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AdvanceMAME/MESS Emulator(1)			  AdvanceMAME/MESS Emulator(1)

NAME
       advmame, advmess - AdvanceMAME/MESS Emulator

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

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.

OPTIONS
       This is the list of the available command line options:

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

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

       -remove
	      Remove  from the configuration file all the options with default
	      values.

       -cfg FILE
	      Select an alternate configuration file. In Linux and  Mac	 OS  X
	      the  you	can prefix the file name with "./" to load it from the
	      current directory.

       -log   A very detailed log of operations is saved  in  a	 `.log´	 file.
	      Very useful for debugging problems.

       -listxml
	      Outputs the internal MAME database in XML format.

       -record FILE
	      Record  all  the game inputs in the specified file.  The file is
	      saved in the directory specified by the `dir_inp´	 configuration
	      option.

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

       -version
	      Print the version number, the low-level device drivers supported
	      and the configuration directories.

       -help  Print a short command line help.

       On the command line you can also specify all configuration options with
       the format -OPTION ARGUMENT. For boolean	 options  you  don´t  need  to
       specify	the argument but you must use the -OPTION or -noOPTION format.
       For example:

	   advmame pacman -device_sound sb -nodisplay_scanlines
       You can use short options if they are unambiguous. You can  remove  any
       prefix  tag separated with `_´ or truncate it.  For example `-dev_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 `/´.

FEATURES
       This  section  contains	a  brief  description  of  all the features of
       AdvanceMAME.

   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
       ratio.

       You can control how the	video  modes  are  generated  with  the	 `dis‐
       play_adjust´ option. More details are in the `install.txt´ file.

   Video Menu
       AdvanceMAME  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 `[]´.

   Resize
       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´
       option.

       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
       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.

   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
       menu.

       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
       patterns.

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

   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
       play.

       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.

   Scripts
       AdvanceMAME 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.

   Aspect Ratio Control
       AdvanceMAME  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 verti‐
       cal 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
       occupation.

   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
       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 dur‐
       ing the game play to prevent unwanted exit.

       More  details  are  in  the  description	 of  the  `misc_safequit´, and
       `input_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
       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.

   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
       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_dip‐
       switch´, `input_configswitch´ options.

   Cocktail
       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
       panel.

USE CASES
       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
       image  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
       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  stretch‐
       ing  is	required.   For	 example for the game "Pac-Man" on a NTSC TV a
       video mode of 400x240 (perfect horizontal size) is used.	 For  stretch‐
       ing some special 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.

OTHER PORTS
       This section compares the AdvanceMAME video support with the other MAME
       ports.

   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
       monitor.

   SDL MAME
       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‐
       ronment.

       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,
       because AdvanceMAME is able to streatch the image using special effects
       like ´max´ that avoids to lose pixels.

   DOS MAME
       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
       boards.

CONFIGURATION
       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
       default	   is	 `/usr/local/etc´.     The    $data    directory    is
       `$DATADIR/advance´, where $DATADIR is the `datadir´  directory  config‐
       ured  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 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:

	   [SECTION/]OPTION VALUE
       If the SECTION is omitted the `´ (empty) section is assumed.

       You  can split long options in a multi-line format ending the line with
       the char `\´:

	   [SECTION/]OPTION FIRST_LINE \
		SECOND_LINE \
		... \
		LAST_LINE
       When you run a game every option is read in different sections  in  the
       following order:
	   `SYSTEM[SOFTWARE]´ The short system name and the loaded software on
	       the command line, like `ti99_4a[ti-inva]´, `a7800[digdug]´  and
	       `nes[commando]´.
	   `GAME´  The	short  game (or system) name, like `pacman´, `ti99_4a´
	       and `nes´.
	   `PARENT´ If present, the parent name of the game, like `puckman´.
	   `BIOS´ If present, the bios name of the game, like `neogeo´.
	   `RESOLUTIONxCLOCK´ The resolution and the clock of the  game,  like
	       `244x288x60´  for raster games or `vector´ for vector games. If
	       the vertical clock is a real value, it´s rounded	 downwards  to
	       the nearest integer.
	   `RESOLUTION´	 The resolution of the game, like `244x288´ for raster
	       games or `vector´ for vector games.
	   `ORIENTATION´ The game orientation. One  of	`vertical´,  `horizon‐
	       tal´.
	   `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.

