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AdvanceMAME/MESS Emulator(1)General Commands ManuaAdvanceMAME/MESS Emulator(1)

       advmame,	advmess	- AdvanceMAME/MESS Emulator

       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]
       AdvanceMAME  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:
       o      Automatic	creation of `perfect' video  modes  with  the  correct
	      size and clock.
       o      A	 lot  of  video	boards supported for direct hardware registers
	      programming. (see	the card*.txt files)
       o      Support for 8, 15, 16 and	32 bits	video modes.
       o      Real hardware scanlines.
       o      Software video image stretching by fractional factors, for exam-
	      ple to play vertical games like "Pac-Man"	with horizontal	Arcade
	      Monitors or TVs.
       o      Special `scalex',	`scalek', `lq',	`hq', and `xbr'	effects	to im-
	      prove the	aspect with modern PC Monitors.
       o      Special  `blit' effects to improve the image quality in stretch-
       o      Special `rgb' effects to simulate	the aspect of  a  real	Arcade
       o      Change of	the video mode and other video options at runtime.
       o      Support  of  Symmetric  Multi-Processing	(SMP)  with a multiple
	      thread architecture (only	for Linux).
       o      Sound and	video recording	in WAV,	PNG and	MNG files.
       o      Multiple mice support in Linux, DOS, Windows  2000  and  Windows
       o      Automatic	exit after some	time of	inactivity.
       o      Scripts  capabilities  to	 drive	external hardware devices like
	      LCDs and lights.
       o      Textual configuration files.
       o      Help screen describing the user input keys.

       In the game play	you can	use the	following keys:
	   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.

       This is the list	of the available command line options:

	      The game or machine to emulate. If the specified GAME/MACHINE is
	      unknown, a list of possible `guesses' is printed.

	      Add to the configuration file all	the missing options  with  de-
	      fault values.

	      Remove  from the configuration file all the options with default

       -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.

	      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

       -playback FILE
	      Play  back  the previously recorded game inputs in the specified

	      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_cart-
       drige' 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 `/'.

       This  section  contains	a brief	description of all the features	of Ad-

   Automatic Video Mode	Generation
       AdvanceMAME has the ability to directly control your video board	to get
       the  best  possible video modes with always the correct size and	aspect

       You can control how the video modes are generated with the `display_ad-
       just' option. More details are in the `install.txt' file.

   Video Menu
       AdvanceMAME  adds  a  new  `Video' menu in MAME to change the video op-

       You can select the desired video	mode, the resize type  and  the	 video

       The selected option is displayed	at the right side of the menu, the ef-
       fective value used for the option is displayed in `[]'.

       AdvanceMAME 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'  op-

       The  `none'  option simply disables any type of stretching.  The	`inte-
       ger' option allows only integer stretching in the horizontal and	verti-
       cal  directions.	 For example 1x2, 2x1, 2x2.  The `mixed' option	allows
       integer stretching in the horizontal direction and fractional  stretch-
       ing in the vertical direction.  For example 1x1.23, 2x1.18.  The	`frac-
       tional' option allows fractional	stretching in any directions. For  ex-
       ample 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.

   Blit	Effects
       AdvanceMAME 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',
       `scalex', `scalek', `lq', `hq' and `xbr'.  You can select the  favorite
       effect  with  the  `display_resizeeffect'  option,  or from the runtime

       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 fil-
       ter 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 stretch-
       ing;  when reduced, it's	applied	before.	 The `scalex', `scalek', `lq',
       `hq' and	`xbr' effects add missing pixels trying	 to  match  the	 image

       The  `scalex',  `scalek', `lq', `hq' and	`xbr' effects work only	if the
       image is	magnified. To enable it	you should also	use the	`magnify'  op-

   RGB Effects
       AdvanceMAME  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 hori-
       zontal scanlines.

   Mode	Selection
       In 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

       You can force a specific	video mode with	the option `display_mode'.

   Per game/resolution/frequency/orientation options
       All the options are customizable	in the configuration file for the sin-
       gle  game or for	a subset of games defined by the game resolution, fre-
       quency and orientation.

