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Documentation of the AdvanceMAME advmame program.
AdvanceMAME/MESS Emulator1 Synopsisadvmame 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] 2 DescriptionAdvanceMAME is an unofficial MAME version for GNU/Linux, Mac OS X, DOS and Windows with an advanced video support for helping the use with TVs, Arcade Monitors, Fixed Frequencies Monitors and also with normal PC Monitors.The major features are:
The sections of this document are:
3 KeysIn the game play you can use the following keys:
for player 1 you can use the keys:
for player 2 you can use the keys:
for AdvanceMESS are available also the following keys:
4 OptionsThis is the list of the available command line options:
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:
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 `/'. 5 FeaturesThis section contains a brief description of all the features of AdvanceMAME.5.1 Automatic Video Mode GenerationAdvanceMAME has the ability to directly control your video board to get the best possible video modes with always the correct size and aspect ratio.You can control how the video modes are generated with the `display_adjust' option. More details are in the `install.txt' file. 5.2 Video MenuAdvanceMAME adds a new `Video' menu in MAME to change the video options.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 `[]'. 5.3 ResizeAdvanceMAME supports many software stretching types of the game image. Generally they are not used, because a video mode of the correct size is automatically generated. But in some conditions it isn't possible, in this case the image is stretched.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. 5.4 Blit EffectsAdvanceMAME supports many special video effects to improve the image quality when it's stretched.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. 5.5 RGB EffectsAdvanceMAME supports also some special video effects to simulate the aspect of the game as displayed in an old fashion Arcade Monitor.You can simulate the RGB triads of the screen or the vertical and horizontal scanlines. 5.6 Mode SelectionIn the `Video Mode' submenu you can select the favorite video mode.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'. 5.7 Per game/resolution/frequency/orientation optionsAll the options are customizable in the configuration file for the single game or for a subset of games defined by the game resolution, frequency and orientation.5.8 ScriptsAdvanceMAME supports a basic script language capable to control an external hardware through the parallel port or keyboard led signals.More details are in the `script.txt' file. 5.9 Aspect Ratio ControlAdvanceMAME tries always to display the game with the correct aspect ratio.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. 5.10 Speed ControlAdvanceMAME permits a special speed control of the game play.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. 5.11 Audio ControlThe audio volume is automatically adjusted to ensure that all the emulated games have the same volume power.An equalizer and a spectrum analyzer are also available. More details are in the description of the `sound_normalize' and `sound_equalizer' options. 5.12 Exit ControlIf you have a real Arcade Cabinet you can configure AdvanceMAME to automatically exit after some time of inactivity to save your monitor screen.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. 5.13 Input ControlAdvanceMAME supports a very fine control of the mapping of the analog and digital inputs. You can remap any input event using easy to maintain text configuration files.More details are in the description of the `input_map' option. 5.14 Audio and Video RecordingAdvanceMAME can saves the game play in .WAV audio files and .MNG video files.More details are in the description of the `record_*' options. 5.15 User InterfaceAdvanceMAME displays the user interface directly on the screen instead on the game image.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. 5.16 Input HelpAdvanceMAME is able to display a help image containing the input mapping of the emulated game. Any input element has a different depending on the assigned player and if it's pressed or not.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. 5.17 Input Text Configuration FileAll the user customizations are stored in a single textual configuration file and not in a lot of .cfg file like other MAME ports.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. 5.18 CocktailFor cocktail arcade cabinets you can manually flip vertically the screen for games without cocktail support.Press `slash_pad' to flip the screen. 5.19 Dipswitches ControlYou can customize with specialized options the game difficulty and the game freeplay. These options are smart enough to solve common ambiguities and errors in the game dipswitches definitions.More details are in the description of the `misc_diffucilty' and `misc_freeplay' options. 