advmame GAME [-default] [-remove] [-cfg FILE] [-log] [-listxml] [-record FILE] [-playback FILE] [-version] [-help]
advmess MACHINE [images...] [-default] [-remove] [-cfg FILE] [-log] [-listxml] [-record FILE] [-playback FILE] [-version] [-help]
The major features are:
The sections of this document are:
ESC | Exit. | |
F1 | Help. | |
TAB | Main Menu. | |
F2 | Test/Service Switch. | |
F3 | Reset the game. | |
F7 | Load a game state. | |
SHIFT + F7 | Save a gam state. | |
F8 | Decrease the frame skip value. | |
F9 | Increase the frame skip value. | |
F10 | Speed throttle. | |
F11 | Display the frame per second. | |
F12 | Save a snapshot. | |
P | Pause. | |
PAD * | Turbo mode until pressed. | |
PAD / | Cocktail mode (flip the screen vertically). | |
PAD | - Mark the current time as the startup time of the game. | |
CTRL + ENTER | Start the sound and video recording. | |
ENTER | Stop the sound and video recording. | |
, | Previous video mode. | |
. | Next video mode. | |
TILDE | Volume Menu. |
for player 1 you can use the keys:
1 | Play. | |
5 | Insert coin. | |
ARROW | Move. | |
CTRL | First button. | |
ALT | Second button. | |
SPACE | Third button. |
for player 2 you can use the keys:
2 | Play. | |
6 | Insert coin. | |
R, F, D, G | Move. | |
A | First button. | |
S | Second button. | |
Q | Third button. |
for AdvanceMESS are available also the following keys:
ScrollLock | Switch to partial keyboard emulation which lets you use keys like TAB, ALT and CTRL. |
GAME/MACHINE |
The game or machine to emulate. If the specified GAME/MACHINE is unknown, a list of possible `guesses' is printed. |
-default |
Add to the configuration file all the missing options with default values. |
-remove |
Remove from the configuration file all the options with default values. |
-cfg FILE |
Select an alternate configuration file. In Linux and Mac OS X the you can prefix the file name with "./" to load it from the current directory. |
-log |
A very detailed log of operations is saved in a `.log' file. Very useful for debugging problems. |
-listxml |
Outputs the internal MAME database in XML format. |
-record FILE |
Record all the game inputs in the specified file. The file is saved in the directory specified by the `dir_inp' configuration option. |
-playback FILE |
Play back the previously recorded game inputs in the specified file. |
-version |
Print the version number, the low-level device drivers supported and the configuration directories. |
-help |
Print a short command line help. |
On the command line you can also specify all configuration options with the format -OPTION ARGUMENT. For boolean options you don't need to specify the argument but you must use the -OPTION or -noOPTION format. For example:
advmame pacman -device_sound sb -nodisplay_scanlines |
You can use short options if they are unambiguous. You can remove any prefix tag separated with `_' or truncate it. For example `-dev_cartdrige' can be written as `-dev_cart', `-cartdrige', `-cart', ...
In Linux and Mac OS X you can also use `--' before options instead of `-'. In DOS and Windows you can also use `/'.
You can control how the video modes are generated with the `display_adjust' option. More details are in the `install.txt' file.
You can select the desired video mode, the resize type and the video effects.
The selected option is displayed at the right side of the menu, the effective value used for the option is displayed in `[]'.
There are four stretch types: `none', `integer', `mixed', `fractional'. You can control the type of stretching with the `display_resize' option.
The `none' option simply disables any type of stretching. The `integer' option allows only integer stretching in the horizontal and vertical directions. For example 1x2, 2x1, 2x2. The `mixed' option allows integer stretching in the horizontal direction and fractional stretching in the vertical direction. For example 1x1.23, 2x1.18. The `fractional' option allows fractional stretching in any directions. For example 1.08x1.08, 1.34x1.78.
Usually the best choice is the `mixed' option. It's very fast and the image quality doesn't suffer too much.
There are a lot of video effects: `none', `max', `mean', `filter', `scale', `lq' and `hq'. You can select the favorite effect with the `display_resizeeffect' option.
The `none' effect simply duplicates and removes rows and lines when the image is stretched. The `max' effect tries to save the image details checking the luminosity of the pixels in stretching. It ensures to have vertical and horizontal lines always of the same thickness. The `mean' effect tries to save the image details displaying the mean color of the pixels in stretching. The `filter' effect applies a generic blur filter computing the mean color in the horizontal and vertical directions. The best results are when the image is stretched almost by a double factor. When the image is enlarged the filter is applied after stretching; when reduced, it's applied before. The `scale', `lq' and `hq' effects add missing pixels trying to match the image patterns.
The `mean' and `filter' effects work only in RGB video modes (not palettized).
The `scale', `lq' and `hq' effects work only if the image is magnified. To enable it you should also use the `magnify' option.
You can simulate the RGB triads of the screen or the vertical and horizontal scanlines.
If you choose `auto', the best video mode is chosen automatically.
You can change the active video mode pressing `,' and `.' when in game play.
You can force a specific video mode with the option `display_mode'.
More details are in the `script.txt' file.
But if you want, you can permit a small aspect error to enlarge the effective game image on the screen. It's very useful to display vertical games on horizontal monitors and vice versa.
More details are in the description of the `display_expand' option.
You can play the game in a faster way, change arbitrarily the frame rate, skip the game startup process at the maximum speed, or skip the game animations pressing a key.
Press `asterisk_pad' to enable the `turbo' mode. Press `minus_pad' to mark the time of the real game start. The next time the game is started, it will execute very fast until this time.
More details are in the description of the `sync_fps', `sync_speed', `sync_turbospeed' and `sync_startuptime' options.
The video and audio synchronization uses an advanced algorithm, which ensure always the best performance.
The program continuously measures the time required to compute a frame and continuously adapt the number of frame to skip and to draw.
If it detects that you have system too slow to play the game at full speed, it automatically disables any frame skipping.
If the underline Operand System allows that, AdvanceMAME release the CPU when it isn't used after computing each frame reducing the CPU occupation. For example this happen on Linux 2.6 which has a 3ms delay granularity, but not in Linux 2.4 which has a 20ms granularity.
An equalizer and a spectrum analyzer are also available.
More details are in the description of the `sound_normalize' and `sound_equalizer' options.
For some supported games you can force the display of an exit menu during the game play to prevent unwanted exit.
More details are in the description of the `misc_safequit', and `input_idleexit' options.
More details are in the description of the `input_map' option.
More details are in the description of the `record_*' options.
This means that the interface doesn't have applied the same video effects of the game, it isn't limited on the game area, it isn't recorded on video clips and you can customize the font.
Also, True Type fonts with alpha blending are supported.
More details are in the description of the `ui_*' options.
The default image is a standard keyboard, with the used keys highlighted. If you have an Arcade cabinet you can create your personalized control image and select each region to highlight.