       AdvanceMAME supports a basic script language capable to control an  ex-
       ternal hardware through the parallel port or keyboard led signals.

       More details are	in the `script.txt' file.

   Aspect Ratio	Control
       AdvanceMAME  tries  always  to display the game with the	correct	aspect

       But if you want,	you can	permit a small aspect error to enlarge the ef-
       fective 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.

   Speed Control
       AdvanceMAME 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 oc-

   Audio Control
       The audio volume	is automatically adjusted to ensure that all the  emu-
       lated 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.

   Exit	Control
       If you have a real Arcade Cabinet you can configure AdvanceMAME to  au-
       tomatically  exit  after	 some  time of inactivity to save your monitor

       For some	supported games	you can	force the display of an	exit menu dur-
       ing the game play to prevent unwanted exit.

       More  details  are  in the description of the `misc_safequit', and `in-
       put_idleexit' options.

   Input Control
       AdvanceMAME supports a very fine	control	of the mapping of  the	analog
       and  digital  inputs. You can remap any input event using easy to main-
       tain text configuration files.

       More details are	in the description of the `input_map' option.

   Audio and Video Recording
       AdvanceMAME can saves the game play in .WAV audio files and

       More details are	in the description of the `record_*' options.

   User	Interface
       AdvanceMAME 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 ef-
       fects 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.

   Input Help
       AdvanceMAME  is	able to	display	a help image containing	the input map-
       ping 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 high-
       lighted.	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.

   Input Text Configuration File
       All  the	 user customizations are stored	in a single textual configura-
       tion 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

       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_dip-
       switch',	`input_configswitch' options.

       For cocktail arcade cabinets  you  can  manually	 flip  vertically  the
       screen for games	without	cocktail support.

       Press `slash_pad' to flip the screen.

   Dipswitches Control
       You  can	customize with specialized options the game difficulty and the
       game freeplay. These options are	smart enough to	solve common  ambigui-
       ties and	errors in the game dipswitches definitions.

       More  details  are  in  the  description	 of  the `misc_diffucilty' and
       `misc_freeplay' options.

   LCD Panel
       AdvanceMAME is able to talk to an `lcdproc' server located anywhere  in
       internet	 to  display  arbitrary	information on a real or simulated LCD

       This section describes some useful cases	for AdvanceMAME	 on  different
       video hardware.

   With	a LCD Monitor
       On  a LCD Monitor, AdvanceMAME is able to use the hardware acceleration
       of your video board to stretch the game image to	fit the	exact  resolu-
       tion   of   your	  LCD	monitor.    With   an  HighDefinition  monitor
       (1920x1080/1200), this stretching is not	noticeable and you get an  im-
       age  with  quality  comparable  with a CRT Multi-Sync monitor.  You can
       also use	a bunch	of video effects to remove the annoying	pixelation  or
       to emulate old stylish CRT aspect.

   With	a CRT Multi-Sync Monitor
       On  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.

   With	a CRT VGA Monitor/Fixed	Frequency Monitor/Arcade Monitor
       On 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 it's able to
       use a video mode	with the correct size but not with  the	 correct  fre-
       quency  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.

   With	a NTSC or PAL TV
       On  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 in-
       terlaced) 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 spe-
       cial algorithms are used	to minimize the	lose of	details.

   With	a Multi-format NTSC and	PAL TV
       If 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.

       This section compares the AdvanceMAME video support with	the other MAME

   Windows MAME
       The  official  Windows  MAME  is	 forced	by Windows drivers to select a
       video mode from a prefixed list of mode sizes and clocks.  If the  emu-
       lated  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 gen-
       erally 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

       The official SDL	MAME, is similar at AdvanceMAME	 when  using  the  sdl
       video  driver,  which is	the default when run in	a modern Desktop envi-

       AdvanceMAME has the benefit to allow to use more	video effects, able to
       improve the image quality.