5.20 LCDAdvanceMAME is able to talk to an `lcdproc' server located anywhere in internet to display arbitrary information on a real or simulated LCD display.6 Use CasesThis section describes some useful cases for AdvanceMAME on different video hardware.6.1 With a PC Multi-Sync MonitorOn a PC Multi-Sync monitor you can get any resolution at any Vertical Frequency. In this case AdvanceMAME always generates a `perfect' video mode with the correct size and clock. It doesn't require any type of stretching. For example for the game "Bomb Jack" a video mode of 400x256 at 60 Hz (perfect size and perfect frequency) is used.6.2 With a PC VGA Monitor/Fixed Frequency Monitor/Arcade MonitorOn Fixed Frequency monitors you are physically limited on the choice of Horizontal Frequency in the video mode. In this case AdvanceMAME takes care of your monitor's limitations and in the most cases is able to use a video mode with the correct size but not with the correct frequency due to the monitor's limitations. For example for the game "Pac-Man" and a VGA monitor (31.5 kHz) a video mode of 400x288 at 100 Hz (perfect size) is used.6.3 With a NTSC or PAL TVOn a TV you are physically limited to use both fixed Horizontal and Vertical Frequencies. This results on a prefixed number of rows for the video mode. For example for a NTSC TV you can get 240 rows (480 if interlaced) and for a PAL TV 288 rows (576 if interlaced). In this case AdvanceMAME uses a video mode with the prefixed number of rows but with the correct number of columns. So, ONLY a vertical image stretching is required. For example for the game "Pac-Man" on a NTSC TV a video mode of 400x240 (perfect horizontal size) is used. For stretching some special algorithms are used to minimize the lose of details.6.4 With a Multi-format NTSC and PAL TVIf your TV supports both formats, AdvanceMAME automatically chooses the format that better fits the game requirements. For example for the game "Mr. Do!" a video mode of 336x240 NTSC (perfect size) is used. For the game "Pac-Man" a video mode of 400x288 PAL (perfect size) is used.7 Other PortsThis section compares the AdvanceMAME video support with the other MAME ports.7.1 Windows MAMEThe official Windows MAME is forced by Windows drivers to select a video mode from a prefixed list of mode sizes and clocks. If the emulated game requires a not standard mode size the emulator must stretch the game image to fit the screen (losing in quality). If the emulated games requires a not standard clock the emulator must play the game without synchronizing with the video vertical retrace (generating the tearing disturb on scrolling game) or display frames for different time (generating a not constant scrolling).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. 7.2 DOS MAMEThe official DOS MAME is limited to use only the standard VESA resolutions. Generally they are only 320x200, 320x240, 400x300, 512x384, 640x480, ...The Arcade/TV support is limited at the mode 640x480 for the ATI boards. 7.3 xmameThe xmame port has nearly the same video capabilities of AdvanceMAME. The major drawback is that it requires a manual modeline creation. Instead AdvanceMAME is able to create modelines dynamically.AdvanceMAME has also some unique features like `scale', `lq', `hq', `filter' and `rgb' effects, turbo mode, scripts, SMP, 8 bit depth and much more. 8 ConfigurationIn DOS and Windows the configuration options are read from the files `advmame.rc' and `advmess.rc' in the current directory.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 $home directory if they are expressed as a relative path. You can force the search in the current directory prefixing the file with `./'. To include more than one file you must divide the names with `;' in DOS and Windows, and with `:' in Linux and Mac OS X. You can force the creation of a default configuration file with the command line option `-default'. In the configuration file the options are specified in this format:
If the SECTION is omitted the `' (empty) section is assumed. You can split long options in a multi-line format ending the line with the char `\':
When you run a game every option is read in different sections in the following order:
For example for the game `pacman' the following sections are read: `pacman', `puckman', `224x288x60', `224x288', `vertical', `joy4way', `2player' and `'. You can override any global options inserting new options in any of the sections of the game. For example:
8.1 Software Configuration OptionsThis section describes the options used to customize the software loaded by system emulated.8.1.1 dev_*Loads a specific device for the AdvanceMESS emulator. These options are mainly used on the command line to specify the machine software to load. The file specified is searched in the directory list specified in the `dir_image' option.
dev_COMMAND FILE Commands:
Examples:
8.2 Directory Configuration OptionsThis section describes the options used to customize the directories used by the program.8.2.1 dir_*Specify all the support directories. In DOS and Windows use the `;' char as directory separator. In Linux and Mac OS X use the `:' char.