Press `f1' on the game play to display it.
More details are in the description of the `ui_help*' options.
This allows to view, edit and copy any customization manually. They are also more compact because only the difference from the default is saved.
They are independent of the internal MAME structure, so, when it changes, you don't lose the customizations.
More details are in the description of the `input_setting', `input_dipswitch', `input_configswitch' options.
Press `slash_pad' to flip the screen.
More details are in the description of the `misc_diffucilty' and `misc_freeplay' options.
Depending on the type of your video drivers you can sometimes edit the prefixed list of video modes.
The TV support depends on the video drivers of your board and it's generally limited at the interlaced mode 640x480. Arcade monitors are used as NTSC TVs.
Generally this port is limited by Windows to get the best from your monitor.
The Arcade/TV support is limited at the mode 640x480 for the ATI boards.
AdvanceMAME has also some unique features like `scale', `lq', `hq', `filter' and `rgb' effects, turbo mode, scripts, SMP, 8 bit depth and much more.
In Linux and Mac OS X the configuration options are read from the files `advmame.rc' and `advmess.rc' in the $host, $data and the $home directory. The $host directory is `$SYSCONFDIR', where $SYSCONFDIR is the `sysconfdir' directory configured with the `configure' script. The default is `/usr/local/etc'. The $data directory is `$DATADIR/advance', where $DATADIR is the `datadir' directory configured with the `configure' script. The default is `/usr/local/share'. The $home directory is `$ADVANCE', where $ADVANCE is the value of the ADVANCE environment variable when the program is run. If the ADVANCE environment variable is missing the $home directory is `$HOME/.advance' where $HOME is the value of the HOME environment variable. If both the ADVANCE and HOME environment variables are missing the $data directory became also the $home directory.
The priority of the options is in the order: $host, $home and $data.
The $home directory is also used to write all the information by the program. The files in the $host and $data directory are only read.
You can include an additional configuration files with the `include' option. In DOS and Windows the files are searched in the current directory. In Linux and Mac OS X the files are searched in the $home directory if they are expressed as a relative path. You can force the search in the current directory prefixing the file with `./'. To include more than one file you must divide the names with `;' in DOS and Windows, and with `:' in Linux and Mac OS X.
You can force the creation of a default configuration file with the command line option `-default'.
In the configuration file the options are specified in this format:
[SECTION/]OPTION VALUE |
If the SECTION is omitted the `' (empty) section is assumed.
You can split long options in a multi-line format ending the line with the char `\':
[SECTION/]OPTION FIRST_LINE \ SECOND_LINE \ ... \ LAST_LINE |
When you run a game every option is read in different sections in the following order:
`SYSTEM[SOFTWARE]' | The short system name and the loaded software on the command line, like `ti99_4a[ti-inva]', `a7800[digdug]' and `nes[commando]'. | |
`GAME' | The short game (or system) name, like `pacman', `ti99_4a' and `nes'. | |
`PARENT' | If present, the parent name of the game, like `puckman'. | |
`BIOS' | If present, the bios name of the game, like `neogeo'. | |
`RESOLUTIONxCLOCK' | The resolution and the clock of the game, like `244x288x60' for raster games or `vector' for vector games. If the vertical clock is a real value, it's rounded downwards to the nearest integer. | |
`RESOLUTION' | The resolution of the game, like `244x288' for raster games or `vector' for vector games. | |
`ORIENTATION' | The game orientation. One of `vertical', `horizontal'. | |
`CONTROLLER' | The game input device. One of `joy4way', `joy8way', `doublejoy4way', `doublejoy8way', `paddle', `dial', `trackball', `stick', `lightgun', `mouse'. | |
`Nplayer' | Number of players in the game. One of `1player', `2player', `3player', ... | |
`' | The default empty section. |
For example for the game `pacman' the following sections are read: `pacman', `puckman', `224x288x60', `224x288', `vertical', `joy4way', `2player' and `'.
You can override any global options inserting new options in any of the sections of the game.
For example:
display_scanlines no pacman/display_scanlines yes 244x288x60/display_scanlines yes vertical/display_ror yes horizontal/display_ror no |
dev_COMMAND FILE
Commands:
cartridge | Load a cartridge. | |
floppydisk | Load a floppydisk. | |
harddisk | Load an harddisk. | |
cylinder | Load a cylinder. | |
cassette | Load a cassette. | |
punchcard | Load a punchcard. | |
punchtape | Load a punchtape. | |
printer | Load a printer. | |
serial | Load a serial. | |
parallel | Load a parallel. | |
snapshot | Load a snapshot. | |
quickload | Load a quickload. |
Examples:
advmess ti99_4a -dev_cartridge attackg.bin advmess ti99_4a -cart alpinerc.bin -cart alpinerg.bin |
dir_* DIR[;DIR]... (DOS, Windows) dir_* DIR[:DIR]... (Linux, Mac OS X)
Options:
dir_rom | Multi directory specification for the AdvanceMAME `rom' files and AdvanceMESS `bios' files. | |
dir_image | Multi directory specification for the chd/disk/cartdrige/... image files. | |
dir_diff | Multi directory specification for the disk image differential files. | |
dir_sample | Multi directory specification for the zipped `sample' files. Only the zipped format is supported. | |
dir_artwork | Multi directory specification for the zipped `artwork' files. Only the zipped format is supported. | |
dir_nvram | Single directory for `nvram' files. | |
dir_memcard | Single directory for `memcard' files. | |
dir_hi | Single directory for `hi' files. | |
dir_inp | Single directory for `inp' files. | |
dir_sta | Single directory for `sta' files. | |
dir_snap | Single directory for the `snapshot' files. | |
dir_crc | Single directory for the `crc' files. |
Defaults for DOS and Windows:
dir_rom | rom | |
dir_image | image | |
dir_diff | diff | |
dir_sample | sample | |
dir_artwork | artwork | |
dir_nvram | nvram | |
dir_memcard | memcard | |
dir_hi | hi | |
dir_inp | inp | |
dir_sta | sta | |
dir_snap | snap | |
dir_crc | crc |
Defaults for Linux and Mac OS X:
dir_rom | $home/rom:$data/rom | |
dir_image | $home/image:$data/image | |
dir_diff | $home/image:$data/diff | |
dir_sample | $home/sample:$data/sample | |
dir_artwork | $home/artwork:$data/artwork | |
dir_nvram | $home/nvram | |
dir_memcard | $home/memcard | |
dir_hi | $home/hi | |
dir_inp | $home/inp | |
dir_sta | $home/sta | |
dir_snap | $home/snap | |
dir_crc | $home/crc |
If a not absolute dir is specified, in Linux and Mac OS X it's expanded as "$home/DIR:$data/DIR". In DOS and Windows it's maintained relative.
For the `dir_rom' and `dir_image' the following file combinations are tried:
Where DIR is substituted with the directories specified, GAME is the name of the game or machine emulated, ROM is the rom name and EXT is the rom extension.