       This also helps when using Arcade Monitors with specific	modelines, be-
       cause AdvanceMAME is able to streatch the image using  special  effects
       like 'max' that avoids to lose pixels.

       The  official DOS MAME is limited to use	only the standard VESA resolu-
       tions. Generally	they are  only	320x200,  320x240,  400x300,  512x384,
       640x480,	...

       The  Arcade/TV  support	is  limited  at	 the  mode 640x480 for the ATI

       In 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	direc-
       tory.   The  $host directory is `$SYSCONFDIR', where $SYSCONFDIR	is the
       `sysconfdir' directory configured with the `configure' script.  The de-
       fault  is `/usr/local/etc'.  The	$data directory	is `$DATADIR/advance',
       where $DATADIR is the `datadir' directory configured with the  `config-
       ure'  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	direc-
       tory.  In Linux and Mac OS X the	files are searched in the $home	direc-
       tory 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:
	   `SYSTEM[SOFTWARE]' The short	system name and	the loaded software on
	       the command line, like `ti99_4a[ti-inva]', `a7800[digdug]'  and
	   `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',  `horizon-
	   `CONTROLLER'	 The  game  input device. One of `joy4way', `joy8way',
	       `doublejoy4way',	 `doublejoy8way',  `paddle',  `dial',  `track-
	       ball', `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
   Software Configuration Options
       This  section  describes	 the  options  used  to	customize the software
       loaded by system	emulated.

       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
	   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.


	   advmess ti99_4a -dev_cartridge attackg.bin
	   advmess ti99_4a -cart alpinerc.bin -cart alpinerg.bin
   Directory Configuration Options
       This  section  describes	 the options used to customize the directories
       used by the program.

       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)
	   dir_rom  Multi  directory  specification  for the AdvanceMAME `rom'
	       files and AdvanceMESS `bios' files.
	   dir_image Multi  directory  specification  for  the	chd/disk/cart-
	       drige/... image files.
	   dir_diff Multi directory specification for the disk image differen-
	       tial 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
       o      DIR/GAME/ROM.EXT
       o      DIR/
       o      DIR/GAME/

       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 ex-
       tension and the `=' char.  For example to run  the  `ti99_4a'  emulator
       and  load  the  cartdriges  `alpinerc.bin' and `alpinerg.bin' both con-
       tained in the zip file `' you	can use	this syntax:

	   advmess ti99_4a  -cart  alpiner=alpinerc.bin	 -cart	alpiner=alpin-
       This  feature is	used automatically by AdvanceMENU to correctly run Ad-
       vanceMESS software in zip files.

   Display Configuration Options
       This section describes the options used to customize the	display.

       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 op-
       tions. 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 `ad-
       vcfg' utility to	set them interactively.

       Selects a specific modeline by its name.

       display_mode auto | MODELINE_NAME
	   MODELINE_NAME Specific modeline, as named with the `advv' utility.
	   auto	Automatically chooses the best modeline	available (default).

       Controls	how are	generate the video modes. Correct use of  this	option
       removes	the  need  of any software stretching improving	a lot the game

       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
	   none	No automatic video mode	creation. Use only the available mode-
	       lines (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  gen-
	       erated  modelines  will	be named `generate-*'.	Check the `ad-
	       vdef.txt' file for the description of the `device_video_format'
	       option  or  simply  use	the `advcfg' utility to	set it up cor-
	       rectly.	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 `de-
       vice_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 `gener-
       ate_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 resolu-
       tions 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.

       Controls	the color format of the	video mode.

       display_color auto | palette8 | bgr8 | bgr15 | bgr16 | bgr32 | yuy2
	   auto	Automatically choose the best option (default).
	   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.

       Suggests	the favorite image stretching when a video mode	with the  cor-
       rect  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
	   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 use the `mixed'	option
       if you have a really slow machine.


	   display_resize mixed
       Suggests	 the  use  of a	double or bigger resolution video mode.	 It is
       mainly used to enable the `scalex', `scalek', `lq', `hq'	and `xbr'  ef-
       fects. This option doesn't have any effect for vector games.

       display_magnify auto | 1	| 2 | 3	| 4
	   auto	 Double, triplicate or quadruplicate the size until targetting
	       the defined display_magnifysize horizontal size (default).
	   1 Normal size.
	   2 Double size.
	   3 Triple size.
	   4 Quadruple size.

