that, and reassemble the audio/video using offline tools. The
502      default is NULL (no recording).
503
504  -aviwrite <filename>
505
506      Stream video and sound data to the given <filename> in AVI format,
507      producing an animation of the game session complete with sound. The
508      default is NULL (no recording).
509
510  -wavwrite <filename>
511
512      Writes the final mixer output to the given <filename> in WAV format,
513      producing an audio recording of the game session. The default is
514      NULL (no recording).
515
516  -snapname <name>
517
518      Describes how MAME should name files for snapshots. <name> is a string
519      that provides a template that is used to generate a filename. Three
520      simple substitutions are provided: the / character represents the
521      path separator on any target platform (even Windows); the string %g
522      represents the driver name of the current game; and the string %i
523      represents an incrementing index. If %i is omitted, then each
524      snapshot taken will overwrite the previous one; otherwise, MAME will
525      find the next empty value for %i and use that for a filename. The
526      default is %g/%i, which creates a separate folder for each game,
527      and names the snapshots under it starting with 0000 and increasing
528      from there.  In the case of using different media, you can use the
529          %d_[media] indicator.  Replace [media] with the default media being
530          used.  In the example: 'mess nes megaman2u -snapname %g/%d_cart'
531          snapshots will then be placed in 'snaps\nes\megaman2u.png'
532
533  -snapsize <width>x<height>
534
535      Hard-codes the size for snapshots and movie recording. By default,
536      MAME will create snapshots at the game's current resolution in raw
537      pixels, and will create movies at the game's starting resolution in
538      raw pixels. If you specify this option, then MAME will create both
539      snapshots and movies at the size specified, and will bilinear filter
540      the result. Note that this size does not automatically rotate if the
541      game is vertically oriented. The default is 'auto'.
542
543  -snapview <viewname>
544
545      Specifies the view to use when rendering snapshots and movies. By
546      default, both use a special 'internal' view, which renders a separate
547      snapshot per screen or renders movies only of the first screen. By
548      specifying this option, you can override this default behavior and
549      select a single view that will apply to all snapshots and movies.
550      Note that <viewname> does not need to be a perfect match; rather, it
551      will select the first view whose name matches all the characters
552      specified by <viewname>. For example, -snapview native will match the
553      "Native (15:14)" view even though it is not a perfect match.
554      <viewname> can also be 'auto', which selects the first view with all
555      screens present. The default value is 'internal'.
556
557  -[no]burnin
558
559      Tracks brightness of the screen during play and at the end of
560      emulation generates a PNG that can be used to simulate burn-in
561      effects on other games. The resulting PNG is created such that the
562      least used-areas of the screen are fully white (since burned-in areas
563      are darker, all other areas of the screen must be lightened a touch).
564      The intention is that this PNG can be loaded via an artwork file with
565      a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the
566      entire screen. The PNG files are saved in the snap directory under
567      the gamename/burnin-<screen.name>.png. The default is OFF (-noburnin).
568
569
570
571  Core performance options
572  ------------------------
573
574  -[no]autoframeskip / -[no]afs
575
576      Automatically determines the frameskip level while you're playing the
577      game, adjusting it constantly in a frantic attempt to keep the game
578      running at full speed. Turning this on overrides the value you have
579      set for -frameskip below. The default is OFF (-noautoframeskip).
580
581  -frameskip / -fs <level>
582
583      Specifies the frameskip value. This is the number of frames out of
584      every 12 to drop when running. For example, if you say -frameskip 2,
585      then MAME will display 10 out of every 12 frames. By skipping those
586      frames, you may be able to get full speed in a game that requires more
587      horsepower than your computer has. The default value is -frameskip 0,
588      which skips no frames.