For the files searched in the `dir_image' option you can also specify a different zip name prefixing the rom name with the zip name without extension and the `=' char. For example to run the `ti99_4a' emulator and load the cartdriges `alpinerc.bin' and `alpinerg.bin' both contained in the zip file `alpiner.zip' you can use this syntax:
advmess ti99_4a -cart alpiner=alpinerc.bin -cart alpiner=alpinerg.bin |
This feature is used automatically by AdvanceMENU to correctly run AdvanceMESS software in zip files.
All the `device_video_*' options described in the `advdev.txt' file can be used.
If you use a `System' video driver, you don't need to set these options. They are mostly ignored.
With a `Generate' video drivers these options are used to select and create the correct video mode. They are mandatory. You can use the `advcfg' utility to set them interactively.
display_mode auto | MODELINE_NAME
Options:
MODELINE_NAME | Specific modeline, as named with the `advv' utility. | |
auto | Automatically chooses the best modeline available (default). |
For an introduction on how the program operates on video mode, you can see the `install.txt' file.
display_adjust none | x | clock | xclock | generate_exact | generate_y | generate_clock | generate_clocky | generate_yclock
Options:
none | No automatic video mode creation. Use only the available modelines (default). | |
x | Adjusts the available modeline horizontal resolution to match the game image's size. The stretched modeline keeps all the clock attributes of the original modeline. Also all other modeline attributes, like doublescan and interlace, are maintained. | |
clock | Adjusts the available modeline's vertical clock to match the game's frame rate. | |
xclock | Adjusts the available modeline's horizontal resolution and the vertical clock. | |
generate_exact | Creates automatically some new modelines using the format specified on the `device_video_format' option. The generated modelines will be named `generate-*'. Check the `advdef.txt' file for the description of the `device_video_format' option or simply use the `advcfg' utility to set it up correctly. If the `device_video_format' option isn't specified a default value for your monitor clock limits is guessed. | |
generate_y | Like generate_exact, and it allows generating modes with a wrong vertical size if a perfect mode is not possible. | |
generate_clock | Like generate_exact, and it allows generating modes with a vertical clock different than the game original clock if a perfect mode is not possible. | |
generate_yclock | Like generate_exact, and it allows generating modes with a wrong vertical clock and/or size if a perfect mode is not possible. Modes with a correct size are favorite over mode than a correct clock. | |
generate_clocky | Like generate_exact, and it allows generating modes with a wrong vertical clock and/or size if a perfect mode is not possible. Modes with a correct clock are favorite over mode with a correct size. |
The `generate' options are able to create at runtime all the required modelines. You don't need to create a list of modelines manually.
The not `generate' options use only the modelines defined with the `device_video_modeline' option in the configuration file. You can add them manually or using the `advv' utility. Check the `advdev.txt' file for more details on the `device_video_modeline' option.
Of all the `generate' options, the `generate_yclock' is the suggested and the most powerful. The `advcfg' utility always sets the `generate_yclock' option in your configuration file.
Of all the not `generate' options, the `xclock' is the suggested and the most powerful.
If you can't get good result with the `generate' options you should create a list of modelines and try with the `xclock' value. You don't need to duplicate the same modeline with different horizontal resolutions and/or the clocks, because the `xclock' value allows the program to adjust them. Instead, you should create a wide set of different vertical resolutions on which the video mode can be chosen. A good choice is to create all the resolutions with a step of 16 rows.
display_color auto | palette8 | bgr8 | bgr15 | bgr16 | bgr32 | yuy2
Options:
auto | Automatically choose the best option. | |
palette8 | Palettized 8 bits mode. | |
bgr8 | RGB 8 bits mode. | |
bgr15 | RGB 15 bits mode. | |
bgr16 | RGB 16 bits mode. | |
bgr32 | RGB 32 bits mode. | |
yuy2 | YUV mode in the YUY2 format. |
Note that the 24 bit color mode isn't supported.
The modes are called bgr because in the video memory the order of the color channel is: Blue, Green, Red.
display_resize none | integer | mixed | fractional
Options:
none | Original size. | |
integer | Integer stretch, i.e. x2, x3, x4,... | |
mixed | Integer horizontal stretch and fractional vertical stretch. | |
fractional | Fractional stretch (default). |
The `fractional' option involves a slowdown, so the `mixed' option is the default.
Examples:
display_resize mixed |
display_magnify auto | 1 | 2 | 3 | 4
Options:
auto | Double or triplicate the size if the resulting video mode width is smaller than 512 pixels. | |
1 | Normal size (default). | |
2 | Double size. | |
3 | Triple size. | |
4 | Quadruple size. |
display_scanlines yes | no
Options:
yes | Try to select a singlescan video mode. | |
no | Try to select a doublescan video mode (default). |
display_buffer yes | no
Options:
no | Doesn't use any buffering (default). | |
yes | Use the best buffering available. |
display_vsync yes | no
Options:
no | Use the timer. | |
yes | Use the video refresh rate (default). |
You can enable or disable it also on the runtime Video menu.
display_restore yes | no
Options:
yes | Resets to text mode (default). | |
no | Doesn't change the video mode. |
display_frameskip auto | FACTOR
Options:
auto | Auto frame skip (default). | |
FACTOR | Float factor for the fraction of frames to display. From 0 to 1. To completely disable the frame skipping use the value 1. |
Use `f11' to display the speed your computer is actually reaching. If it is below 100%, increase the frame skip value. You can press `f8/f9' to change frame skip while running the game. When set to auto (default), the frame skip setting is dynamically adjusted during runtime to display the maximum possible frames without dropping below the 100% speed. Pressing `f10' you can enable and disable the throttle synchronization.
Examples:
display_frameskip 0.5 |
display_expand FACTOR
Options:
FACTOR | Expansion float factor from 1.0 to 2.0 (default 1.0). |
Examples:
display_expand 1.15 |
display_aspectx INT display_aspecty INT
Options:
INT | Integer number starting from 1 (default 4 and 3). |
For 16/9 TV you can use the 16 and 9 values. For truly vertical monitors (not horizontal monitors rotated) you can simply swap the values, for example 3 and 4 instead of 4 and 3.