       Defines the target area to reach	with the auto config  of  display_mag-
       nify.   The  specified  value is	the edge of the	square area to target.
       For example, with 512 the game area is expanded up to reach the size of
       512*512 pixels.

       display_magnifysize SIZE
	   SIZE	 Square	 root of the area to target. Default 600.  The default
	       of 600 typicall uses a magnify factor of	2.

       Suggests	the use	of hardware scanlines when choosing the	video mode.

       display_scanlines yes | no
	   yes Try to select a singlescan video	mode.
	   no Try to select a doublescan video mode (default).

       Activates the video image buffering.

       display_buffer yes | no
	   no Doesn't use any buffering	(default).
	   yes Use the best buffering available.

       Synchronizes 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
	   no Use the timer.
	   yes Use the video refresh rate (default).

       You can enable or disable it also on the	runtime	Video menu.

       Selects	whether	 or  not to reset to default text mode at the emulator

       display_restore yes | no
	   yes Resets to text mode (default).
	   no Doesn't change the video mode.

       Skips frames to speed up	the emulation.

       display_frameskip auto |	FACTOR
	   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 (de-
       fault), 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 synchro-


	   display_frameskip 0.5
   Display Aspect Configuration	Options
       This  section  describes	 the options used to customize the display as-

       Enlarges	the screen area	used by	the vertical games on horizontal moni-
       tors (and horizontal games in vertical monitors).

       display_expand FACTOR
	   FACTOR Expansion float factor from 1.0 to 2.0 (default 1.0).


	   display_expand 1.15
       Selects the aspect of the monitor used.

       display_aspectx INT
       display_aspecty INT
	   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 moni-
       tors (not horizontal monitors rotated) you can simply swap the  values,
       for example 3 and 4 instead of 4	and 3.


	   display_aspectx 16
	   display_aspecty 9
       Flips and rotates the game image.

       display_ror yes | no
       display_rol yes | no
       display_flipx yes | no
       display_flipy yes | no

	   To rotate left vertical games:

	   vertical/display_rol	yes
       Selects the centering of	the visible area.

       display_skiplines auto |	SKIPLINES
       display_skipcolumns auto	| SKIPCOLUMNS
	   auto	Auto center (default).
	   SKIPLINES Lines to skip.
	   SKIPCOLUMNS Columns to skip.

   Display Effect Configuration	Options
       This  section  describes	 the options used to customize the display ef-

       When a video mode is smaller or bigger than the original	arcade screen,
       the  `resizeeffect'  option controls the	type of	the transformation ap-

       display_resizeeffect auto | none	| max |	mean | filter
	    | scalex | scalek |	lq | hq	| xbr
	   auto	Selects	automatically the best effect (default).  This	selec-
	       tion is list based, and may be incomplete.  If the scale	factor
	       is 2, 3 o 4 the `xbr' effect is selected. The effect  is	 auto-
	       matically  downgraded  to `scalek' or `scalex' if the emulation
	       is too slow.  On	the other cases	the `mean' or `max' effect  is
	   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
	   scalex It adds the missing pixels matching the original bitmap pat-
	       tern.   It  uses	a 3x3 mapping analysis with 4 comparisons.  It
	       doesn't interpolate pixels and it compares colors for equality.
	       If works	only for expansion factor of 2,	3 and 4.
	   scalek It adds the missing pixels matching the original bitmap pat-
	       tern.  It uses a	3x3 mapping analysis with 4  comparisons.   It
	       interpolates  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 3x3 mapping analysis with 8 comparisons.  It interpo-
	       lates pixels and	it compares colors  for	 equality.   It	 works
	       only for	expansion factor of 2, 3 and 4.
	   hq It adds the missing pixels matching the original bitmap pattern.
	       It uses a 3x3 mapping analysis with 8 comparisons.  It interpo-
	       lates  pixels  and  it  compares	colors for distance.  It works
	       only for	expansion factor of 2, 3 and 4.
	   xbr It adds the missing pixels matching the	original  bitmap  pat-
	       tern.   It  uses	a 5x5 mapping analysis with a gradient estima-
	       tion.  It interpolates pixels and it compares colors  for  dis-
	       tance.  It works	only for expansion factor of 2,	3 and 4.