589
590  -seconds_to_run / -str <seconds>
591
592      This option can be used for benchmarking and automated testing. It tells
593      MAME to stop execution after a fixed number of seconds. By combining
594      this with a fixed set of other command line options, you can set up a
595      consistent environment for benchmarking MAME performance. In addition,
596      upon exit, the -str option will write a screenshot called final.png
597      to the game's snapshot directory.
598
599  -[no]throttle
600
601      Configures the default thottling setting. When throttling is on, MAME
602      attempts to keep the game running at the game's intended speed. When
603      throttling is off, MAME runs the game as fast as it can. Note that the
604      fastest speed is more often than not limited by your graphics card,
605      especially for older games. The default is ON (-throttle).
606
607  -[no]sleep
608
609      Allows MAME to give time back to the system when running with -throttle.
610      This allows other programs to have some CPU time, assuming that the
611      game isn't taxing 100% of your CPU resources. This option can
612      potentially cause hiccups in performance if other demanding programs
613      are running. The default is ON (-sleep).
614
615  -speed <factor>
616
617      Changes the way MAME throttles gameplay such that the game runs at some
618      multiplier of the original speed. A <factor> of 1.0 means to run the
619      game at its normal speed. A <factor> of 0.5 means run at half speed,
620      and a <factor> of 2.0 means run at 2x speed. Note that changing this
621      value affects sound playback as well, which will scale in pitch
622      accordingly. The internal resolution of the fraction is two decimal
623      places, so a value of 1.002 is the same as 1.0. The default is 1.0.
624
625  -[no]refreshspeed / -[no]rs
626
627      Allows MAME to dynamically adjust the gameplay speed such that it does
628      not exceed the slowest refresh rate for any targeted monitors in your
629      system. Thus, if you have a 60Hz monitor and run a game that is
630      actually designed to run at 60.6Hz, MAME will dynamically change the
631      speed down to 99% in order to prevent sound hiccups or other
632      undesirable side effects of running at a slower refresh rate. The
633      default is OFF (-norefreshspeed).
634
635
636
637  Core rotation options
638  ---------------------
639
640  -[no]rotate
641
642      Rotate the game to match its normal state (horizontal/vertical). This
643      ensures that both vertically and horizontally oriented games show up
644      correctly without the need to rotate your monitor. If you want to keep
645      the game displaying 'raw' on the screen the way it would have in the
646      arcade, turn this option OFF. The default is ON (-rotate).
647
648  -[no]ror
649  -[no]rol
650
651      Rotate the game screen to the right (clockwise) or left (counter-
652      clockwise) relative to either its normal state (if -rotate is
653      specified) or its native state (if -norotate is specified). The
654      default for both of these options is OFF (-noror -norol).
655
656  -[no]autoror
657  -[no]autorol
658
659      These options are designed for use with pivoting screens that only
660      pivot in a single direction. If your screen only pivots clockwise,
661      use -autorol to ensure that the game will fill the screen either
662      horizontally or vertically in one of the directions you can handle.
663      If your screen only pivots counter-clockwise, use -autoror.
664
665  -[no]flipx
666  -[no]flipy
667
668      Flip (mirror) the game screen either horizontally (-flipx) or
669      vertically (-flipy). The flips are applied after the -rotate and
670      -ror/-rol options are applied. The default for both of these options
671      is OFF (-noflipx -noflipy).
672
673
674
675  Core artwork options
676  --------------------
677
678  -[no]artwork_crop / -[no]artcrop
679
680      Enable cropping of artwork to the game screen area only. This works
681      best with -video gdi or -video d3d, and means that vertically oriented
682      games running full screen can display their artwork to the left and
683      right sides of the screen. This does not work with -video ddraw
684      because of the way the game screens are rendered and scaled after the
685      fact. This option can also be controlled via the Video Options menu in
686      the user interface. The default is OFF (-noartwork_crop).
687
688  -[no]use_backdrops / -[no]backdrop
689
690      Enables/disables the display of backdrops. The default is ON
691      (-use_backdrops).
