M.A.M.E. - Multiple Arcade Machine Emulator Copyright (C) 1997, 1998 by Nicola Salmoria and the MAME team Please note that many people helped with this project, either directly or by releasing source code that was used to write the drivers. We are not trying to appropriate merit that isn't ours. See the acknowledgments section for a list of contributors, however please note that the list is largely incomplete. See also the CREDITS section in the emulator to see the people who contributed to a specific driver. Again, that list might be incomplete. We apologize in advance for any omission. All trademarks cited in this document are property of their respective owners. Usage and Distribution License ------------------------------ I. Purpose ---------- MAME is strictly a no profit project. Its main purpose is to be a reference to the inner workings of the emulated arcade machines. This is done for educational purposes and to preserve many historical games from the oblivion they would sink into when the hardware they run on will stop working. Of course to preserve the games you must also be able to actually play them; you can see that as a nice side effect. It is not our intention to infringe any copyrights or patents pending on the original games. All of the source code is either our own or freely available. To work, the emulator requires ROMs of the original arcade machines, which must be provided by the user. No portion of the code of the original ROMs is included in the executable. II. Cost -------- MAME is free. The source code is free. Selling it is not allowed. III. ROM Images --------------- You are not allowed to distribute MAME and ROM images on the same physical medium. You are allowed to make them available for download on the same web site, but only if you warn users about the copyright status of the ROMs and the legal issues involved. You are NOT allowed to make MAME available for download together with one giant big file containing all of the supported ROMs, or any files containing more than one game each. You are not allowed to distribute MAME in any form if you sell, advertise or publicize illegal CD-ROMs or other media containing ROM images. Note that the restriction applies even if you don't directly make money out of that. The restriction of course does not apply if the CD-ROMs are published by the ROMs copyrights owners. IV. Source Code Distribution ---------------------------- If you distribute the binary, you should also distribute the source code. If you can't do that, you must provide a pointer to a place where the source can be obtained. V. Distribution Integrity ------------------------- This chapter applies to the official MAME distribution. See next chapter for limitations on the distribution of derivative works. MAME must be distributed only in the original archives. You are not allowed to distribute a modified version, nor to remove and/or add files to the archive. VI. Reuse of Source Code ------------------------- This chapter might not apply to specific portions of MAME (e.g. CPU emulators) which bear different copyright notices. The source code cannot be used in a commercial product without a written authorization of the authors. Use in non commercial products is allowed and indeed encouraged; however if you use portions of the MAME source code in your program, you must make the full source code freely available as well. Derivative works are allowed (provided source code is available), but discouraged: MAME is a project continuously evolving, and you should, in your best interest, submit your contributions to the development team, so that they are integrated in the main distribution. Usage of the _information_ contained in the source code is free for any use. However, given the amount of time and energy it took to collect this information, we would appreciate if you made the additional information you might have freely available as well. How to Contact Us ----------------- Here are some of the people contributing to MAME. If you have comments, suggestions or bug reports about an existing driver, check the driver's Credits section to find who has worked on it, and send comments to that person. If you are not sure who to contact, write to Mirko or Nicola. If you have comments