   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:
	   cartridge Load a cartridge.
	   floppydisk Load a floppydisk.
	   harddisk Load an harddisk.
	   cylinder Load a cylinder.
	   cassette Load a cassette.
	   punchcard Load a punchcard.
	   punchtape Load a punchtape.
	   printer Load a printer.
	   serial Load a serial.
	   parallel Load a parallel.
	   snapshot Load a snapshot.
	   quickload Load a quickload.

       Examples:

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

   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:
	   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
       tried:
       ·      DIR/GAME/ROM.EXT
       ·      DIR/GAME.zip/ROM.EXT
       ·      DIR/GAME/ROM.zip/ROM

       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 con‐
       tained in the zip file `alpiner.zip´ you can use this syntax:

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

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

   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.

   display_mode
       Selects a specific modeline by its name.

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

   display_adjust
       Controls 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:
	   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
	       `advdef.txt´ file for the description of the `device_video_for‐
	       mat´  option  or	 simply	 use the `advcfg´ utility to set it up
	       correctly.  If the `device_video_format´ option isn´t specified
	       a default value for your monitor clock limits is guessed.
	   generate_y Like generate_exact, and it allows generating modes with
	       a wrong vertical size if a perfect mode is not possible.
	   generate_clock Like generate_exact, and it allows generating	 modes
	       with a vertical clock different than the game original clock if
	       a perfect mode is not  possible.
	   generate_yclock Like generate_exact, and it allows generating modes
	       with  a	wrong  vertical clock and/or size if a perfect mode is
	       not possible. Modes with a correct size are favorite over  mode
	       than a correct clock.
	   generate_clocky Like generate_exact, and it allows generating modes
	       with a wrong vertical clock and/or size if a  perfect  mode  is
	       not possible. Modes with a correct clock are favorite over mode
	       with a correct size.

       The `generate´ options are able to create at runtime all	 the  required
       modelines. You don´t need to create a list of modelines manually.

       The  not	 `generate´  options  use  only the modelines defined with the
       `device_video_modeline´ option in the configuration file.  You can  add
       them manually or using the `advv´ utility.  Check the `advdev.txt´ file
       for more details on the `device_video_modeline´ option.

       Of all the `generate´ options, the `generate_yclock´ is	the  suggested
       and  the	 most  powerful.  The `advcfg´ utility always sets the `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.

   display_color
       Controls the color format of the video mode.

       display_color auto | palette8 | bgr8 | bgr15 | bgr16 | bgr32 | yuy2
       Options:
	   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.

   display_resize
       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
       Options:
	   none Original size.
	   integer Integer stretch, i.e. x2, x3, x4,...
	   mixed Integer horizontal stretch and fractional vertical stretch.
	   fractional Fractional stretch (default).

       The `fractional´ option involves a slowdown, so use the `mixed´	option
       if you have a really slow machine.

       Examples:

	   display_resize mixed
   display_magnify
       Suggests	 the  use  of a double or bigger resolution video mode.	 It is
       mainly used to enable the `scalex´,  `scalek´,  `lq´,  `hq´  and	 `xbr´
       effects. This option doesn´t have any effect for vector games.

       display_magnify auto | 1 | 2 | 3 | 4
       Options:
	   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.

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

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

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

   display_buffer
       Activates the video image buffering.

       display_buffer yes | no
       Options:
	   no Doesn´t use any buffering (default).
	   yes Use the best buffering available.

   display_vsync
       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
       Options:
	   no Use the timer.
	   yes Use the video refresh rate (default).

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

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

       display_restore yes | no
       Options:
	   yes Resets to text mode (default).
	   no Doesn´t change the video mode.

   display_frameskip
       Skips frames to speed up the emulation.

       display_frameskip auto | FACTOR
       Options:
	   auto Auto frame skip (default).
	   FACTOR Float factor for the fraction of frames to display.  From  0
	       to 1. To completely disable the frame skipping use the value 1.

       Use  `f11´  to display the speed your computer is actually reaching. If
       it is below 100%, increase the frame skip value.	 You can press `f8/f9´
       to  change  frame  skip	while  running	the  game.   When  set to auto
       (default), the frame skip setting is dynamically adjusted  during  run‐
       time  to display the maximum possible frames without dropping below the
       100% speed.  Pressing `f10´ you can enable  and	disable	 the  throttle
       synchronization.