692
693  -[no]use_overlays / -[no]overlay
694
695      Enables/disables the display of overlays. The default is ON
696      (-use_overlays).
697
698  -[no]use_bezels / -[no]bezels
699
700      Enables/disables the display of bezels. The default is ON
701      (-use_bezels).
702
703  -[no]use_cpanels / -[no]cpanels
704
705      Enables/disables the display of control panels. The default is ON
706      (-use_cpanels).
707
708  -[no]use_marquees / -[no]marquees
709
710      Enables/disables the display of marquees. The default is ON
711      (-use_marquees).
712
713
714
715  Core screen options
716  -------------------
717
718  -brightness <value>
719
720      Controls the default brightness, or black level, of the game screens.
721      This option does not affect the artwork or other parts of the display.
722      Using the MAME UI, you can individually set the brightness for each
723      game screen; this option controls the initial value for all visible
724      game screens. The standard value is 1.0. Selecting lower values (down
725      to 0.1) will produce a darkened display, while selecting higher values
726      (up to 2.0) will give a brighter display. The default is 1.0.
727
728  -contrast <value>
729
730      Controls the contrast, or white level, of the game screens. This
731      option does not affect the artwork or other parts of the display.
732      Using the MAME UI, you can individually set the contrast for each
733      game screen; this option controls the initial value for all visible
734      game screens. The standard value is 1.0. Selecting lower values (down
735      to 0.1) will produce a dimmer display, while selecting higher values
736      (up to 2.0) will give a more saturated display. The default is 1.0.
737
738  -gamma <value>
739
740      Controls the gamma, which produces a potentially nonlinear black to
741      white ramp, for the game screens. This option does not affect the
742      artwork or other parts of the display. Using the MAME UI, you can
743      individually set the gamma for each game screen; this option controls
744      the initial value for all visible game screens. The standard value is
745      1.0, which gives a linear ramp from black to white. Selecting lower
746      values (down to 0.1) will increase the nonlinearity toward black,
747      while selecting higher values (up to 3.0) will push the nonlinearity
748      toward white. The default is 1.0.
749
750  -pause_brightness <value>
751
752      This controls the brightness level when MAME is paused. The default
753      value is 0.65.
754
755  -effect <filename>
756
757      Specifies a single PNG file that is used as an overlay over any game
758      screens in the video display. This PNG file is assumed to live in the
759      root of one of the artpath directories. The pattern in the PNG file is
760      repeated both horizontally and vertically to cover the entire game
761      screen areas (but not any external artwork), and is rendered at
762      the target resolution of the game image. For -video gdi and -video d3d
763      modes, this means that one pixel in the PNG will map to one pixel on
764      your output display. For -video ddraw, this means that one pixel in the
765      PNG will map to one pixel in the prescaled game screen. If you wish to
766      use an effect that requires mapping n PNG pixels to each game screen
767      pixel with -video ddraw, you need to specify a -prescale factor of n as
768      well. The RGB values of each pixel in the PNG are multiplied against the
769      RGB values of the target screen. The default is 'none', meaning no
770      effect.
771
772
773
774  Core vector options
775  -------------------
776
777  -[no]antialias / -[no]aa
778
779      Enables antialiased line rendering for vector games. The default is ON
780      (-antialias).
781
782  -beam <width>
783
784      Sets the width of the vectors. This is a scaling factor against the
785      standard vector width. A value of 1.0 will keep the default vector
786      line width. Smaller values will reduce the width, and larger values
787      will increase the width. The default is 1.0.
788
789  -flicker <value>
790
791      Simulates a vector "flicker" effect, similar to a vector monitor that
792      needs adjustment. This option requires a float argument in the range
793      of 0.00 - 100.00 (0=none, 100=maximum). The default is 0.