Examples:
display_aspectx 16 display_aspecty 9 |
display_ror yes | no display_rol yes | no display_flipx yes | no display_flipy yes | no
Examples:
To rotate left vertical games: |
vertical/display_rol yes |
display_skiplines auto | SKIPLINES display_skipcolumns auto | SKIPCOLUMNS
Options:
auto | Auto center (default). | |
SKIPLINES | Lines to skip. | |
SKIPCOLUMNS | Columns to skip. |
display_resizeeffect auto | none | max | mean | filter | scale | lq | hq
Options:
auto | Selects automatically the best effect (default). This selection is list based, and may be incomplete. If the scale factor is 2, 3 o 4 the `scale' effect is selected. On the other cases the `mean' or `max' effect is selected. | |
none | Simply removes or duplicates lines as required. | |
max | In reduction merges consecutive columns and rows using the lightest pixels versus the darkest. In expansion duplicate columns and rows using the darkest pixels versus the lightest. Supported in both rgb and palette video modes. It works best for the games with black background or without scrolling. Like "Pac-Man". This effect ensures to have always rows and columns of the same thickness. | |
mean | In reduction it merges columns and rows using the mean color of the pixels. In expansion it adds columns and rows that are the mean of previous and next lines. Supported only in rgb video modes. It works best for the games with animated or scrolling background. Like "1941". | |
filter | It removes or duplicates columns and rows with a low pass filter in the x and the y directions. It's a simple FIR filter with two points of equal value. Supported only in rgb video modes. | |
scale | It adds the missing pixels matching the original bitmap pattern. It doesn't interpolate pixels and it compares colors for equality. If works only for expansion factor of 2, 3 and 4. | |
lq | It adds the missing pixels matching the original bitmap pattern. It uses a deeper analysis than `scale'. It interpolates pixels and it compares colors for equality. It works only for expansion factor of 2, 3 and 4, and only in rgb modes at 15, 16 and 32 bits per pixel. | |
hq | It adds the missing pixels matching the original bitmap pattern. It uses a deeper analysis than `scale'. It interpolates pixels and it compares colors for distance. It works only for expansion factor of 2, 3 and 4, and only in rgb modes at 15, 16 and 32 bits per pixel. |
display_rgbeffect none | triad3dot | triad6dot | triad16dot | triadstrong3dot | triadstrong6dot | triadstrong16dot | scan2vert | scan3vert | scan2horz | scan3horz.
Options:
none | No effect (default). | |
triad3dot | RGB triad of 3 pixels. | |
triad6dot | RGB triad of 6 pixels. | |
triad16dot | RGB triad of 16 pixels. | |
triadstrong3dot | RGB strong triad of 3 pixels. | |
triadstrong6dot | RGB strong triad of 6 pixels. | |
triadstrong16dot | RGB strong triad of 16 pixels. | |
scan2vert | Scanline of 2 vertical lines. | |
scan3vert | Scanline of 3 vertical lines. | |
scan2horz | Scanline of 2 horizontal lines. | |
scan3horz | Scanline of 3 horizontal lines. |
display_interlaceeffect none | even | odd | filter
Options:
none | No effect (default). | |
even | Swap the even rows. | |
odd | Swap the odd rows. | |
filter | Apply a vertical filter. |
If your monitor uses a swapped order for interlaced rows, using the `even' or `odd' effect you can probably fix the image.
The effects operate on the rows in the following way:
Row Even Odd Filter A A A A B B A B+A C A C C+B D D B D+C E C E E+D F F D F+E G E G G+F H H F H+G |
display_brightness FACTOR
Options:
FACTOR | Brightness float factor (default 1.0). |
display_gamma FACTOR
Options:
FACTOR | Gamma float factor (default 1.0). |
display_pausebrightness FACTOR
Options:
FACTOR | Float brightness factor. From 0.0 to 1.0 (default 1.0). |
Examples:
display_pausebrightness 0.6 |
display_artwork_backdrop yes | no display_artwork_overlay yes | no display_artwork_bezel yes | no
Options:
yes | Enables the artwork (default for backdrop and overlay). | |
no | Doesn't display the artwork (default for bezel). |
display_artwork_crop yes | no
Options:
yes | Crops the artwork (default). | |
no | Doesn't crop the artwork. |
display_antialias yes | no
Options:
yes | Anti-aliasing enabled (default) | |
no | Anti-aliasing disabled. |
display_beam SIZE
Options:
SIZE | A float in the range of 1.0 through 16.0 (default 1.0). |
display_flicker FACTOR
Options:
FACTOR | A float in the range 0.0 - 100.0 (default 0). |
display_translucency yes | no
display_intensity FACTOR
Options:
FACTOR | A float in the range 0.5 - 3.0 (default 1.5). |
All the `device_sound_*' options defined in the `advdev.txt' file can be used.
sound_mode auto | mono | stereo | surround
Options:
auto | Use mono if the emulated game is mono or stereo if it's stereo (default). | |
mono | Use always mono. The game stereo channels are mixed. | |
stereo | Use always stereo. The game mono channel is duplicated. | |
surround | Use a fake surround effect. With stereo games the right channel plays part of the left channel as negate samples and vice-versa. With mono games the left channel is the negation of the right channel. This means that with surround enabled the output is always stereo. If you use mono headphones, the effect will not work and you will hear silence or an attenuated sound. |
sound_samplerate RATE
Options:
RATE | Sample rate. Common values are 11025, 22050, 44100 and 48000 (default 44100). |
If the sound driver doesn't support the specified sample rate a different value is selected.
sound_volume VOLUME
Options:
VOLUME | The volume attenuation in dB (default -3). The attenuation is a negative value from -40 to 0. |
Examples:
sound_volume -5 |
sound_adjust auto | VOLUME
Options:
auto | Get the value for the current game from an internal database. | |
VOLUME | The volume gain in dB (default 0). The gain is a positive value from 0 to 40. If the `sound_normalize' option is active the volume is automatically updated in the game play. |
Examples:
sound_adjust 16 |
sound_normalize yes | no
Precisely, the program continously measures the normalized sound power adjusting it with the Fletcher-Munson "Equal Loudness Courve" at 80 dB to remove inaudible frequencies. It tries to keep constant the 95% median power of the last 3 minutes.
For more details check:
http://replaygain.hydrogenaudio.org/equal_loudness.html
|
Options:
yes | Enable the volume normalization (default). | |
no | Disable it. |
sound_equalizer_lowvolume VOLUME sound_equalizer_midvolume VOLUME sound_equalizer_highvolume VOLUME
Options:
VOLUME | The volume gain in dB (default 0). The gain is a integer value from -20 to 20. |
sound_latency TIME
Options:
TIME | Latency in seconds from 0 to 2.0 (default 0.05). |
If in the game play you hear some sound ticks you can try to increase the latency. Try doubling the value until the ticks go away.
All the `device_keyboard/joystick/mouse_*' options defined in the `advdev.txt' file can be used.
input_steadykey yes | no
Options:
no | Standard key recognition (default). | |
yes | Wait until the keyboard state is stabilized before report any key change. |
input_hotkey yes | no
Options:
no | No hot key recognition. | |
yes | Hot key recognition (default). |
In DOS the hotkey recognized are:
CTRL+ALT+DEL | Reset. | |
CTRL+ALT+END | Quit. | |
CTRL+BREAK (Pause) | Break. |
In Linux the hotkey recognized generally are:
CTRL+C | Break. | |
ALT+Fx | Change virtual console. |
input_idleexit TIME
Options:
TIME | Number of seconds to wait, if 0 (default) never exits automatically. |
input_map[ANALOG] auto | [[-]joystick[JOY,CONTROL,AXE]] [[-]mouse[MOUSE,AXE]] [[-]joystick_ball[JOY,AXE]] ...