       Examples:

	   display_frameskip 0.5
   Display Aspect Configuration Options
       This  section  describes	 the  options  used  to	 customize the display
       aspect.

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

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

       Examples:

	   display_expand 1.15
   display_aspectx/aspecty
       Selects the aspect of the monitor used.

       display_aspectx INT
       display_aspecty INT
       Options:
	   INT Integer number starting from 1 (default 4 and 3).

       For  16/9  TV you can use the 16 and 9 values. For truly vertical moni‐
       tors (not horizontal monitors rotated) you can simply swap the  values,
       for example 3 and 4 instead of 4 and 3.

       Examples:

	   display_aspectx 16
	   display_aspecty 9
   display_ror/rol/flipx/flipy
       Flips and rotates the game image.

       display_ror yes | no
       display_rol yes | no
       display_flipx yes | no
       display_flipy yes | no
       Examples:

	   To rotate left vertical games:

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

       display_skiplines auto | SKIPLINES
       display_skipcolumns auto | SKIPCOLUMNS
       Options:
	   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
       effects.

   display_resizeeffect
       When 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
	    | scalex | scalek | lq | hq | xbr
       Options:
	   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
	       selected.
	   none Simply removes or duplicates lines as required.
	   max	In  reduction  merges  consecutive  columns and rows using the
	       lightest pixels versus the  darkest.   In  expansion  duplicate
	       columns	and rows using the darkest pixels versus the lightest.
	       Supported in both rgb and palette video modes.  It  works  best
	       for  the games with black background or without scrolling. Like
	       "Pac-Man".  This effect ensures to have always rows and columns
	       of the same thickness.
	   mean	 In  reduction it merges columns and rows using the mean color
	       of the pixels. In expansion it adds columns and rows  that  are
	       the  mean  of  previous	and next lines.	 Supported only in rgb
	       video modes.  It works best for	the  games  with  animated  or
	       scrolling background. Like "1941".
	   filter  It  removes	or duplicates columns and rows with a low pass
	       filter in the x and the y directions.  It´s a simple FIR filter
	       with  two  points  of equal value.  Supported only in rgb video
	       modes.
	   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.

   display_rgbeffect
       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.
       Options:
	   none No effect (default).
	   triad3dot RGB triad of 3 pixels.
	   triad6dot RGB triad of 6 pixels.
	   triad16dot RGB triad of 16 pixels.
	   triadstrong3dot RGB strong triad of 3 pixels.
	   triadstrong6dot RGB strong triad of 6 pixels.
	   triadstrong16dot RGB strong triad of 16 pixels.
	   scan2vert Scanline of 2 vertical lines.
	   scan3vert Scanline of 3 vertical lines.
	   scan2horz Scanline of 2 horizontal lines.
	   scan3horz Scanline of 3 horizontal lines.

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

       display_interlaceeffect none | even | odd | filter
       Options:
	   none No effect (default).
	   even Swap the even rows.
	   odd Swap the odd rows.
	   filter Apply a vertical filter.

       If  your	 monitor  uses	a swapped order for interlaced rows, using the
       `even´ or `odd´ effect you can probably fix the image.

       The effects operate on the rows in the following way:

	   Row Even Odd Filter
	    A	A   A	 A
	    B	B   A	B+A
	    C	A   C	C+B
	    D	D   B	D+C
	    E	C   E	E+D
	    F	F   D	F+E
	    G	E   G	G+F
	    H	H   F	H+G
   Display Color Configuration Options
       This section describes the options used to customize the display	 color
       adjustments.

   display_brightness
       Selects the image brightness factor.

       display_brightness FACTOR
       Options:
	   FACTOR Brightness float factor (default 1.0).

   display_gamma
       Sets the image gamma correction factor.

       display_gamma FACTOR
       Options:
	   FACTOR Gamma float factor (default 1.0).

   display_pausebrightness
       Selects the brightness of the display when game is paused.

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

       Examples:

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

   display_artwork_backdrop/overlay/bezel
       Enables or disables the artworks display.

       display_artwork_backdrop yes | no
       display_artwork_overlay yes | no
       display_artwork_bezel yes | no
       Options:
	   yes Enables the artwork (default for backdrop and overlay).
	   no Doesn´t display the artwork (default for bezel).

   display_artwork_crop
       Crops the artwork at the game size.

       display_artwork_crop yes | no
       Options:
	   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.

   display_antialias
       Enables or disables the anti-aliasing for vector games.