794
795
796
797  Core sound options
798  ------------------
799
800  -[no]sound
801
802      Enable or disable sound altogether. The default is ON (-sound).
803
804  -samplerate <value> / -sr <value>
805
806      Sets the audio sample rate. Smaller values (e.g. 11025) cause lower
807      audio quality but faster emulation speed. Higher values (e.g. 48000)
808      cause higher audio quality but slower emulation speed. The default is
809      48000.
810
811  -[no]samples
812
813      Use samples if available. The default is ON (-samples).
814
815  -volume / -vol <value>
816
817      Sets the startup volume. It can later be changed with the user
818      interface (see Keys section). The volume is an attenuation in dB:
820      is 0.
821
822
823
824  Core input options
825  ------------------
826
827  -[no]coin_lockout / -[no]coinlock
828
829      Enables simulation of the "coin lockout" feature that is implmeneted
830      on a number of game PCBs. It was up to the operator whether or not
831      the coin lockout outputs were actually connected to the coin
832      mechanisms. If this feature is enabled, then attempts to enter a coin
833      while the lockout is active will fail and will display a popup message
834      in the user interface. If this feature is disabled, the coin lockout
835      signal will be ignored. The default is ON (-coin_lockout).
836
837  -ctrlr <controller>
838
839      Enables support for special controllers. Configuration files are
840      loaded from the ctrlrpath. They are in the same format as the .cfg
841      files that are saved, but only control configuration data is read
842      from the file. The default is NULL (no controller file).
843
844  -[no]mouse
845
846      Controls whether or not MAME makes use of mouse controllers. When
847      this is enabled, you will likely be unable to use your mouse for other
848      purposes until you exit or pause the game. The default is OFF
849      (-nomouse).
850
851  -[no]joystick / -[no]joy
852
853      Controls whether or not MAME makes use of joystick/gamepad controllers.
855      controllers are connected. The default is OFF (-nojoystick).
856
857  -[no]lightgun / -[no]gun
858
859      Controls whether or not MAME makes use of lightgun controllers.
860      Note that most lightguns map to the mouse, so using -lightgun and
861      -mouse together may produce strange results. The default is OFF
862      (-nolightgun).
863
864  -[no]multikeyboard / -[no]multikey
865
866      Determines whether MAME differentiates between multiple keyboards.
867      Some systems may report more than one keyboard; by default, the data
868      from all of these keyboards is combined so that it looks like a single
869      keyboard. Turning this option on will enable MAME to report keypresses
870      on different keyboards independently. The default is OFF
871      (-nomultikeyboard).
872
873  -[no]multimouse
874
875      Determines whether MAME differentiates between multiple mice. Some
876      systems may report more than one mouse device; by default, the data
877      from all of these mice is combined so that it looks like a single
878      mouse. Turning this option on will enable MAME to report mouse
879      movement and button presses on different mice independently. The
880      default is OFF (-nomultimouse).
881
883
884      Some games require two or more buttons to be pressed at exactly the
885      same time to make special moves. Due to limitations in the keyboard
886      hardware, it can be difficult or even impossible to accomplish that
887      using the standard keyboard handling. This option selects a different
888      handling that makes it easier to register simultaneous button presses,
889      but has the disadvantage of making controls less responsive. The
891
892  -[no]ui_active
893
894          Enable user interface on top of emulated keyboard (if present).  The
895          default if OFF (-noui_active)
896
898
899      Controls whether or not MAME treats a second button input from a
900      lightgun as a reload signal. In this case, MAME will report the gun's
901      position as (0,MAX) with the trigger held, which is equivalent to an
902      offscreen reload. This is only needed for games that required you to
903      shoot offscreen to reload, and then only if your gun does not support
905
906  -joystick_map <map> / -joymap <map>
907
908      Controls how joystick values map to digital joystick controls. MAME
909      accepts all joystick input from the system as analog data. For true
910      analog joysticks, this needs to be mapped down to the usual 4-way or
911      8-way digital joystick values. To do this, MAME divides the analog
912      range into a 9x9 grid. It then takes the joystick axis position (for
913      X and Y axes only), maps it to this grid, and then looks up a
914      translation from a joystick map. This parameter allows you to specify
915      the map. The default is 'auto', which means that a standard 8-way,
916      4-way, or 4-way diagonal map is selected automatically based on the
917      input port configuration of the current game.