The default is always `auto'.
Options:
ANALOG | Player analog control. One of: p1_paddlex, p2_paddlex, p3_paddlex, p4_paddlex, p1_paddley, p2_paddley, p3_paddley, p4_paddley, p1_stickx, p2_stickx, p3_stickx, p4_stickx, p1_sticky, p2_sticky, p3_sticky, p4_sticky, p1_stickz, p2_stickz, p3_stickz, p4_stickz, p1_lightgunx, p2_lightgunx, p3_lightgunx, p4_lightgunx, p1_lightguny, p2_lightguny, p3_lightguny, p4_lightguny, p1_pedalgas, p2_pedalgas, p3_pedalgas, p4_pedalgas, p1_pedalbrake, p2_pedalbrake, p3_pedalbrake, p4_pedalbrake, p1_pedalother, p2_pedalother, p3_pedalother, p4_pedalother, p1_dialx, p2_dialx, p3_dialx, p4_dialx, p1_dialy, p2_dialy, p3_dialy, p4_dialy, p1_trackballx, p2_trackballx, p3_trackballx, p4_trackballx, p1_trackbally, p2_trackbally, p3_trackbally, p4_trackbally, p1_mousex, p2_mousex, p3_mousex, p4_mousex, p1_mousey, p2_mousey, p3_mousey, p4_mousey. | |
- | Invert the direction of the movement. | |
JOY | Number of physical joystick: 0, 1, 2, 3, ... | |
MOUSE | Number of physical mouse: 0, 1, 2, 3, ... | |
CONTROL | Number or name of physical control of the joystick: 0, 1, 2, 3, ... | |
AXE | Number or name of physical axe of the control: 0, 1, 2, 3 ... |
The `joystick' option is used to reference all the analog controls which report an absolute position. For example stick, lightgun, steering wheel, pedal, throttle and rudder controls.
The `joystick_ball' and `mouse' options are used to reference all the analog controls which reports a relative position. For example trackball, dial and mouse controls. The option `joystick_ball' is for joystick devices which have other relative analog controls. The option `mouse' is for mouse devices which have only relative analog controls.
The exact CONTROL and AXE names can be checked interactively using the `advj' and `advm' utility. `advj' is used for `joystick[]' and `joystick_ball[]' specifications. `advm' is used for `mouse[]' specifications.
The CONTROL names for the `joystick' option are:
stick | Stick. | |
gas | Acceleration pedal. | |
brake | Brake pedal. | |
wheel | Steering wheel. | |
hat, hat2, hat3, hat4 | Hats. | |
throttle | Throttle. | |
rudder | Rudder. | |
misc | Any other. |
The AXE names for the `joystick' option are:
x, y, z | Movement on the X, Y, Z axe. | |
rx, ry, rz | Rotation on the X, Y, Z axe. | |
mono | For all the control with a single axe. |
The AXE names for the `joystick_ball' and `mouse' options are:
x, y, z | Movement on the X, Y, Z axe. | |
wheel | Vertical wheel. | |
hwheel | Horizontal wheel. | |
dial | Dial. | |
misc | Any other. |
The ANALOG controls are always formed with a "player" string and with a "control" strings.
p1_CONTROL | Player 1. | |
p2_CONTROL | Player 2. | |
p3_CONTROL | Player 3. | |
p4_CONTROL | Player 4. | |
PLAYER_paddlex | Paddle in horizontal direction. | |
PLAYER_paddley | Paddle in vertical direction. | |
PLAYER_stickx | Stick in horizontal direction. | |
PLAYER_sticky | Stick in vertical direction. | |
PLAYER_stick_z | Stick in z axis direction. | |
PLAYER_lightgunx | Lightgun in horizontal direction. | |
PLAYER_lightguny | Lightgun in vertical direction. | |
PLAYER_pedalgas | Gas pedal. | |
PLAYER_pedalbrake | Brake pedal. | |
PLAYER_pedalother | Other pedal. | |
PLAYER_dialx | Dial in horizontal direction. | |
PLAYER_dialy | Dial in vertical direction. | |
PLAYER_trackballx | Trackball in horizontal direction. | |
PLAYER_trackbally | Trackball in vertical direction. | |
PLAYER_mousex | Mouse in horizontal direction. | |
PLAYER_mousey | Mouse in vertical direction. |
Examples:
input_map[p1_stickx] joystick[0,0,x] -joystick[0,1,x] input_map[p1_sticky] joystick[0,0,y] -joystick[0,1,y] input_map[p1_trackballx] mouse[0,x] -mouse[1,x] input_map[p1_trackbally] mouse[0,y] -mouse[1,y] |
If required you can compose the options to get a rotation of 45° of the control. For example:
input_map[p1_stickx] mouse[0,x] mouse[0,y] input_map[p1_sticky] mouse[0,x] -mouse[0,y] |
input_map[DIGITAL] auto | keyboard[KEYBOARD,KEY] | mouse_button[MOUSE,MOUSE_BUTTON] | joystick_button[JOY,JOY_BUTTON] | joystick_digital[JOY,CONTROL,AXE,DIR] | or | not | ...
The default is always `auto' which uses the standard mapping. The previous mapping is always overwritten.