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

   display_beam
       Sets width in pixels of vectors.

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

   display_flicker
       Makes vectors flicker.

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

   display_translucency
       Enables or disables vector translucency.

       display_translucency yes | no
   display_intensity
       Sets the vector intensity.

       display_intensity FACTOR
       Options:
	   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.

   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.

   sound_mode
       Sets the sound output mode.

       sound_mode auto | mono | stereo | surround
       Options:
	   auto Use mono if the emulated game is mono or stereo if it´s stereo
	       (default).
	   mono Use always mono. The game stereo channels are mixed.
	   stereo Use always stereo. The game mono channel is duplicated.
	   surround  Use  a  fake surround effect. With stereo games the right
	       channel plays part of the left channel as  negate  samples  and
	       vice-versa.   With  mono games the left channel is the negation
	       of the right channel. This means that with surround enabled the
	       output  is  always  stereo.   If	 you  use mono headphones, the
	       effect will not work and you will hear silence or an attenuated
	       sound.

   sound_samplerate
       Sets the audio sample rate.

       sound_samplerate RATE
       Options:
	   RATE	 Sample	 rate. Common values are 11025, 22050, 44100 and 48000
	       (default 44100).

       If the sound driver doesn´t support the specified sample rate a differ‐
       ent value is selected.

   sound_volume
       Sets the global sound volume.

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

       Examples:

	   sound_volume -5
   sound_adjust
       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
       updated in the game play and you cannot change it manually.

       sound_adjust auto | VOLUME
       Options:
	   auto Get the value for the current game from an internal database.
	   VOLUME  The	volume gain in dB (default 0).	The gain is a positive
	       value from 0 to 40.  If the `sound_normalize´ option is	active
	       the volume is automatically updated in the game play.

       Examples:

	   sound_adjust 16
   sound_normalize
       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%
       median power of the last 3 minutes.

       For more details check:

	   http://replaygain.hydrogenaudio.org/equal_loudness.html
       Options:
	   yes Enable the volume normalization (default).
	   no Disable it.

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

   sound_latency
       Sets the minimum audio latency.

       sound_latency TIME
       Options:
	   TIME Latency in seconds from 0 to 2.0 (default 0.05).

       If  in  the game play you hear some sound ticks you can try to increase
       the latency. Try doubling the value until the ticks go away.

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

   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.

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

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

   input_hotkey
       Enables	or  disables  the  recognition	of  the	 special  OS  keyboard
       sequences.

       input_hotkey yes | no
       Options:
	   no No hot key recognition.
	   yes Hot key recognition (default).

       In DOS the hotkey recognized are:
	   CTRL+ALT+DEL Reset.
	   CTRL+ALT+END Quit.
	   CTRL+BREAK (Pause) Break.

       In Linux the hotkey recognized generally are:
	   CTRL+C Break.
	   ALT+Fx Change virtual console.

   input_idleexit
       Activates the automatic exit after some time of inactivity.

       input_idleexit TIME
       Options:
	   TIME Number of seconds to wait, if 0 (default) never exits automat‐
	       ically.

   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:
	   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_dialy,   p2_dialy,   p3_dialy,   p4_dialy,	p1_trackballx,
	       p2_trackballx,	p3_trackballx,	p4_trackballx,	p1_trackbally,
	       p2_trackbally, p3_trackbally, p4_trackbally, p1_mousex, p2_mou‐
	       sex,  p3_mousex,	 p4_mousex,  p1_mousey,	 p2_mousey, p3_mousey,
	       p4_mousey.
	   - Invert the direction of the movement.
	   JOY Number of physical joystick: 0, 1, 2, 3, ...
	   MOUSE Number of physical mouse: 0, 1, 2, 3, ...
	   CONTROL Number or name of physical control of the joystick:	0,  1,
	       2, 3, ...
	   AXE Number or name of physical axe of the control: 0, 1, 2, 3 ...

       The  `joystick´	option	is  used  to reference all the analog controls
       which report an absolute position. For example stick, lightgun,	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‐
       tions.

       The CONTROL names for the `joystick´ option are:
	   stick Stick.
	   gas Acceleration pedal.
	   brake Brake pedal.
	   wheel Steering wheel.
	   hat, hat2, hat3, hat4 Hats.
	   throttle Throttle.
	   rudder Rudder.
	   misc Any other.