dir_* DIR[;DIR]... (DOS, Windows) dir_* DIR[:DIR]... (Linux, Mac OS X) Options:
Defaults for DOS and Windows:
Defaults for Linux and Mac OS X:
If a not absolute dir is specified, in Linux and Mac OS X it's expanded as "$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:
This feature is used automatically by AdvanceMENU to correctly run AdvanceMESS software in zip files. 8.3 Display Configuration OptionsThis section describes the options used to customize the display.8.3.1 device_video_*These options are used to customize the video drivers.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. 8.3.2 display_modeSelects a specific modeline by its name.
display_mode auto | MODELINE_NAME Options:
8.3.3 display_adjustControls how are generate the video modes. Correct use of this option removes the need of any software stretching improving a lot the game image.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:
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. 8.3.4 display_colorControls the color format of the video mode.
display_color auto | palette8 | bgr8 | bgr15 | bgr16 | bgr32 | yuy2 Options:
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. 8.3.5 display_resizeSuggests the favorite image stretching when a video mode with the correct size isn't available. This option doesn't have any effect for vector games, they are always stretched to fit the whole screen.
display_resize none | integer | mixed | fractional Options:
The `fractional' option involves a slowdown, so the `mixed' option is the default. Examples:
8.3.6 display_magnifySuggests the use of a double or bigger resolution video mode. It is mainly used to enable the `scale', `lq' and `hq' effects. This option doesn't have any effect for vector games.
display_magnify auto | 1 | 2 | 3 | 4 Options:
8.3.7 display_scanlinesSuggests the use of hardware scanlines when choosing the video mode.
display_scanlines yes | no Options:
8.3.8 display_bufferActivates the video image buffering.
display_buffer yes | no Options:
8.3.9 display_vsyncSynchronizes the video display with the video beam instead of using the CPU timer. This option can be used only if the selected video mode has an appropriate refresh rate. To ensure this you can use the option `display_adjust' to allow a clock correction of the video mode.
display_vsync yes | no Options:
You can enable or disable it also on the runtime Video menu. 8.3.10 display_restoreSelects whether or not to reset to default text mode at the emulator exit.
display_restore yes | no Options:
8.3.11 display_frameskipSkips frames to speed up the emulation.
display_frameskip auto | FACTOR Options:
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:
8.4 Display Aspect Configuration OptionsThis section describes the options used to customize the display aspect.8.4.1 display_expandEnlarges the screen area used by the vertical games on horizontal monitors (and horizontal games in vertical monitors).
display_expand FACTOR Options:
Examples:
8.4.2 display_aspectx/aspectySelects the aspect of the monitor used.
display_aspectx INT display_aspecty INT Options:
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:
8.4.3 display_ror/rol/flipx/flipyFlips and rotates the game image.
display_ror yes | no display_rol yes | no display_flipx yes | no display_flipy yes | no Examples:
8.4.4 display_skiplines/skipcolumnsSelects the centering of the visible area.
display_skiplines auto | SKIPLINES display_skipcolumns auto | SKIPCOLUMNS Options:
8.5 Display Effect Configuration OptionsThis section describes the options used to customize the display effects.8.5.1 display_resizeeffectWhen a video mode is smaller or bigger than the original arcade screen, the `resizeeffect' option controls the type of the transformation applied.
display_resizeeffect auto | none | max | mean | filter | scale | lq | hq Options:
8.5.2 display_rgbeffectSelects a special effect to simulate the aspect of an Arcade Monitor with a PC monitor. The resulting image is better when you use a big video mode. These effects require a RGB video mode, they don't work with palettized or YUV modes.
display_rgbeffect none | triad3dot | triad6dot | triad16dot | triadstrong3dot | triadstrong6dot | triadstrong16dot | scan2vert | scan3vert | scan2horz | scan3horz. Options:
8.5.3 display_interlaceeffectSelects some special effects for interlaced video modes. On not interlaced modes the effects are always disabled.
display_interlaceeffect none | even | odd | filter Options:
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:
8.5.4 Display Color Configuration OptionsThis section describes the options used to customize the display color adjustments.8.5.5 display_brightnessSelects the image brightness factor.
display_brightness FACTOR Options:
8.5.6 display_gammaSets the image gamma correction factor.
display_gamma FACTOR Options:
8.5.7 display_pausebrightnessSelects the brightness of the display when game is paused.