Options:
DIGITAL | Player button, analog simulation, digital or keyboard control. | |
KEYBOARD | Number of physical keyboard: 0, 1, 2, 3, ... | |
KEY | Name of physical key. | |
MOUSE | Number of physical mouse: 0, 1, 2, 3, ... | |
MOUSE_BUTTON | Number or name of a physical mouse button: 0, 1, 2, 3, ... | |
JOY | Number of physical joystick: 0, 1, 2, 3, ... | |
CONTROL | Number or name of physical control of the joystick: 0, 1, 2, 3, ... | |
DIR | Direction of the movement: left, up, right, down. | |
AXE | Number or name of physical axe of the control: 0, 1, 2, 3, ... | |
JOY_BUTTON | Number or name of a physical joystick button: 0, 1, 2, 3, ... | |
or | Or operand. | |
not | Not operand. | |
auto | Use the default mapping. |
The DIGITAL controls are:
p1_up, p2_up, p3_up, p4_up, p1_down, p2_down, p3_down, p4_down, p1_left, p2_left, p3_left, p4_left, p1_right, p2_right, p3_right, p4_right, p1_doubleright_up, p2_doubleright_up, p3_doubleright_up, p4_doubleright_up, p1_doubleright_down, p2_doubleright_down, p3_doubleright_down, p4_doubleright_down, p1_doubleright_left, p2_doubleright_left, p3_doubleright_left, p4_doubleright_left, p1_doubleright_right, p2_doubleright_right, p3_doubleright_right, p4_doubleright_right, p1_doubleleft_up, p2_doubleleft_up, p3_doubleleft_up, p4_doubleleft_up, p1_doubleleft_down, p2_doubleleft_down, p3_doubleleft_down, p4_doubleleft_down, p1_doubleleft_left, p2_doubleleft_left, p3_doubleleft_left, p4_doubleleft_left, p1_doubleleft_right, p2_doubleleft_right, p3_doubleleft_right, p4_doubleleft_right, p1_button1, p2_button1, p3_button1, p4_button1, p1_button2, p2_button2, p3_button2, p4_button2, p1_button3, p2_button3, p3_button3, p4_button3, p1_button4, p2_button4, p3_button4, p4_button4, p1_button5, p2_button5, p3_button5, p4_button5, p1_button6, p2_button6, p3_button6, p4_button6, p1_button7, p2_button7, p3_button7, p4_button7, p1_button8, p2_button8, p3_button8, p4_button8, p1_button9, p2_button9, p3_button9, p4_button9, p1_button10, p2_button10, p3_button10, p4_button10, p1_paddle_left, p1_paddle_right, p2_paddle_left, p2_paddle_right, p3_paddle_left, p3_paddle_right, p4_paddle_left, p4_paddle_right, p1_paddle_up, p1_paddle_down, p2_paddle_up, p2_paddle_down, p3_paddle_up, p3_paddle_down, p4_paddle_up, p4_paddle_down, p1_stick_left, p1_stick_right, p2_stick_left, p2_stick_right, p3_stick_left, p3_stick_right, p4_stick_left, p4_stick_right, p1_stick_up, p1_stick_down, p2_stick_up, p2_stick_down, p3_stick_up, p3_stick_down, p4_stick_up, p4_stick_down, p1_stick_forward, p1_stick_backward, p2_stick_forward, p2_stick_backward, p3_stick_forward, p3_stick_backward, p4_stick_forward, p4_stick_backward, p1_lightgun_left, p1_lightgun_right, p2_lightgun_left, p2_lightgun_right, p3_lightgun_left, p3_lightgun_right, p4_lightgun_left, p4_lightgun_right, p1_lightgun_up, p1_lightgun_down, p2_lightgun_up, p2_lightgun_down, p3_lightgun_up, p3_lightgun_down, p4_lightgun_up, p4_lightgun_down, p1_pedalgas_push, p1_pedalgas_release, p2_pedalgas_push, p2_pedalgas_release, p3_pedalgas_push, p3_pedalgas_release, p4_pedalgas_push, p4_pedalgas_release, p1_pedalbrake_push, p1_pedalbrake_release, p2_pedalbrake_push, p2_pedalbrake_release, p3_pedalbrake_push, p3_pedalbrake_release, p4_pedalbrake_push, p4_pedalbrake_release, p1_pedalother_push, p1_pedalother_release, p2_pedalother_push, p2_pedalother_release, p3_pedalother_push, p3_pedalother_release, p4_pedalother_push, p4_pedalother_release, p1_dial_left, p1_dial_right, p2_dial_left, p2_dial_right, p3_dial_left, p3_dial_right, p4_dial_left, p4_dial_right, p1_dial_up, p1_dial_down, p2_dial_up, p2_dial_down, p3_dial_up, p3_dial_down, p4_dial_up, p4_dial_down, p1_trackball_left, p1_trackball_right, p2_trackball_left, p2_trackball_right, p3_trackball_left, p3_trackball_right, p4_trackball_left, p4_trackball_right, p1_trackball_up, p1_trackball_down, p2_trackball_up, p2_trackball_down, p3_trackball_up, p3_trackball_down, p4_trackball_up, p4_trackball_down, p1_mouse_left, p1_mouse_right, p2_mouse_left, p2_mouse_right, p3_mouse_left, p3_mouse_right, p4_mouse_left, p4_mouse_right, p1_mouse_up, p1_mouse_down, p2_mouse_up, p2_mouse_down, p3_mouse_up, p3_mouse_down, p4_mouse_up, p4_mouse_down, start1, start2, start3, start4, coin1, coin2, coin3, coin4, coin5, coin6, coin7, coin8, bill1, service_coin1, service_coin2, service_coin3, service_coin4, service_coin5, service_coin6, service_coin7, service_coin8, service, tilt, interlock, p1_start, p2_start, p3_start, p4_start, p1_select, p2_select, p3_select, p4_select, ui_mode_next, ui_mode_pred, ui_record_start, ui_record_stop, ui_turbo, ui_cocktail, ui_help, ui_startup, ui_configure, ui_on_screen_display, ui_pause, ui_reset_machine, ui_show_gfx, ui_frameskip_dec, ui_frameskip_inc, ui_throttle, ui_show_fps, ui_snapshot, ui_toggle_cheat, ui_up, ui_down, ui_left, ui_right, ui_select, ui_cancel, ui_pan_up, ui_pan_down, ui_pan_left, ui_pan_right, ui_show_profiler, ui_toggle_ui, ui_toggle_debug, ui_save_state, ui_load_state, ui_add_cheat, ui_delete_cheat, ui_save_cheat, ui_watch_value, ui_edit_cheat, ui_toggle_crosshair, safequit, event1, event2, event3, event4, event5, event6, event7, event8, event9, event10, event11, event12, event13, event14, key_q, key_w, key_e, key_r, key_t, key_y, key_u, key_i, key_o, key_p, key_a, key_s, key_d, key_f, key_g, key_h, key_j, key_k, key_l, key_z, key_x, key_c, key_v, key_b, key_n, key_m, key_pad_0, key_pad_1, key_pad_2, key_pad_3, key_pad_4, key_pad_5, key_pad_6, key_pad_7, key_pad_8, key_pad_9, key_pad_enter, key_pad_minus, key_pad_plus, key_pad_slash, key_pad_colon, key_pad_diesis, key_pad_asterisk, key_0, key_1, key_2, key_3, key_4, key_5, key_6, key_7, key_8, key_9, key_esc, key_enter, key_backspace, key_tab, key_space, key_ins, key_del, key_home, key_end, key_fctn, key_restore, key_store, key_play, key_print, key_hold, key_rew, key_record, key_break, key_graph, key_pause, key_menu, key_stop, key_again, key_undo, key_move, key_copy, key_open, key_edit, key_paste, key_find, key_cut, key_help, key_back, key_forward, key_capslock, key_scrlock, key_numlock, key_quickload, key_pgup, key_pgdn, key_backquote, key_minus, key_plus, key_asterisk, key_equals, key_openbrace, key_closebrace, key_semicolon, key_quote, key_backslash, key_less, key_comma, key_period, key_slash, key_colon, key_pound, key_doublequote, key_diesis, key_lshift, key_rshift, key_lctrl, key_rctrl, key_lalt, key_ralt, key_ctrl, key_alt, key_shift, key_left, key_right, key_up, key_down, key_f1, key_f2, key_f3, key_f4, key_f5, key_f6, key_f7, key_f8, key_f9, key_f10, key_f11, key_f12, key_f13, key_f14, key_f15, key_f16, key_f17, key_f18, key_f19, key_f20, key_f21, key_f22, key_f23, key_f24. |
Note that the p*_start, p*_select and key_* controls are avaiable only in MESS.