specific to a system other than DOS (e.g. Mac, Win32, Unix), they should be sent to the respective port maintainer. DON'T SEND THEM TO MIRKO OR NICOLA - they will be ignored. You can send source code to mame@lim.dsi.unimi.it. Do not use this address for non-source code bug reports. Nicola Salmoria MC6489@mclink.it Mirko Buffoni mix@lim.dsi.unimi.it Mike Balfour mab22@po.cwru.edu Aaron Giles agiles@sirius.com Chris Moore chris.moore@writeme.com Brad Oliver bradman@primenet.com Andrew Scott ascott@utkux.utcc.utk.edu Zsolt Vasvari vaszs01@banet.net Valerio Verrando v.verrando@mclink.it Bernd Wiebelt bernardo@studi.mathematik.hu-berlin.de DON'T SEND BINARY ATTACHMENTS WITHOUT ASKING FIRST, *ESPECIALLY* ROM IMAGES. THESE ARE NOT SUPPORT ADDRESSES. Support questions sent to these addresses *will* be ignored. Please understand that this is a *free* project, mostly targeted at experienced users. We don't have the resources to provide end user support. Basically, if you can't get the emulator to work, you are on your own. First of all, read the docs carefully. If you still can't find an answer to your question, try checking the beginner's sections that many emulation pages have, or ask on the appropriate Usenet newsgroups (e.g. comp.emulators.misc) or on the emulation message boards (e.g. http://www.macmame.org/wwwboard/mame/). For help in compiling MAME, check this page: http://seagate.cns.net.au/~ben/emu/compilemame.html Also, DO NOT SEND REQUESTS FOR NEW GAMES TO ADD, unless you have some original info on the game hardware or, even better, own the board and have the technical expertise needed to help us. Please don't send us information widely available on the Internet - we are perfectly capable of finding it ourselves, thank you. Acknowledgments --------------- First of all, thanks to Allard van der Bas (avdbas@wi.leidenuniv.nl) for starting the Arcade Emulation Programming Repository at http://valhalla.ph.tn.tudelft.nl/emul8 Without the Repository, I would never have even tried to write an emulator. Unfortunately, the original Repository is now closed, but its spirit lives on in MAME. Z80Em Portable Zilog Z80 Emulator Copyright (C) Marcel de Kogel 1996,1997 Note: the version used in MAME is slightly modified. You can find the original version at http://www.komkon.org/~dekogel/misc.html. M6502 emulator by Juergen Buchmueller. I86 emulator by David Hedley, modified by Fabrice Frances (frances@ensica.fr) M6809 emulator by John Butler, based on L.C. Benschop's 6809 Simulator V09. M6808 based on L.C. Benschop's 6809 Simulator V09. 80x86 asm M6808 emulator Copyright 1998, Neil Bradley, All rights reserved M68000 emulator taken from the System 16 Arcade Emulator by Thierry Lescot. 8039 emulator by Mirko Buffoni, based on 8048 emulator by Dan Boris. T-11 emulator Copyright (C) Aaron Giles 1998 TMS5220 emulator by Frank Palazzolo. AY-3-8910 emulation based on various code snippets by Ville Hallik, Michael Cuddy, Tatsuyuki Satoh, Fabrice Frances, Nicola Salmoria. YM-2203 and YM-2151 emulation by Tatsuyuki Satoh. OPL based YM-2203 emulation by Ishmair (ishmair@vnet.es). POKEY emulator by Ron Fries (rfries@aol.com). Many thanks to Eric Smith, Hedley Rainnie and Sean Trowbridge for information on the Pokey random number generator. NES sound hardware info by Jeremy Chadwick and Hedley Rainne. Allegro library by Shawn Hargreaves, 1994/97 SEAL Synthetic Audio Library API Interface Copyright (C) 1995, 1996 Carlos Hasan. All Rights Reserved. Video modes created using Tweak 1.6b by Robert Schmidt, who also wrote TwkUser.c. "inflate" code for zip file support by Mark Adler. Big thanks to Gary Walton (garyw@excels-w.demon.co.uk) for too many things to mention them all. Many thanks to Nicholas Alwin (www.alpha1.net/~v-stick) for the V-Stick. If you are seriously into arcade emulation, check it out. Usage ----- MAME [name of the game to run] [options] for example MAME mspacman -soundcard 0 will run Ms Pac Man without sound options: -scanlines/-noscanlines (default: -scanlines) if the default mode doesn't work with your monitor/video card (double image/picture squashed vertically), use -noscanlines or -vesa. -vesa/-novesa (default: -novesa) Decides whether to use tweaked VGA modes or standard VESA modes. Note that some hires