918
919      Maps are defined as a string of numbers and characters. Since the grid
920      is 9x9, there are a total of 81 characters necessary to define a
921      complete map. Below is an example map for an 8-way joystick:
922
923          777888999    Note that the numeric digits correspond to the keys
924          777888999    on a numeric keypad. So '7' maps to up+left, '4' maps
925          777888999    to left, '5' maps to neutral, etc. In addition to the
926          444555666    numeric values, you can specify the character 's',
927          444555666    which means "sticky". In this case, the value of the
928          444555666    map is the same as it was the last time a non-sticky
930          111222333
931          111222333
932
933      To specify the map for this parameter, you can specify a string of
934      rows separated by a '.' (which indicates the end of a row), like so:
935
936          777888999.777888999.777888999.444555666.444555666.444555666.
937          111222333.111222333.111222333
938
939      However, this can be reduced using several shorthands supported by the
940      <map> parameter. If information about a row is missing, then it is
941      assumed that any missing data in columns 5-9 are left/right symmetric
942      with data in columns 0-4; and any missing data in colums 0-4 is
943      assumed to be copies of the previous data. The same logic applies to
944      missing rows, except that up/down symmetry is assumed.
945
946      By using these shorthands, the 81 character map can be simply
947      specified by this 11 character string: 7778...4445
948
949      Looking at the first row, 7778 is only 4 characters long. The 5th
950      entry can't use symmetry, so it is assumed to be equal to the previous
951      character '8'. The 6th character is left/right symmetric with the 4th
952      character, giving an '8'. The 7th character is left/right symmetric
953      with the 3rd character, giving a '9' (which is '7' with left/right
954      flipped). Eventually this gives the full 777888999 string of the row.
955
956      The second and third rows are missing, so they are assumed to be
957      identical to the first row. The fourth row decodes similarly to the
958      first row, producing 444555666. The fifth row is missing so it is
959      assumed to be the same as the fourth.
960
961      The remaining three rows are also missing, so they are assumed to be
962      the up/down mirrors of the first three rows, giving three final rows
963      of 111222333.
964
966
967      If you play with an analog joystick, the center can drift a little.
968      joystick_deadzone tells how far along an axis you must move before the
969      axis starts to change. This option expects a float in the range of
970      0.0 to 1.0. Where 0 is the center of the joystick and 1 is the outer
971      limit. The default is 0.3.
972
973  -joystick_saturation <value> / joy_saturation <value> / -jsat <value>
974
975      If you play with an analog joystick, the ends can drift a little,
976      and may not match in the +/- directions. joystick_saturation tells how
977      far along an axis movement change will be accepted before it reaches
978      the maximum range. This option expects a float in the range of 0.0 to
979      1.0, where 0 is the center of the joystick and 1 is the outer limit.
980      The default is 0.85.
981
982  -natural
983          Specific whether or not to use a natural keyboard or not.  This allows
984          you to start your game or system in "partial" keyboard emulation mode,
985          giving you the ability to use all normal UI keys.  The default is OFF,
986          (-nonatrual)
987
989
990          Enable contradictory direction digital joystick input at the same time
991          such as Left and Right or Up and Down at the same time.  The default
993
994  -coin_impulse [n]
995
996          Set coin impulse time based on n (n<0 disable impulse, n==0 obey driver,
997          0<n set time n).  Default is 0.