display_pausebrightness FACTOR Options:
Examples:
8.6 Display Artwork Configuration OptionsThis section describes the options used to customize the display artwork.8.6.1 display_artwork_backdrop/overlay/bezelEnables or disables the artworks display.
display_artwork_backdrop yes | no display_artwork_overlay yes | no display_artwork_bezel yes | no Options:
8.6.2 display_artwork_cropCrops the artwork at the game size.
display_artwork_crop yes | no Options:
8.7 Display Vector Configuration OptionsThis section describes the options used to customize the display of vector games.8.7.1 display_antialiasEnables or disables the anti-aliasing for vector games.
display_antialias yes | no Options:
8.7.2 display_beamSets width in pixels of vectors.
display_beam SIZE Options:
8.7.3 display_flickerMakes vectors flicker.
display_flicker FACTOR Options:
8.7.4 display_translucencyEnables or disables vector translucency.
display_translucency yes | no 8.7.5 display_intensitySets the vector intensity.
display_intensity FACTOR Options:
8.8 Sound Configuration OptionsThis section describes the options used to customize the sound.8.8.1 device_sound_*These options are used to customize the audio drivers.All the `device_sound_*' options defined in the `advdev.txt' file can be used. 8.8.2 sound_modeSets the sound output mode.
sound_mode auto | mono | stereo | surround Options:
8.8.3 sound_samplerateSets the audio sample rate.
sound_samplerate RATE Options:
If the sound driver doesn't support the specified sample rate a different value is selected. 8.8.4 sound_volumeSets the global sound volume.
sound_volume VOLUME Options:
Examples:
8.8.5 sound_adjustSets the sound gain volume. This option can be used to adjust the volume of some games to have all the games with the same volume. If the `sound_normalize' option is active this value is also automatically updated in the game play and you cannot change it manually.
sound_adjust auto | VOLUME Options:
Examples:
8.8.6 sound_normalizeAutomatically increases and decreases the sound volume.
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:
Options:
8.8.7 sound_equalizer_*Sets the equalizer volume. To disable the equalizer set all the VOLUME values to 0. The cut-off frequencies are 800 and 8000 Hz.sound_equalizer_lowvolume VOLUME sound_equalizer_midvolume VOLUME sound_equalizer_highvolume VOLUME Options:
8.8.8 sound_latencySets the minimum audio latency.
sound_latency TIME Options:
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. 8.9 Input Configuration OptionsThis section describes the options used to customize the user input.8.9.1 device_keyboard/joystick/mouse_*These options are used to customize the input drivers.All the `device_keyboard/joystick/mouse_*' options defined in the `advdev.txt' file can be used. 8.9.2 input_steadykeyHelps recognition of very long key sequences. But slows a bit the key recognition.
input_steadykey yes | no Options:
8.9.3 input_hotkeyEnables or disables the recognition of the special OS keyboard sequences.
input_hotkey yes | no Options:
In DOS the hotkey recognized are:
In Linux the hotkey recognized generally are:
8.9.4 input_idleexitActivates the automatic exit after some time of inactivity.
input_idleexit TIME Options:
8.9.5 input_map[ANALOG]Changes the analog control mapping. Maps joystick, trackball and mouse controls on a player analog control.
input_map[ANALOG] auto | [[-]joystick[JOY,CONTROL,AXE]] [[-]mouse[MOUSE,AXE]] [[-]joystick_ball[JOY,AXE]] ... The default is always `auto'. Options:
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:
The AXE names for the `joystick' option are:
The AXE names for the `joystick_ball' and `mouse' options are:
The ANALOG controls are always formed with a "player" string and with a "control" strings.
Examples:
If required you can compose the options to get a rotation of 45° of the control. For example:
8.9.6 input_map[DIGITAL]Changes the digital control mapping. Maps a sequence of keyboard/mouse/joystick keys on a player button or analog simulation digital control.