games require VESA modes, -novesa is ignored in this case. -ntsc a 288x224 mode with standard NTSC frequencies. You need some additional hardware (VGA2TV converter) to make use of this. -vesa1 discontinued. use -vesa -vesa2b discontinued. use -vesa -vesa2l discontinued. use -vesa -resolution XxY where X and Y are width and height (ex: '-resolution 800x600') MAME goes some lengths to autoselect a good resolution. You can override MAME's choice with this option. You can use -XxY (e.g. -800x600) as a shortcut. Frontend authors are advised to use -resolution XxY, however. -320 discontinued. Use -320x240. If you get an error '320x240 not supported', you probably need Scitech's Display Doctor, which provides the 'de facto' standard VESA implementation (http://www.scitechsoft.com) Note: this is a nice alternative to '-640x480 -noscanlines' -400 same as above, use -400x300 -512 same as above, use -512x384 -640 same as above, use -640x480 -800 same as above, use -800x600. -1024 same as above, use -1024x768 -skiplines N / -skipcolumns N if you run a game on a video mode smaller than the visible area, you can adjust its position using the PGUP and PGDN keys (alone for vertical panning, shifted for horizontal panning). You can also use these two parameters to set the initial position: 0 is the default, menaing that the screen is centered. You can specify both positive and negative offsets. -double/-nodouble (default: auto) use nodouble to disable pixel doubling in VESA modes (faster, but smaller picture). Use double to force pixel doubling when the image doesn't fit in the screen (you'll have to use PGUP and PGDN to scroll). -depth n (default: 16) Some games need 65k color modes to get accurate graphics. To improve speed, you can turn that off using -depth 8, which limits to the standard 256 color modes. -gamma n (default: 1.2) Set the initial gamma correction value. -vgafreq n where n can be 0 (default) 1, 2 or 3. use different frequencies for the custom video modes. This could reduce flicker, especially in the 224x288noscanlines mode. WARNING: THE FREQUENCIES USED MIGHT BE WAY OUTSIDE OF YOUR MONITOR RANGE, AND COULD EVEN DAMAGE IT. USE THESE OPTIONS AT YOUR OWN RISK. -vsync/-novsync (default: -novsync) synchronize video display with the video beam instead of using the timer. This option can only be used if the selected video mode has an appropriate refresh rate; MAME will otherwise refuse to start, telling you the actual refresh rate of the video mode, and the rate it should have. If you are using a tweaked mode, MAME will try to automatically pick the correct setting for -vgafreq; you can still override it using the -vgafreq option. Note: the 224x288 noscanlines mode doesn't work on most cards. This mode is used by many games, e.g. Pac Man and Galaga. If it doesn't work on your card, either use the scanlines version, or don't use -vsync. If you are using a VESA mode you should use the program which came with your video card to set the appropriate refresh rate. Note that when this option is turned on, speed will NOT downgrade nicely if your system is not fast enough (i.e.: jerkier gameplay). -alwayssynced/-noalwayssynced (default: -noalwayssynced) for many tweaked VGA modes, MAME has two definitions: one which is more compatible, and one which is less compatible but uses frequencies compatible with -vsync. By default, the less compatible definition is used only when -vsync is requested; using this option, you can force it to be used always. -ror rotate the display clockwise by 90 degrees. -rol rotate display anticlockwise -flipx flip display horizontally -flipy flip display vertically -ror and -rol provide authentic *vertical* scanlines, given you turn your monitor to its side. CAUTION: A monitor is a complicated, high voltage electronic device. There are some monitors that were designed to be rotated. If yours is _not_ one of those, but you absolutely must turn it to its side, you do so at your own risk. ****************************************************** PLEASE DO NOT LET YOUR MONITOR WITHOUT ATTENTION IF IT IS PLUGGED IN AND TURNED TO ITS SIDE ****************************************************** -norotate This is supposed to disable all internal rotations of the image, therefore displaying the video