       Selects	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.
	   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.

       Selects some special effects for	interlaced video modes.	 On not	inter-
       laced modes the effects are always disabled.

       display_interlaceeffect none | even | odd | filter
	   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 Color Configuration Options
       This section describes the options used to customize the	display	 color

       Selects the image brightness factor.

       display_brightness FACTOR
	   FACTOR Brightness float factor (default 1.0).

       Sets the	image gamma correction factor.

       display_gamma FACTOR
	   FACTOR Gamma	float factor (default 1.0).

       Selects the brightness of the display when game is paused.

       display_pausebrightness FACTOR
	   FACTOR Float	brightness factor.  From 0.0 to	1.0 (default 1.0).


	   display_pausebrightness 0.6
   Display Artwork Configuration Options
       This  section  describes	the options used to customize the display art-

       Enables or disables the artworks	display.

       display_artwork_backdrop	yes | no
       display_artwork_overlay yes | no
       display_artwork_bezel yes | no
	   yes Enables the artwork (default for	backdrop and overlay).
	   no Doesn't display the artwork (default for bezel).

       Crops the artwork at the	game size.

       display_artwork_crop yes	| no
	   yes Crops the artwork (default).
	   no Doesn't crop the artwork.

   Display Vector Configuration	Options
       This section describes the options used to  customize  the  display  of
       vector games.

       Enables or disables the anti-aliasing for vector	games.

       display_antialias yes | no
	   yes Anti-aliasing enabled (default)
	   no Anti-aliasing disabled.

       Sets width in pixels of vectors.

       display_beam SIZE
	   SIZE	A float	in the range of	1.0 through 16.0 (default 1.0).

       Makes vectors flicker.

       display_flicker FACTOR
	   FACTOR A float in the range 0.0 - 100.0 (default 0).

       Enables or disables vector translucency.

       display_translucency yes	| no
       Sets the	vector intensity.

       display_intensity FACTOR
	   FACTOR A float in the range 0.5 - 3.0 (default 1.5).

   Sound Configuration Options
       This section describes the options used to customize the	sound.

       These options are used to customize the audio drivers.

       All  the	 `device_sound_*' options defined in the `advdev.txt' file can
       be used.

       Sets the	sound output mode.

       sound_mode auto | mono |	stereo | surround
	   auto	Use mono if the	emulated game is mono or stereo	if it's	stereo
	   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 ef-
	       fect will not work and you will hear silence or	an  attenuated

       Sets the	audio sample rate.

       sound_samplerate	RATE
	   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 differ-
       ent value is selected.

       Sets the	global sound volume.

       sound_volume VOLUME
	   VOLUME  The volume attenuation in dB	(default -3).  The attenuation
	       is a negative value from	-40 to 0.


	   sound_volume	-5
       Sets the	sound gain volume. This	option can be used to adjust the  vol-
       ume  of	some games to have all the games with the same volume.	If the
       `sound_normalize' option	is active this value is	also automatically up-
       dated in	the game play and you cannot change it manually.

       sound_adjust auto | VOLUME
	   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.


	   sound_adjust	16
       Automatically 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% me-
       dian power of the last 3	minutes.

       For more	details	check:
	   yes Enable the volume normalization (default).
	   no Disable it.

       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

	   VOLUME The volume gain in dB	(default 0).  The gain	is  a  integer
	       value from -20 to 20.

       Sets the	minimum	audio latency.

       sound_latency TIME
	   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.

   Input Configuration Options
       This section describes the options used to customize the	user input.

       These options are used to customize the input drivers.