The MOUSE_BUTTON names can be checked using the `advm' utility. Generally they are:
left, right, middle | Standard buttons. | |
side | Side button. | |
extra | Extra button. | |
forward | Forward button. | |
back | Back button. | |
fourth, fifth, sixth | Misc buttons. |
The KEY names can be checked using the `advk' utility. Generally they are:
a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, n0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0_pad, 1_pad, 2_pad, 3_pad, 4_pad, 5_pad, 6_pad, 7_pad, 8_pad, 9_pad, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, esc, backquote, minus, equals, backspace, tab, openbrace, closebrace, enter, semicolon, quote, backslash, less, comma, period, slash, space, insert, del, home, end, pgup, pgdn, left, right, up, down, slash_pad, asterisk_pad, minus_pad, plus_pad, period_pad, enter_pad, prtscr, pause, lshift, rshift, lcontrol, rcontrol, lalt, ralt, lwin, rwin, menu, scrlock, numlock, capslock, stop, again, props, undo, front, copy, open, paste, find, cut, help, calc, setup, sleep, wakeup, file, sendfile, deletefile, xfer, prog1, prog2, www, msdos, coffee, direction, cyclewindows, mail, bookmarks, computer, back, forward, closecd, ejectcd, ejectclosecd, nextsong, playpause, previoussong, stopcd, record, rewind, phone, iso, config, homepage, refresh, exit, move, edit, scrollup, scrolldown, leftparen_pad, rightparen_pad, intl1, intl2, intl3, intl4, intl5, intl6, intl7, intl8, intl9, lang1, lang2, lang3, lang4, lang5, lang6, lang7, lang8, lang9, playcd, pausecd, prog3, prog4, suspend, close, brightnessdown, brightnessup, macro, mute, volumedown, volumeup, power, compose, f13, f14, f15, f16, f17, f18, f19, f20, f21, f22, f23, f24. |
You can also specify a numerical scancode N in the form: `scanN'.
The JOY_BUTTON button names can be checked using the `advj' utility. Generally they are:
trigger | Joystick trigger button. | |
top, top2 | Joystick top buttons. | |
thumb, thumb2 | Joystick thumb buttons. | |
pinkie | Joystick pinkie button. | |
base, base2, base3, base4, base5, base6 | Joystick base buttons. | |
dead | Joystick dead button. | |
a, b, c, x, y, z | GamePad buttons. | |
tl, tr, tl2, tr2 | GamePad top (left/right) buttons. | |
thumbl thumbr | GamePad thumb (left/right) buttons. | |
select, start, mode | GamePad extra buttons. | |
gear_up, gear_down | Wheel gear buttons. | |
left, right, middle | Ball standard buttons. | |
side | Ball side button. | |
extra | Ball extra button. | |
forward | Ball forward button. | |
back | Ball back button. | |
fourth, fifth, sixth | Ball misc buttons. | |
0, 1, 2, 3, 4, 5, 6, 7, 8, 9 | Misc buttons. |
Examples:
input_map[p1_left] keyboard[0,left] or joystick_digital[0,stick,x,left] input_map[p1_right] keyboard[0,right] or joystick_digital[0,stick,x,right] input_map[p1_button1] keyboard[0,lshit] or joystick_button[0,trigger] |
input_name (keyboard[KEYBOARD,KEY] | mouse_button[MOUSE,MOUSE_BUTTON] | joystick_button[JOY,JOY_BUTTON] | joystick_digital[JOY,CONTROL,AXE,DIR]) NAME
Options:
KEY | Name of physical key. | |
MOUSE | Number of physical mouse: 0, 1, 2, 3, ... | |
MOUSE_BUTTON | Number or name of a physical mouse button: 0, 1, 2, 3, ... | |
JOY | Number of physical joystick: 0, 1, 2, 3, ... | |
CONTROL | Number or name of physical control of the joystick: 0, 1, 2, 3, ... | |
DIR | Direction of the movement: left, up, right, down. | |
AXE | Number or name of physical axe of the control: 0, 1, 2, 3, ... | |
JOY_BUTTON | Number or name of a physical joystick button: 0, 1, 2, 3, ... | |
NAME | Display name for digital input. |
See input_map for valid KEY, MOUSE_BUTTON, CONTROL, JOY_BUTTON names.
Examples:
input_name keyboard[0,lcontrol] Blue input_name joystick_digital[0,stick,x,right] Right |
input_setting[NAME] SETTING
input_dipswitch[NAME] SETTING
input_configswitch[NAME] SETTING
ui_helpimage auto | FILE
Options:
auto | Use the internal help image. With this option all the ui_helptag options are ignored. | |
FILE | Load an arbitrary image from a file. |
The data used for the default image is in the `contrib/help' dir.
ui_helptag (keyboard[KEYBOARD,KEY] | mouse_button[MOUSE,MOUSE_BUTTON] | joystick_button[JOY,JOY_BUTTON] | joystick_digital[JOY,CONTROL,AXE,DIR]) X Y DX DY
Options:
keyboard/mouse_*/joystick_* | One digital input. Like the input_map option. | |
X, Y | The upper/left position in the image of the input range. | |
DX, DY | The size in pixel of the input range. |
Examples:
ui_helptag keyboard[0,esc] 6 5 12 12 ui_helptag keyboard[0,f1] 26 5 12 12 ui_helptag keyboard[0,f2] 38 5 12 12 ui_helptag keyboard[0,f3] 50 5 12 12 ui_helptag keyboard[0,f4] 62 5 12 12 ui_helptag keyboard[0,f5] 81 5 12 12 ui_helptag keyboard[0,f6] 93 5 12 12 ui_helptag keyboard[0,f7] 105 5 12 12 ui_helptag keyboard[0,f8] 117 5 12 12 ui_helptag keyboard[0,f9] 137 5 12 12 ui_helptag keyboard[0,f10] 149 5 12 12 |
The data used for the default image is in the `contrib/help' dir.
ui_font auto | "FILE"
Options:
auto | Use the built-in font (default). | |
FILE | Font file path. |
The TrueType (TTF) format is supported only if the program is compiled with the FreeType2 library.
ui_fontsize auto | ROWS [COLS]
Options:
auto | Automatically compute the size (default). | |
ROWS | Number of text rows. | |
COLS | Number of text columns. If omitted, it's computed from the number of rows. |
ui_color[TAG] FOREGROUND BACKGROUND
Tags:
interface | Main inteface color. | |
tag | Highlight tags. | |
select | Selected menu entries. | |
help_p1 | Help color for player 1 controls. | |
help_p2 | Help color for player 2 controls. | |
help_p3 | Help color for player 3 controls. | |
help_p4 | Help color for player 4 controls. | |
help_other | Help color for other controls |
Options:
FOREGROUND | Foreground color in RRGGBB hex format. For example FF0000 is red and 00FF00 is green. | |
BACKGROUND | Background color. Like foreground color. |
ui_translucency FACTOR
Options:
FACTOR | Translucency factor from 0 to 1 (default 0.8). |
The translucency ha no effect on the 8 bits palettized video modes.