output as it is supposed to be (so you need a vertical monitor to see vertical games). However, many drivers still don't use MAME centralized rotation, but instead rotate the image on their own, so -norotate has no effect on them. In some cases, the image will be upside down. To correct that, use -norotate -flipx -flipy. -soundcard n select sound card (if this is not specified, you will be asked interactively) -sr n set the audio sample rate. The default is 22050. Smaller values (e.g. 11025) will cause lower audio quality but faster emulation speed. Higher values (e.g. 44100) will cause higher audio quality but slower emulation speed. -sb n set the audio sample bits, either 8 or 16. The default is 8. 16 will increase quality with certain games, but decrease speed. This is a software setting, not hardware. The sound card will always be used in 16 bit mode, if possible. -joy n/-nojoy (default: -nojoy) allows joystick input, n can be: 0 - no joystick 1 - normal 2 button joystick 2 - dual joysticks 3 - Stick/Pad with 4 buttons 4 - Stick/Pad with 6 buttons 5 - Stick/Pad with 8 buttons 6 - CH Flightstick Pro 7 - Wingman Extreme (or Wingman Warrior without spinner) 8 - Microsoft Sidewinder (up to 4) 9 - Gravis GamePad Pro Press F7 to calibrate analog joysticks. Calibration data will be saved in mame.cfg. If you're using different joytypes for different games, you may need to recalibrate your joystick every time. -fm/-nofm (default: -nofm) use the SoundBlaster OPL chip for music emulation in some games. This is faster, but emulation is less faithful. -log create a log of illegal memory accesses in ERROR.LOG -help, -? display current MAME version and copyright notice -list display a list of currently supported games -listfull display a list of game directory names + description -listroms display selected game required roms -listsamples display selected game required samples -listdetails display a detailed list of drivers and the hardware they use -verifyroms check selected game for missing and invalid ROMs. -verifysamples check selected game for missing samples. -romdir specify an alternate directory/zip name where to load the ROMs for the specified game. E.g. "mame pacman -romdir pachack" will run the Pac Man driver but load the roms from the "pachack" dir or "pachack.zip" archive. -mouse/-nomouse (default: -mouse) enable/disable mouse support -frameskip n skip frames to speed up the emulation. For example, if the game normally runs at 60 fps, "-frameskip 1" will make it run at 30 fps, and "-frameskip 2" at 20 fps. Use F11 to check the speed your computer is actually reaching. If the game is too slow, increase the frameskip value. Note that this setting can also affect audio quality (some games sound better, others sound worse). Maximum value for frameskip is 3. -antialias/-noantialias (default: -antialias) antialiasing for the vector games. -beam n sets the width in pixels of the vectors. n is a float in the range of 1.00 through 16.00. -flicker n make the vectors flicker. n is an optional argument, a float in the range 0.00 - 100.00 (0=none 100=maximum). -translucency/-notranslucency (default: -translucency) enables or disables vector translucency. -cheat Cheats like the speedup in Pac Man or the level skip in many other games are disabled by default. Use this switch to turn them on. -debug Activate the integrated debugger. During the emulation, press tilde to enter the debugger. -record name Record joystick input on file INP/name.inp. -playback name Playback joystick input from file INP/name.inp. -savecfg no longer supported at the moment -ignorecfg ignore mame.cfg and start with the default settings The following keys work in all emulators: Tab Enter configuration menu. Press Tab or Esc to get back to the emulation. P Pause F3 Reset F4 Show the game graphics. Use cursor keys to change set/color, F4 or Esc to return to the emulation. F7 Calibrate the joystick F8 Change frame skip on the fly (60, 30, 20, or 15) F10 Toggle speed throttling F11 Toggle speed display F12 Save a screen snapshot. The default target directory is PCX, you have to create it yourself, it will not be created by the program if it isn't there. numpad +/- Volume adjust left shift + numpad +/- Gamma correction adjust ESC Exit emulator