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:
The DIGITAL controls are:
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:
The KEY names can be checked using the `advk' utility. Generally they are:
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:
Examples:
8.9.7 input_nameChanges the display name of the specified digital input.
input_name (keyboard[KEYBOARD,KEY] | mouse_button[MOUSE,MOUSE_BUTTON] | joystick_button[JOY,JOY_BUTTON] | joystick_digital[JOY,CONTROL,AXE,DIR]) NAME Options:
See input_map for valid KEY, MOUSE_BUTTON, CONTROL, JOY_BUTTON names. Examples:
8.9.8 input_setting[*]Selects some additional settings for analog inputs. These settings can be modified using the "Analog Config" menu present if the game has analog controls.
input_setting[NAME] SETTING 8.9.9 input_dipswitch[*]Selects the state of the game dipswitch. These settings can be modified using the "Dipswitch" menu present if the game has dipswitches.
input_dipswitch[NAME] SETTING 8.9.10 input_configswitch[*]Selects the state of the game configswitch. These settings can be modified using the "Config" menu present if the game has configswitches.
input_configswitch[NAME] SETTING 8.10 User Interface Configuration OptionsThis section describes the options used to customize the user interface.8.10.1 ui_helpimageSelects the image to display on help request. The image must be a PNG file. The pixels in black are used as background, any other color is used as foreground. Please note that the displayed image is always black and white.
ui_helpimage auto | FILE Options:
The data used for the default image is in the `contrib/help' dir. 8.10.2 ui_helptagSelects the highlight range for any digital input. When the user press a key/button the related range is highlighted. A different color for any player is used in the image.
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:
Examples:
The data used for the default image is in the `contrib/help' dir. 8.10.3 ui_fontSelects a font file. The formats TrueType (TTF), GRX, PSF and RAW are supported. You can find a collection of fonts in the `contrib' directory.
ui_font auto | "FILE" Options:
The TrueType (TTF) format is supported only if the program is compiled with the FreeType2 library. 8.10.4 ui_fontsizeSelects the font size, if the specified font is scalable. The size is expressed in number of rows and columns of text in the screen.
ui_fontsize auto | ROWS [COLS] Options:
8.10.5 ui_color[*]Selects the user interface colors.ui_color[TAG] FOREGROUND BACKGROUND Tags:
Options:
8.10.6 ui_translucencySelects the translucency of the user interface.ui_translucency FACTOR Options:
The translucency ha no effect on the 8 bits palettized video modes. 8.11 Record Configuration OptionsThis section describes the options used for the recording features.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. 8.11.1 record_soundEnables or disables the sound recording.
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. 8.11.2 record_videoEnables or disables the video recording.
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. 8.11.3 record_video/sound_timeControls the maximum length in seconds of the recording feature.
record_sound_time TIME record_video_time TIME Options:
8.11.4 record_video_interleaveSelects how many frames to save with the video recording.
record_video_interleave COUNT Options:
Examples:
8.12 Synchronization OptionsThis section describes the options used for the time synchronization of the emulated game or system.8.12.1 sync_fpsSelects an arbitrary frame rate for the game.
sync_fps auto | FPS Options:
8.12.2 sync_speedSelects a speed factor always active. You can play the game in slowdown or in nightmare mode!
sync_speed FACTOR Options:
Examples:
8.12.3 sync_turbospeedSelects the speed factor used when the `turbo' button is pressed. The default `turbo' key is `asterisk_pad'.
sync_turbospeed FACTOR Options:
8.12.4 sync_startuptimeSelects the time in seconds of the duration of the startup speed up. You can press the `startup' key to save the current game time as startup time. The default `startup' key is `minus_pad'.
sync_startuptime auto | none | TIME Options:
8.12.5 sync_resampleSelects the audio resampling mode.
sync_resample auto | emulation | internal Options:
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. 8.13 LCD Configuration OptionsAdvanceMAME is able to display arbitrary information on a LCD display using the integrated script capabilities.To use the LCD support you must install on your system the `lcdproc' program available at:
More details and some examples of how to display information on the LCD using the scripts are in the `script.txt' documentation file. 8.13.1 lcd_serverSelects the server address and port to use for display information on the LCD.lcd_server none | [SERVER][:PORT] Options:
Examples:
8.13.2 lcd_timeoutSelects the timeout to connect at the server.lcd_timeout TIMEOUT Options:
8.13.3 lcd_speedSelects the LCD scrolling speed for long messages.lcd_speed DELAY Options:
8.14 Misc Configuration Options8.14.1 misc_biosSelects the game bios in AdvanceMAME.
misc_bios default | NAME Options:
8.14.2 misc_ramsizeControls the ram size of the emulated machine in AdvanceMESS.