998
999
1000
1001  Core input automatic enable options
1002  -----------------------------------
1003
1005  -adstick_device      enable (none|keyboard|mouse|lightgun|joystick) if an analog joystick control is present
1006  -pedal_device        enable (none|keyboard|mouse|lightgun|joystick) if a pedal control is present
1007  -dial_device         enable (none|keyboard|mouse|lightgun|joystick) if a dial control is present
1008  -trackball_device    enable (none|keyboard|mouse|lightgun|joystick) if a trackball control is present
1009  -lightgun_device     enable (none|keyboard|mouse|lightgun|joystick) if a lightgun control is present
1010  -positional_device   enable (none|keyboard|mouse|lightgun|joystick) if a positional control is present
1011  -mouse_device        enable (none|keyboard|mouse|lightgun|joystick) if a mouse control is present
1012
1013      Each of these options controls autoenabling the mouse, joystick, or
1014      lightgun depending on the presence of a particular class of analog
1015      control for a particular game. For example, if you specify the option
1016      -paddle mouse, then any game that has a paddle control will
1017      automatically enable mouse controls just as if you had explicitly
1018      specified -mouse. Note that these controls override the values of
1019      -[no]mouse, -[no]joystick, etc.
1020
1021
1022
1023  Debugging options
1024  -----------------
1025
1026  -[no]log
1027
1028      Creates a file called error.log which contains all of the internal
1029      log messages generated by the MAME core and game drivers. The default
1030      is OFF (-nolog).
1031
1032  -[no]verbose / -[no]v
1033
1034      Displays internal diagnostic information. This information is very
1035      useful for debugging problems with your configuration. IMPORTANT: when
1036      reporting bugs, please run with mame -verbose and include the
1037      resulting information. The default is OFF (-noverbose).
1038
1039  -[no]update_in_pause
1040
1041      Enables updating of the main screen bitmap while the game is paused.
1042      This means that the VIDEO_UPDATE callback will be called repeatedly
1043      during pause, which can be useful for debugging. The default is OFF
1044      (-noupdate_in_pause).
1045
1046  -[no]debug
1047
1048      Activates the integrated debugger. By default, the debugger is entered
1049      by pressing the tilde (~) key during emulation. It is also entered
1050      immediately at startup. The default is OFF (-nodebug).
1051
1052  -debugscript <filename>
1053
1054      Specifies a file that contains a list of debugger commands to execute
1055      immediately upon startup. The default is NULL (no commands).
1056
1057  -debug_internal
1058
1059          A special 'internal' debugger for debugging.  Activated when used along
1060          with -debug.  The default if OFF (-nodebug_internal).
1061
1062
1063
1064  Core misc options
1065  -----------------
1066
1067  -bios <biosname>
1068
1069      Specifies the specific BIOS to use with the current game, for game
1070      systems that make use of a BIOS. The -listxml output will list all of
1071      the possible BIOS names for a game. The default is 'default'.
1072
1073  -[no]cheat / -[no]c
1074
1075      Enables the reading of the cheat database, if present, and the Cheat
1076      menu in the user interface. The default is OFF (-nocheat).
1077
1078  -[no]skip_gameinfo
1079
1080      Forces MAME to skip displaying the game info screen. The default is
1081      OFF (-noskip_gameinfo).
1082
1083  -uifont <fontname>
1084
1085      Specifies the name of a font file to use for the UI font.  If this font
1086          cannot be found or cannot be loaded, the system will fall back to its
1087          built-in UI font.  On some platforms 'fontname' can be a system font
1088          name (TTF) instead of a (BDF) font file. The default is 'default' (use
1089      the OSD-determined default font).
1090
1091  -ramsize [n]
1092
1093          Allows you to change the default RAM size (if supported by driver).
1094
1095  -confirm_quit
1096
1097          Display a Confirm Quit dialong to screen on exit, requiring one extra
1098          step to exit MAME.  The default is OFF (-noconfirm_quit).
1099
1100  -ui_mouse
1101
1102          Displays a mouse cursor when using the built-in UI for MAME.  The default
1103          is (-noui_mouse).