       All the `device_keyboard/joystick/mouse_*' options defined in the  `ad-
       vdev.txt' file can be used.

       Helps  recognition  of very long	key sequences. But slows a bit the key

       input_steadykey yes | no
	   no Standard key recognition (default).
	   yes Wait until the keyboard state is	stabilized before  report  any
	       key change.

       Enables	or  disables  the  recognition	of the special OS keyboard se-

       input_hotkey yes	| no
	   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.

       Activates the automatic exit after some time of inactivity.

       input_idleexit TIME
	   TIME	Number of seconds to wait, if 0	(default) never	exits automat-

       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'.

	   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_pedal-
	       gas,  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_di-
	       aly, p2_dialy,  p3_dialy,  p4_dialy,  p1_trackballx,  p2_track-
	       ballx,  p3_trackballx,  p4_trackballx, p1_trackbally, p2_track-
	       bally,  p3_trackbally,  p4_trackbally,  p1_mousex,   p2_mousex,
	       p3_mousex,    p4_mousex,	  p1_mousey,   p2_mousey,   p3_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,	steer-
       ing 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	track-
       ball,  dial and mouse controls.	The option `joystick_ball' is for joy-
       stick 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	 `joy-
       stick_ball[]'  specifications.  `advm' is used for `mouse[]' specifica-

       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.


	   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<degree>
       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]
       Changes	the  digital  control  mapping.	 Maps  a  sequence   of	  key-
       board/mouse/joystick keys on a player button or analog simulation digi-
       tal control.

       input_map[DIGITAL] auto | keyboard[KEYBOARD,KEY]
	    | mouse_button[MOUSE,MOUSE_BUTTON] |  joystick_button[JOY,JOY_BUT-
	    | joystick_digital[JOY,CONTROL,AXE,DIR]
	    | or | not | ...
       The default is always `auto' which uses the standard mapping.  The pre-
       vious mapping is	always overwritten.

	   DIGITAL Player button, analog simulation, digital or	keyboard  con-
	   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_dou-
	   bleleft_up,	  p4_doubleleft_up,    p1_doubleleft_down,     p2_dou-
	   bleleft_down,   p3_doubleleft_down,	 p4_doubleleft_down,   p1_dou-
	   bleleft_left,   p2_doubleleft_left,	 p3_doubleleft_left,   p4_dou-
	   bleleft_left,   p1_doubleleft_right,	 p2_doubleleft_right,  p3_dou-
	   bleleft_right, p4_doubleleft_right, p1_button1, p2_button1, p3_but-
	   ton1,  p4_button1,  p1_button2, p2_button2, p3_button2, p4_button2,
	   p1_button3, p2_button3, p3_button3, p4_button3, p1_button4, p2_but-
	   ton4,  p3_button4,  p4_button4, p1_button5, p2_button5, p3_button5,
	   p4_button5, p1_button6, p2_button6, p3_button6, p4_button6, p1_but-
	   ton7,  p2_button7,  p3_button7, p4_button7, p1_button8, p2_button8,
	   p3_button8, p4_button8, p1_button9, p2_button9, p3_button9, p4_but-
	   ton9,  p1_button10,	p2_button10, p3_button10, p4_button10, p1_pad-
	   dle_left, p1_paddle_right, p2_paddle_left, p2_paddle_right, p3_pad-
	   dle_left, p3_paddle_right, p4_paddle_left, p4_paddle_right, p1_pad-
	   dle_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_light-
	   gun_left,  p2_lightgun_right,  p3_lightgun_left, p3_lightgun_right,
	   p4_lightgun_left,  p4_lightgun_right,   p1_lightgun_up,   p1_light-
	   gun_down,	p2_lightgun_up,	   p2_lightgun_down,   p3_lightgun_up,
	   p3_lightgun_down,   p4_lightgun_up,	 p4_lightgun_down,   p1_pedal-
	   gas_push,  p1_pedalgas_release,  p2_pedalgas_push,  p2_pedalgas_re-
	   lease,  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_track-
	   ball_right, p4_trackball_left, p4_trackball_right, p1_trackball_up,
	   p1_trackball_down,  p2_trackball_up,	 p2_trackball_down,  p3_track-
	   ball_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, ser-
	   vice_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_cock-
	   tail,   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_tog-
	   gle_cheat, ui_home,	ui_end,	 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_re-
	   store,   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.	Gener-
       ally 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