To start the recording press `left_ctrl+enter'. To end the recording and to save the clip press `enter'. If you press the start key more than one time the recording starts from the last press.
record_sound yes | no
The sound clip is saved in the `dir_snap' directory (like the snapshot images) in `.wav' format. Specifically the `WAV PCM 16 bit' format is used. The sample rate used is the same sample rate specified with the `sound_samplerate' option.
The clip is saved without compression and without any volume adjustment. You should use an external utility to adjust the volume and compress the resulting file.
record_video yes | no
The video clip is saved in the `dir_snap' directory (like the snapshot images) in `.mng' format. The `MNG-LC' (Low Complexity) subformat is used.
The clip is saved with a lite compression, you should use an external utility to compress better the resulting file.
A powerful compression utility is the `advmng' program available in the AdvanceCOMP package.
record_sound_time TIME record_video_time TIME
Options:
TIME | Time in seconds (default 15). |
record_video_interleave COUNT
Options:
COUNT | How many frames displayed a frame must be saved (default 2). 1 means save all the frames. 2 means save 1 every 2. 3 means save 1 every 3, and so on. |
Examples:
record_video_interleave 1 |
sync_fps auto | FPS
Options:
auto | Use the original framerate of the game (default). | |
FPS | Use the specified framerate. |
sync_speed FACTOR
Options:
FACTOR | Float speed factor (default 1.0). |
Examples:
sync_speed 1.2 |
sync_turbospeed FACTOR
Options:
FACTOR | Float speed factor (default 3.0). |
sync_startuptime auto | none | TIME
Options:
auto | Get the value for the current game from an internal database (default). | |
none | Disable the startup. | |
TIME | Time in seconds. |
sync_resample auto | emulation | internal
Options:
auto | Select automatically, at present it's always the `internal' mode (default). | |
emulation | Change the emulation to produce the requested number of samples instead of resampling. | |
internal | Internally resample the sound to match the current speed. |
Note that the `emulation' mode may result in wrong input recording using the `-record' or `-playback' command line option due incorrect behavior of the emulation. Specifically some implementations may depend on the number of audio sample requested, information that is not stored in the recorded input file.
Also, the `emulation' mode may trigger some bugs in the MAME core.
Anyway, the `emulation' mode generates more stable sound if the CPU load isn't totally empty.
To use the LCD support you must install on your system the `lcdproc' program available at:
http://lcdproc.sourceforge.net/
|
More details and some examples of how to display information on the LCD using the scripts are in the `script.txt' documentation file.
lcd_server none | [SERVER][:PORT]
Options:
none | Disable the LCD support (default). | |
SERVER | Address of the server. If omitted `localhost' is used. | |
PORT | Port of the server. If omitted `13666' is used. |
Examples:
lcd_server localhost |
lcd_timeout TIMEOUT
Options:
TIMEOUT | Timeout in milliseconds (default 500). |
lcd_speed DELAY
Options:
DELAY | Delay in 1/8th of seconds (default 8). |
misc_bios default | NAME
Options:
default | Use the default BIOS. | |
NAME | Select specific BIOS. |
misc_ramsize auto | SIZE [k|M|G]
Options:
auto | Automatic (default). | |
SIZE | Size of the RAM in bytes. You can use the 'k' (1024), 'M' (1024^2) or 'G' (1024^3) multiplier. |
Examples:
misc_ramsize 1024k |
misc_difficulty none | easiest | easy | normal | hard | hardest
Options:
none | Don't change the default difficulty (default). | |
easiest | Easiest game play. | |
easy | Easy game play. | |
normal | Normal game play. | |
hard | Hard game play. | |
hardest | Hardest game play. |
misc_freeplay yes | no
Options:
no | Don't change the default mode (default). | |
yes | Activate the freeplay. |
misc_mutedemo yes | no
Options:
no | Don't change the default mode (default). | |
yes | Mute the demo sounds. |
misc_lang none | usa | canada | englang | italy | germany | spain | austria | norway | france | denmark | japan | korea | china | hongkong | taiwan
Options:
none | Don't change the language (default). | |
LANG | If available select this language. |
For example if you run `cadash' with `-lang italy' it's run the clone `cadashi'. If you run `cheesech' with `-lang germany' it's run `cheesech' setting the `Language' dipswitch to `German'.
If the specified language is not available, european and american languages fallback to english language. Asian languages fallback to japanese language.
A game clone is selected only if it's a perfectly working clone.
misc_smp yes | no
Options:
no | Disabled (default). | |
yes | Enabled. |
You can enable or disable it also on the runtime Video menu.
misc_quiet yes | no
misc_timetorun SECONDS
event.dat | The Event and Safequit database. | |
cheat.dat | Cheat database. | |
hiscore.dat | Highscore database. | |
sysinfo.dat | MESS info database. | |
english.lng | Language database. |
These files should reside in current directory for DOS and Windows or in the $data or $home directories for Linux a Mac OS X.
misc_cheat yes | no
Options:
yes | Enable the cheats. | |
no | Disable the cheats (default). |
misc_cheatfile FILE[;FILE]... (DOS, Windows) misc_cheatfile FILE[:FILE]... (Linux, Mac OS X)
Options:
FILE | Cheat file to load (default cheat.dat). |
misc_languagefile FILE
Options:
FILE | Language file to load (default english.lng). |
misc_hiscorefile FILE
Options:
FILE | High score file to load (default hiscore.dat). |
misc_safequit yes | no
Options:
no | Disabled. | |
yes | Enabled (default). |
If the file `event.dat' (specified with the `misc_eventfile' option) is found the exit menu is shown only if one or more coins are inserted or if you are playing.
misc_eventdebug yes | no
Options:
no | Disabled (default). | |
yes | Enabled. |
misc_eventfile FILE
Options:
FILE | Event file to load (default event.dat). |
debug_crash yes | no
Options:
no | Don't crash the program (default). | |
yes | Add a "Crash" menu entry in the video menu. If selected the program crash with a Segmentation Fault. |
debug_rawsound yes | no
Options:
no | Normal operation (default). | |
yes | Sound output without any syncronization. |
debug_speedmark yes | no
Options:
yes | Display the speed mark when required. | |
no | Don't display the speed mark (default). |
SIGQUIT | Exit normally. | |
SIGTERM, SIGINT, SIGALRM | Exit restoring only the output devices. | |
SIGHUP | Restart the program. |