       The AXE names for the `joystick´ option are:
	   x, y, z Movement on the X, Y, Z axe.
	   rx, ry, rz Rotation on the X, Y, Z axe.
	   mono For all the control with a single axe.

       The AXE names for the `joystick_ball´ and `mouse´ options are:
	   x, y, z Movement on the X, Y, Z axe.
	   wheel Vertical wheel.
	   hwheel Horizontal wheel.
	   dial Dial.
	   misc Any other.

       The ANALOG controls are always formed with a "player" string and with a
       "control" strings.
	   p1_CONTROL Player 1.
	   p2_CONTROL Player 2.
	   p3_CONTROL Player 3.
	   p4_CONTROL Player 4.
	   PLAYER_paddlex Paddle in horizontal direction.
	   PLAYER_paddley Paddle in vertical direction.
	   PLAYER_stickx Stick in horizontal direction.
	   PLAYER_sticky Stick in vertical direction.
	   PLAYER_stick_z Stick in z axis direction.
	   PLAYER_lightgunx Lightgun in horizontal direction.
	   PLAYER_lightguny Lightgun in vertical direction.
	   PLAYER_pedalgas Gas pedal.
	   PLAYER_pedalbrake Brake pedal.
	   PLAYER_pedalother Other pedal.
	   PLAYER_dialx Dial in horizontal direction.
	   PLAYER_dialy Dial in vertical direction.
	   PLAYER_trackballx Trackball in horizontal direction.
	   PLAYER_trackbally Trackball in vertical direction.
	   PLAYER_mousex Mouse in horizontal direction.
	   PLAYER_mousey Mouse in vertical direction.

       Examples:

	   input_map[p1_stickx] joystick[0,0,x] -joystick[0,1,x]
	   input_map[p1_sticky] joystick[0,0,y] -joystick[0,1,y]
	   input_map[p1_trackballx] mouse[0,x] -mouse[1,x]
	   input_map[p1_trackbally] mouse[0,y] -mouse[1,y]
       If required you can compose the options to get a rotation of 45� of the
       control. For example:

	   input_map[p1_stickx] mouse[0,x] mouse[0,y]
	   input_map[p1_sticky] mouse[0,x] -mouse[0,y]
   input_map[DIGITAL]
       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‐
       TON]
	    | 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.