	   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,  cy-
	   clewindows,	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, brightnes-
	   sup,	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.


	   input_map[p1_left]	  keyboard[0,left]	or	joystick_digi-
	   input_map[p1_right]	   keyboard[0,right]	 or	joystick_digi-
	   input_map[p1_button1] keyboard[0,lshit] or  joystick_button[0,trig-
       Changes 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])
	   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.


	   input_name keyboard[0,lcontrol] Blue
	   input_name joystick_digital[0,stick,x,right]	Right
       Selects some additional settings	for analog inputs. These settings  can
       be modified using the "Analog Config" menu present if the game has ana-
       log controls.

       input_setting[NAME] SETTING
       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
       Selects the state of the	game configswitch. These settings can be modi-
       fied using the "Config" menu present if the game	has configswitches.

       input_configswitch[NAME]	SETTING
   User	Interface Configuration	Options
       This section describes the options used to customize  the  user	inter-

       Selects	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
	   auto	Use the	internal help image. With this option all the ui_help-
	       tag options are ignored.
	   FILE	Load an	arbitrary image	from a file.

       The data	used for the default image is in the `contrib/help' dir.

       Selects	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
	   keyboard/mouse_*/joystick_*	One  digital input. Like the input_map
	   X, Y	The upper/left position	in the image of	the input range.
	   DX, DY The size in pixel of the input range.


	   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.

       Selects a font file. The	formats	TrueType (TTF),	GRX, PSF and  RAW  are
       supported.  You	can find a collection of fonts in the `contrib'	direc-

       ui_font auto | "FILE"
	   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.

       Selects	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]
	   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.

       Selects the user	interface colors.


	   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

	   FOREGROUND  Foreground  color  in  RRGGBB  hex  format. For example
	       FF0000 is red and 00FF00	is green.
	   BACKGROUND Background color.	Like foreground	color.

       Selects the translucency	of the user interface.

       ui_translucency FACTOR

	   FACTOR Translucency factor from 0 to	1 (default 0.8).

       The translucency	ha no effect on	the 8 bits palettized video modes.

   Record Configuration	Options
       This 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.

       Enables 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 adjust-
       ment. You should	use an external	utility	to adjust the volume and  com-
       press the resulting file.

       Enables 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

       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.

       Controls	the maximum length in seconds of the recording feature.

       record_sound_time TIME
       record_video_time TIME
	   TIME	Time in	seconds	(default 15).

       Selects how many	frames to save with the	video recording.

       record_video_interleave COUNT
	   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.


	   record_video_interleave 1
   Synchronization Options
       This section describes the options used for the time synchronization of
       the emulated game or system.

       Selects an arbitrary frame rate for the game.

       sync_fps	auto | FPS
	   auto	Use the	original framerate of the game (default).
	   FPS Use the specified framerate.

       Selects a speed factor always active. You can play the game in slowdown
       or in nightmare mode!

       sync_speed FACTOR
	   FACTOR Float	speed factor (default 1.0).


	   sync_speed 1.2
       Selects	the  speed factor used when the	`turbo'	button is pressed. The
       default `turbo' key is `asterisk_pad'.

       sync_turbospeed FACTOR
	   FACTOR Float	speed factor (default 3.0).

       Selects 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
	   auto	Get the	value for the current game from	an  internal  database
	   none	Disable	the startup.
	   TIME	Time in	seconds.

       Selects the audio resampling mode.

       sync_resample auto | emulation |	internal
	   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 us-
       ing the `-record' or `-playback'	command	line option due	incorrect  be-
       havior  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.

   LCD Configuration Options
       AdvanceMAME 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.