misc_ramsize auto | SIZE [k|M|G] Options:
Examples:
8.14.3 misc_difficultySelects the game difficulty. This option works only with games which select difficulty with dipswitches.
misc_difficulty none | easiest | easy | normal | hard | hardest Options:
8.14.4 misc_freeplaySelects the freeplay mode if the game support it. This option works only with games that select the freeplay mode with dipswitches.
misc_freeplay yes | no Options:
8.14.5 misc_mutedemoSelects the demo nosound mode if the game support it. This option uses the dipswitches of the game and also the event database to detect if the game is in demo mode.
misc_mutedemo yes | no Options:
8.14.6 misc_langSelects the game language and country. This option uses both the dipswitches and the clones description to select the correct game to run.
misc_lang none | usa | canada | englang | italy | germany | spain | austria | norway | france | denmark | japan | korea | china | hongkong | taiwan Options:
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. 8.14.7 misc_smpEnables the "Symmetric Multi-Processing" (SMP). This option uses two concurrent threads. One for MAME and one for updating the screen. The final blit stage in video memory is completely done by the second thread. This behavior requires a complete bitmap redraw by MAME for the games that don't already do it. Generally you get a big speed improvement only if you are using a heavy video effect like `hq'.
misc_smp yes | no Options:
You can enable or disable it also on the runtime Video menu. 8.14.8 misc_quietDoesn't print the copyright text message at the startup, the disclaimer and the generic game information screens.
misc_quiet yes | no 8.14.9 misc_timetorunRun the emulation only for the given number of seconds without any throttling and at the exit print the number of real CPU seconds used. Useful for benchmarking.
misc_timetorun SECONDS 8.15 Support Files Configuration OptionsThe AdvanceMAME emulator can use also some support files:
These files should reside in current directory for DOS and Windows or in the $data or $home directories for Linux a Mac OS X. 8.15.1 misc_cheatEnables or disables the cheat system. It may also change the game behavior enabling the cheat dip-switch if available. If enabled, it disables the hiscore saving.
misc_cheat yes | no Options:
8.15.2 misc_cheatfileSelects the cheat files. In DOS and Windows use the `;' char as file separator. In Linux and Mac OS X use the `:' char.
misc_cheatfile FILE[;FILE]... (DOS, Windows) misc_cheatfile FILE[:FILE]... (Linux, Mac OS X) Options:
8.15.3 misc_languagefileSelects the language file.
misc_languagefile FILE Options:
8.15.4 misc_hiscorefileSelects the hiscore file.
misc_hiscorefile FILE Options:
8.15.5 misc_safequitActivates safe quit mode. If enabled, to stop the emulation, you need to confirm on a simple menu.
misc_safequit yes | no Options:
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. 8.15.6 misc_eventdebugActivates the debug mode for the event/safequit feature. On the top left of the screen the internal state of the event/safequit engine are printed. The first value is the coin state, the second value is the playing state. If both the values are 1 the exit is permitted without prompting. Other values are the 6 generic events.
misc_eventdebug yes | no Options:
8.15.7 misc_eventfileSelects the event/safequit database to use.
misc_eventfile FILE Options:
8.16 Debugging Configuration OptionsThe use of these options is discouraged. They are present only for testing purpose.8.16.1 debug_crashCrashes the program. It can be used to ensure that the correct video mode is restored on aborting conditions.
debug_crash yes | no Options:
8.16.2 debug_rawsoundDisables the sound output syncronization with the video.
debug_rawsound yes | no Options:
8.16.3 debug_speedmarkEnables or disabled the on screen speed mark. If enabled a red square is displayed if the game is too slow. A red triangle when you press the `turbo' key or when the game is accelerated for other reasons.
debug_speedmark yes | no Options:
9 SignalsThe program intercepts the following signals:
10 CopyrightThis file is Copyright (C) 2003, 2004, 2005 Andrea Mazzoleni, Filipe Estima. |