       Options:
	   DIGITAL Player button, analog simulation, digital or keyboard  con‐
	       trol.
	   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_pedal‐
	   gas_release,	  p3_pedalgas_push,   p3_pedalgas_release,   p4_pedal‐
	   gas_push,	p4_pedalgas_release,   p1_pedalbrake_push,   p1_pedal‐
	   brake_release, p2_pedalbrake_push, p2_pedalbrake_release, p3_pedal‐
	   brake_push,	p3_pedalbrake_release,	p4_pedalbrake_push,  p4_pedal‐
	   brake_release, p1_pedalother_push,  p1_pedalother_release,  p2_ped‐
	   alother_push,  p2_pedalother_release,  p3_pedalother_push,  p3_ped‐
	   alother_release,	p4_pedalother_push,	p4_pedalother_release,
	   p1_dial_left,     p1_dial_right,    p2_dial_left,	p2_dial_right,
	   p3_dial_left,    p3_dial_right,    p4_dial_left,	p4_dial_right,
	   p1_dial_up,	p1_dial_down,  p2_dial_up,  p2_dial_down,  p3_dial_up,
	   p3_dial_down,    p4_dial_up,	   p4_dial_down,    p1_trackball_left,
	   p1_trackball_right,	    p2_trackball_left,	   p2_trackball_right,
	   p3_trackball_left, p3_trackball_right, p4_trackball_left, p4_track‐
	   ball_right,	p1_trackball_up,  p1_trackball_down,  p2_trackball_up,
	   p2_trackball_down,  p3_trackball_up,	 p3_trackball_down,  p4_track‐
	   ball_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,  ser‐
	   vice_coin1,	 service_coin2,	  service_coin3,  service_coin4,  ser‐
	   vice_coin5, service_coin6, service_coin7,  service_coin8,  service,
	   tilt, interlock, p1_start, p2_start, p3_start, p4_start, p1_select,
	   p2_select,  p3_select,   p4_select,	 ui_mode_next,	 ui_mode_pred,
	   ui_record_start,  ui_record_stop,  ui_turbo,	 ui_cocktail, ui_help,
	   ui_startup,	  ui_configure,	   ui_on_screen_display,     ui_pause,
	   ui_reset_machine,  ui_show_gfx, ui_frameskip_dec, ui_frameskip_inc,
	   ui_throttle, ui_show_fps,  ui_snapshot,  ui_toggle_cheat,  ui_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_pro‐
	   filer, ui_toggle_ui, ui_toggle_debug, ui_save_state, ui_load_state,
	   ui_add_cheat,   ui_delete_cheat,   ui_save_cheat,   ui_watch_value,
	   ui_edit_cheat,   ui_toggle_crosshair,   safequit,  event1,  event2,
	   event3, event4, event5, event6, event7,  event8,  event9,  event10,
	   event11,  event12,  event13,	 event14,  key_q, key_w, key_e, key_r,
	   key_t, key_y, key_u, key_i,	key_o,	key_p,	key_a,	key_s,	key_d,
	   key_f,  key_g,  key_h,  key_j,  key_k,  key_l, key_z, key_x, key_c,
	   key_v,  key_b,  key_n,  key_m,  key_pad_0,  key_pad_1,   key_pad_2,
	   key_pad_3,  key_pad_4,  key_pad_5, key_pad_6, key_pad_7, key_pad_8,
	   key_pad_9,	  key_pad_enter,     key_pad_minus,	 key_pad_plus,
	   key_pad_slash,   key_pad_colon,  key_pad_diesis,  key_pad_asterisk,
	   key_0, key_1, key_2, key_3,	key_4,	key_5,	key_6,	key_7,	key_8,
	   key_9,   key_esc,  key_enter,  key_backspace,  key_tab,  key_space,
	   key_ins,  key_del,  key_home,   key_end,   key_fctn,	  key_restore,
	   key_store,  key_play,  key_print,  key_hold,	 key_rew,  key_record,
	   key_break, key_graph,  key_pause,  key_menu,	 key_stop,  key_again,
	   key_undo,   key_move,   key_copy,  key_open,	 key_edit,  key_paste,
	   key_find, key_cut, key_help, key_back,  key_forward,	 key_capslock,
	   key_scrlock,	  key_numlock,	 key_quickload,	  key_pgup,  key_pgdn,
	   key_backquote,  key_minus,  key_plus,   key_asterisk,   key_equals,
	   key_openbrace,  key_closebrace, key_semicolon, key_quote, key_back‐
	   slash,  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
       are:

	   a,  b,  c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v,
	   w, x, y, z, n0, 1, 2, 3, 4, 5, 6, 7, 8,  9,	0_pad,	1_pad,	2_pad,
	   3_pad,  4_pad,  5_pad,  6_pad, 7_pad, 8_pad, 9_pad, f1, f2, f3, f4,
	   f5, f6, f7, f8, f9, f10, f11, f12, esc, backquote,  minus,  equals,
	   backspace,  tab,  openbrace,	 closebrace,  enter, semicolon, quote,
	   backslash, less, comma, period, slash, space,  insert,  del,	 home,
	   end,	 pgup,	pgdn,  left, right, up, down, slash_pad, asterisk_pad,
	   minus_pad, plus_pad, period_pad, enter_pad, prtscr, pause,  lshift,
	   rshift,  lcontrol, rcontrol, lalt, ralt, lwin, rwin, menu, scrlock,
	   numlock, capslock, stop, again, props,  undo,  front,  copy,	 open,
	   paste, find, cut, help, calc, setup, sleep, wakeup, file, sendfile,
	   deletefile, xfer, prog1,  prog2,  www,  msdos,  coffee,  direction,
	   cyclewindows,  mail,	 bookmarks,  computer, back, forward, closecd,
	   ejectcd, ejectclosecd, nextsong, playpause,	previoussong,  stopcd,
	   record,  rewind, phone, iso, config, homepage, refresh, exit, move,
	   edit, scrollup, scrolldown, leftparen_pad,  rightparen_pad,	intl1,
	   intl2,  intl3,  intl4,  intl5,  intl6,  intl7, intl8, intl9, lang1,
	   lang2, lang3, lang4, lang5, lang6,  lang7,  lang8,  lang9,  playcd,
	   pausecd,  prog3,  prog4, suspend, close, brightnessdown, 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.