       Selects	the  server address and	port to	use for	display	information on
       the LCD.

       lcd_server none | [SERVER][:PORT]

	   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.


	   lcd_server localhost
       Selects the timeout to connect at the server.

       lcd_timeout TIMEOUT

	   TIMEOUT Timeout in milliseconds (default 500).

       Selects the LCD scrolling speed for long	messages.

       lcd_speed DELAY

	   DELAY Delay in 1/8th	of seconds (default 8).

   Misc	Configuration Options
       Selects the game	bios in	AdvanceMAME.

       misc_bios default | NAME
	   default Use the default BIOS.
	   NAME	Select specific	BIOS.

       Controls	the ram	size of	the emulated machine in	AdvanceMESS.

       misc_ramsize auto | SIZE	[k|M|G]
	   auto	Automatic (default).
	   SIZE	Size of	the RAM	in bytes. You can  use	the  'k'  (1024),  'M'
	       (1024^2)	or 'G' (1024^3)	multiplier.


	   misc_ramsize	1024k
       Selects	the  game  difficulty. This option works only with games which
       select difficulty with dipswitches.

       misc_difficulty none | easiest |	easy | normal |	hard | hardest
	   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.

       Selects 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
	   no Don't change the default mode (default).
	   yes Activate	the freeplay.

       Selects	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
	   no Don't change the default mode (default).
	   yes Mute the	demo sounds.

       Selects	the  game language and country.	This option uses both the dip-
       switches	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
	   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  lan-
       guages fallback to english language.  Asian languages fallback to japa-
       nese language.

       A game clone is selected	only if	it's a perfectly working clone.

       Enables 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 improve-
       ment only if you	are using a heavy video	effect like `hq' and `xbr'.

       misc_smp	yes | no
	   no Disabled (default).
	   yes Enabled.

       You can enable or disable it also on the	runtime	Video menu.

       Doesn't print the copyright text	message	at the startup,	the disclaimer
       and the generic game information	screens.

       misc_quiet yes |	no
       Run 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
   Support Files Configuration Options
       The AdvanceMAME emulator	can use	also some support files:
	   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.

       Enables	or  disables the cheat system. It may also change the game be-
       havior enabling the cheat dip-switch if available.  If enabled, it dis-
       ables the hiscore saving.

       misc_cheat yes |	no
	   yes Enable the cheats.
	   no Disable the cheats (default).

       Selects	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)
	   FILE	Cheat file to load (default cheat.dat).

       Selects the language file.

       misc_languagefile FILE
	   FILE	Language file to load (default english.lng).

       Selects the hiscore file.

       misc_hiscorefile	FILE
	   FILE	High score file	to load	(default hiscore.dat).

       Activates safe quit mode. If enabled, to	stop the emulation,  you  need
       to confirm on a simple menu.

       misc_safequit yes | no
	   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.

       Activates  the  debug  mode  for	the event/safequit feature. On the top
       left of the screen the internal state of	the event/safequit  engine  is
       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
	   no Disabled (default).
	   yes Enabled.

       Selects the event/safequit database to use.

       misc_eventfile FILE
	   FILE	Event file to load (default event.dat).

   Debugging Configuration Options
       The  use	 of  these  options  is	discouraged. They are present only for
       testing purpose.

       Crashes the program. It can be used to ensure that  the	correct	 video
       mode is restored	on aborting conditions.

       debug_crash yes | no
	   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.

       Disables	the sound output syncronization	with the video.

       debug_rawsound yes | no
	   no Normal operation (default).
	   yes Sound output without any	syncronization.

       Enables 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
	   yes Display the speed mark when required.
	   no Don't display the	speed mark (default).

       The program intercepts the following signals:
	   SIGQUIT Exit	normally.
	   SIGTERM, SIGINT, SIGALRM Exit restoring only	the output devices.
	   SIGHUP Restart the program.

       This file is Copyright (C) 2003,	2004, 2005  Andrea  Mazzoleni,	Filipe

						  AdvanceMAME/MESS Emulator(1)


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