       Examples:

	   input_map[p1_left]	  keyboard[0,left]	or	joystick_digi‐
	   tal[0,stick,x,left]
	   input_map[p1_right]	   keyboard[0,right]	 or	joystick_digi‐
	   tal[0,stick,x,right]
	   input_map[p1_button1] keyboard[0,lshit] or  joystick_button[0,trig‐
	   ger]
   input_name
       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])
	    NAME
       Options:
	   KEY Name of physical key.
	   MOUSE Number of physical mouse: 0, 1, 2, 3, ...
	   MOUSE_BUTTON Number or name of a physical mouse button: 0, 1, 2, 3,
	       ...
	   JOY Number of physical joystick: 0, 1, 2, 3, ...
	   CONTROL Number or name of physical control of the joystick:	0,  1,
	       2, 3, ...
	   DIR Direction of the movement: left, up, right, down.
	   AXE Number or name of physical axe of the control: 0, 1, 2, 3, ...
	   JOY_BUTTON  Number  or name of a physical joystick button: 0, 1, 2,
	       3, ...
	   NAME Display name for digital input.

       See input_map for valid KEY, MOUSE_BUTTON, CONTROL, JOY_BUTTON names.

       Examples:

	   input_name keyboard[0,lcontrol] Blue
	   input_name joystick_digital[0,stick,x,right] Right
   input_setting[*]
       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
   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
   input_configswitch[*]
       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‐
       face.

   ui_helpimage
       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
       Options:
	   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.

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

       Examples:

	   ui_helptag keyboard[0,esc] 6 5 12 12
	   ui_helptag keyboard[0,f1] 26 5 12 12
	   ui_helptag keyboard[0,f2] 38 5 12 12
	   ui_helptag keyboard[0,f3] 50 5 12 12
	   ui_helptag keyboard[0,f4] 62 5 12 12
	   ui_helptag keyboard[0,f5] 81 5 12 12
	   ui_helptag keyboard[0,f6] 93 5 12 12
	   ui_helptag keyboard[0,f7] 105 5 12 12
	   ui_helptag keyboard[0,f8] 117 5 12 12
	   ui_helptag keyboard[0,f9] 137 5 12 12
	   ui_helptag keyboard[0,f10] 149 5 12 12
       The data used for the default image is in the `contrib/help´ dir.

   ui_font
       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‐
       tory.

       ui_font auto | "FILE"
       Options:
	   auto Use the built-in font (default).
	   FILE Font file path.

       The TrueType (TTF) format is supported only if the program is  compiled
       with the FreeType2 library.

   ui_fontsize
       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]
       Options:
	   auto Automatically compute the size (default).
	   ROWS Number of text rows.
	   COLS Number of text columns. If omitted,  it´s  computed  from  the
	       number of rows.

   ui_color[*]
       Selects the user interface colors.

       ui_color[TAG] FOREGROUND BACKGROUND

       Tags:
	   interface Main inteface color.
	   tag Highlight tags.
	   select Selected menu entries.
	   help_p1 Help color for player 1 controls.
	   help_p2 Help color for player 2 controls.
	   help_p3 Help color for player 3 controls.
	   help_p4 Help color for player 4 controls.
	   help_other Help color for other controls

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

   ui_translucency
       Selects the translucency of the user interface.

       ui_translucency FACTOR

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

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

   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.

   record_sound
       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.

   record_video
       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
       used.

       The  clip  is saved with a lite compression, you should use an external
       utility to compress better the resulting file.

       A powerful compression utility is the `advmng´ program available in the
       AdvanceCOMP package.

   record_video/sound_time
       Controls the maximum length in seconds of the recording feature.

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

   record_video_interleave
       Selects how many frames to save with the video recording.

       record_video_interleave COUNT
       Options:
	   COUNT  How many frames displayed a frame must be saved (default 2).
	       1 means save all the frames. 2 means save 1 every  2.  3	 means
	       save 1 every 3, and so on.

       Examples:

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

   sync_fps
       Selects an arbitrary frame rate for the game.

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

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

       sync_speed FACTOR
       Options:
	   FACTOR Float speed factor (default 1.0).

       Examples:

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

       sync_turbospeed FACTOR
       Options:
	   FACTOR Float speed factor (default 3.0).

   sync_startuptime
       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
       Options:
	   auto Get the value for the current game from an  internal  database
	       (default).
	   none Disable the startup.
	   TIME Time in seconds.

   sync_resample
       Selects the audio resampling mode.

       sync_resample auto | emulation | internal
       Options:
	   auto	 Select	 automatically,	 at present it´s always the `internal´
	       mode (default).
	   emulation Change the emulation to produce the requested  number  of
	       samples instead of resampling.
	   internal Internally resample the sound to match the current speed.

       Note  that  the	`emulation´  mode  may result in wrong input recording
       using the `-record´ or `-playback´ command line	option	due  incorrect
       behavior of the emulation. Specifically some implementations may depend
       on the number of audio sample requested, information that is not stored
       in the recorded input file.

       Also, the `emulation´ mode may trigger some bugs in the MAME core.

       Anyway,	the  `emulation´  mode	generates more stable sound if the CPU
       load isn´t totally empty.

   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:

	   http://lcdproc.sourceforge.net/
       More details and some examples of how to display information on the LCD
       using the scripts are in the `script.txt´ documentation file.

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

       lcd_server none | [SERVER][:PORT]

       Options:
	   none Disable the LCD support (default).
	   SERVER Address of the server. If omitted `localhost´ is used.
	   PORT Port of the server. If omitted `13666´ is used.

       Examples:

	   lcd_server localhost
   lcd_timeout
       Selects the timeout to connect at the server.

       lcd_timeout TIMEOUT

       Options:
	   TIMEOUT Timeout in milliseconds (default 500).

   lcd_speed
       Selects the LCD scrolling speed for long messages.

       lcd_speed DELAY

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

   Misc Configuration Options
   misc_bios
       Selects the game bios in AdvanceMAME.

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

   misc_ramsize
       Controls the ram size of the emulated machine in AdvanceMESS.

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

       Examples:

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

       misc_difficulty none | easiest | easy | normal | hard | hardest
       Options:
	   none Don´t change the default difficulty (default).
	   easiest Easiest game play.
	   easy Easy game play.
	   normal Normal game play.
	   hard Hard game play.
	   hardest Hardest game play.

   misc_freeplay
       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
       Options:
	   no Don´t change the default mode (default).
	   yes Activate the freeplay.

   misc_mutedemo
       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
       Options:
	   no Don´t change the default mode (default).
	   yes Mute the demo sounds.

   misc_lang
       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
       Options:
	   none Don´t change the language (default).
	   LANG If available select this language.

       For example if you run `cadash´ with `-lang italy´ it´s run  the	 clone
       `cadashi´.  If  you  run	 `cheesech´  with  `-lang  germany´  it´s  run
       `cheesech´ setting the `Language´ dipswitch to `German´.

       If the specified language is not available, european and american  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.

   misc_smp
       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
       Options:
	   no Disabled (default).
	   yes Enabled.

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

   misc_quiet
       Doesn´t print the copyright text message at the startup, the disclaimer
       and the generic game information screens.

       misc_quiet yes | no
   misc_timetorun
       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.

   misc_cheat
       Enables	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:
	   yes Enable the cheats.
	   no Disable the cheats (default).

   misc_cheatfile
       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)
       Options:
	   FILE Cheat file to load (default cheat.dat).

   misc_languagefile
       Selects the language file.

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

   misc_hiscorefile
       Selects the hiscore file.

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

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

       misc_safequit yes | no
       Options:
	   no Disabled.
	   yes Enabled (default).

       If the file `event.dat´ (specified with the `misc_eventfile´ option) is
       found the exit menu is shown only if one or more coins are inserted  or
       if you are playing.

   misc_eventdebug
       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
       Options:
	   no Disabled (default).
	   yes Enabled.

   misc_eventfile
       Selects the event/safequit database to use.

       misc_eventfile FILE
       Options:
	   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.

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

       debug_crash yes | no
       Options:
	   no Don´t crash the program (default).
	   yes	Add  a	"Crash" menu entry in the video menu.  If selected the
	       program crash with a Segmentation Fault.

   debug_rawsound
       Disables the sound output syncronization with the video.

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

   debug_speedmark
       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
       Options:
	   yes Display the speed mark when required.
	   no Don´t display the speed mark (default).

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

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

						  AdvanceMAME/MESS Emulator(1)
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